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		<id>https://shmups.wiki/index.php?title=Same!_Same!_Same!&amp;diff=31893</id>
		<title>Same! Same! Same!</title>
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		<updated>2024-10-13T23:20:52Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SameSameSame title card.jpg|center|400px]]&lt;br /&gt;
[[File:Fire shark title card.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| title = Same! Same! Same!&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Same same same title screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
| developer = [[Toaplan]]&lt;br /&gt;
| music = Masahiro Yuge&lt;br /&gt;
| program = Sanae Nito&amp;lt;br/&amp;gt;Yuko Tataka&lt;br /&gt;
| art = Shintaro Nakaoka&lt;br /&gt;
| releasedate = November 2, 1989&lt;br /&gt;
| previousgame =[[Zero Wing]]&lt;br /&gt;
| nextgame = [[OutZone]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Same! Same! Same!''' is a vertically scrolling shooting game developed by [[Toaplan]] in 1989. The name translates to Shark! Shark! Shark! in English. The western release was renamed Fire Shark. It is the sequel to [[Toaplan]]'s 1987 game [[Hishōzame]] also know as Sky Shark or Flying Shark. It maintains the military battle theme with the player controlling a biplane with an incredible arsenal of weapon possibilities. &lt;br /&gt;
&lt;br /&gt;
This game feels very much like a typical older [[Toaplan]] game with the weapon power up system and the bomb stock. It might be the most refined and fun of these older [[Toaplan]] games before they went onto more experimental and Cave-like directions. It does offer a dynamic difficulty to keep players coming back to this gem.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! has a very simple control scheme, using only an 8-directional joystick and two buttons:&lt;br /&gt;
A: Shoot&lt;br /&gt;
B: Bomb&lt;br /&gt;
&lt;br /&gt;
Diagonal movement is slower than non-diagonal movement and can be exploited for precise positioning.  However, unlike many other games, only true diagonal movement is slower, meaning that the player cannot reduce their speed by moving diagonally when movement in one axis is prevented by a screen boundary.&lt;br /&gt;
&lt;br /&gt;
It is recommended that the player set up a 30hz autofire button for A.  For other firing rates the player may prefer either to set up additional autofire buttons or tap A manually.&lt;br /&gt;
&lt;br /&gt;
=== Bomb Properties ===&lt;br /&gt;
----&lt;br /&gt;
The current bomb stock can be seen in the bottom right corner of the screen.  The range of the bomb depends on how long the bomb button is held.  Pressing B will launch a bomb that travels up the screen and can be exploded at any height by releasing B again.  The bomb explodes then 8 frames after B is released and the explosion lasts for 68 frames.  The explosion deals damage to enemies and any bullet that enters the explosion will be erased.  The explosion normally deals 9 damage per 2 frames to normal enemies, but when the green or red weapons are equipped it deals 10 damage.  It deals a base of 4 damage per 2 frames to large enemies and bosses, but this is scaled with your power level.  At maximum power bombs deal 2.5 times the base damage of 4 to boss enemies.  This damage scaling does not apply to normal enemies, and the small increase from using the green or red weapon does not apply to boss enemies. &lt;br /&gt;
Bombs can be used effectively as a shield from bullets by staying positioned inside the explosion.  However some bullets are not erased instantaneously and it's still possible to be hit while very close to the point from which they are fired.  A maximum of 10 bombs may be carried at once.&lt;br /&gt;
&lt;br /&gt;
=== Weapon System ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! has three weapon types available for use throughout the game, outlined below.  Only one weapon may be used at a time.  The player can convert their shot to another weapon type by picking up the corresponding weapon change item for the desired weapon.  Beware, however, that the change to the new weapon cannot take place until all of the shots of the previous weapon has left the screen.  It can be advantageous to stop firing shortly before changing weapons if it is safe to do so as this allows the new weapon to be used immediately if necessary.  It is dangerous to quickly collect several different weapon items while firing as this can prevent the final item collecting from being recognised, leaving the player with a weapon they did not intend to use.&lt;br /&gt;
&lt;br /&gt;
==== Spread Shot (Blue) ====&lt;br /&gt;
&lt;br /&gt;
This is the standard weapon the player begins the game with.  It is also the weapon the player reverts to after losing a life.  The vast majority of the game will typically be played using this weapon as it is by far the most well-rounded of the three.  Even if another type would be advantageous for an individual section, switching back and forth between the different shots at will is rarely practicable due to the restrictive item drop system.  A likely result is that an opportunity to change back will not come for quite some time, and the player may be forced to struggle on with the new weapon through new areas where it poses an extreme disadvantage.&lt;br /&gt;
&lt;br /&gt;
The spread shot has by far the best range, its shots covering the entire upper screen at full power.  This makes it ideal for dealing with the many areas in the game where enemies enter the screen from multiple points, and sections where large swarms of enemies appear across the whole screen such as in stages 6 and 10. &lt;br /&gt;
&lt;br /&gt;
It is also by far the best weapon for quickly dealing with bosses and other very large enemies. Shooting rapidly at close range destroys many of the bosses in the game extremely quickly.  The closer the player's proximity to the intended target, the more individual shots of the spread will make contact with the enemy's hitbox.  Combined with high frequency autofire, this allows an extreme amount of damage to be delivered in a short space of time at close range.  It is this dual purpose nature of the spread shot that makes it so useful, allowing the player to use it either for range or power through controlling the rate of fire and the distance from the target.&lt;br /&gt;
&lt;br /&gt;
It does however have some disadvantages: the spread shot's attack consists of individual bullets.  These individual bullets have gaps between them, and this makes it possible for the intended target to survive by passing through these gaps, especially at lower power levels.  It is a common cause of death to miss shooting an enemy that was expected to be destroyed and immediately be hit by that enemy before being able to react.  The spread shot can only shoot at enemies above the player, making it difficult to deal with some enemies in the game that appear from the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
Same! Same! Same! has a limit to the number of player bullets that may be on screen at a time - the 'shot limit'.  Another shot may only be fired if there are less than four bullets of any row currently on screen.  This means using the starting 3-way shot there may only be a maximum of 12 individual bullets on screen at any given time.  After upgrading to the 5-way shot there may be a maximum of 20 individual bullets on screen.  Another set of bullets may only be fired when doing so would not cause this limit to be exceeded.  This shot limit is another way to miss an enemy that would normally be expected to be hit - the shot limit being activated at an inopportune time and preventing the player from firing on the enemy.  An important aspect of skilled play is varying one's shooting frequency to minimize the breaks in fire caused by the shot limit, based on the vertical position of the player and the number of enemies.&lt;br /&gt;
&lt;br /&gt;
==== Fire (Red) ====&lt;br /&gt;
With the Fire weapon, holding the A button releases a constant flamethrower attack.  Much like the spread shot, powering up increases the density of the fire.  At the lowest power level, a single forward firing flamethrower is fired.  Ascending to the second power level adds a second forward firing flamethrower, effectively doubling the width of attack range.  At the third power level two moving flamethrowers are added.  After holding A these side flamethrowers will start at roughly a 45° angle and fan out to be completely horizontal, returning to their original angle after a short time.  At full power yet another two flamethrowers are added which begin firing horizontally and fan out to fire behind the player.&lt;br /&gt;
&lt;br /&gt;
Effective use of the Fire weapon at power levels 3 and 4 will involve frequent release of the A button to reset the fanning cycle of the outer flamethrowers, allowing them to fire at the desired angles at the desired times.  This makes the Fire weapon preferable to the spread shot in some places as the ability to aim at targets behind the player is unique to this weapon.  Unlike the spreadshot the attack is a continous stream with no gaps which means it is able to dispatch some enemies before they are even able to shoot, which would be unlikely to occur with a non-continuous weapon.&lt;br /&gt;
&lt;br /&gt;
The Fire weapon is effective at dealing with some moderate sized enemies, in particular the larger tanks.  However it fares much more poorly against the moderate sized plane enemies.  It is an extremely poor weapon for use against most bosses as it is unable to deal effective damage against their main parts.  The Stage 5 boss in particular receives extremely little damage from this weapon and so in this area it must be avoided at all costs.  The weapon's attack is a very similar colour to enemy bullets and so it can be difficult to detect their prescense and avoid them while in use.&lt;br /&gt;
&lt;br /&gt;
==== Beam (Green) ====&lt;br /&gt;
The Beam weapon fires a twin set of green projectiles oscillating in intercrossing sinusoid patterns as they travel up the screen.  Increasing the power level simply increases the width of these oscillations.  Even at maximum power the range of this weapon is so poor that it is of extremely limited use in dealing with the large numbers of enemies that often appear at various locations across the entire screen.  Like the spread shot it is composed of individual bullets that contain gaps.  A small advantage it has over the spread shot is that it can destroy some moderate sized enemies more quickly.  It can destroy large planes and bosses somewhat more effectively than the Fire weapon but still much less effectively than the spread shot.  Switching to this weapon unintentionally in the course of a game is very likely to be the end of that life, and a crucial skill in playing Same! Same! Same! is to be able to prevent this from occuring by predicting and manipulating the bouncing green items that confer this fate upon the player.&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Difficulty ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! has a dynamic difficulty system in which various aspects of the game become more difficult under certain conditions.  The most important factors are the current power level the player has reached, the area the player has reached, and the loop the player has reached.  These elements are combined in various ways to influence the difficulty of the game.&lt;br /&gt;
&lt;br /&gt;
==== Rank ====&lt;br /&gt;
The rank is in effect the base difficulty level of the game.  It is determined by the formula:&lt;br /&gt;
 '''rank''' = '''difficulty''' + '''area'''/2&lt;br /&gt;
&lt;br /&gt;
''difficulty'' refers to the the setting of the difficulty dipswitch.  This provides the base value of the rank:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| '''4'''&lt;br /&gt;
|-&lt;br /&gt;
! Hard&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! Hardest&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With medium being the default.&lt;br /&gt;
&lt;br /&gt;
Area is an internal counter of your progress through the game.  Each area is subdivided in 64 units which occupy a window of 16 frames.  This means that the rank increases by 1 every 2 areas.  The maximum rank level that can be reached is 24.  After the first loop the above formula no longer applies and the rank is always at the maximum value.&lt;br /&gt;
&lt;br /&gt;
==== Bullet speed ====&lt;br /&gt;
The bullet speed is determined by the following formula.&lt;br /&gt;
 30 + '''rank'''/2 + '''power'''*3 + '''loop'''*2&lt;br /&gt;
&lt;br /&gt;
''A further +4 is added to this when the '''red''' weapon is equipped.''&lt;br /&gt;
&lt;br /&gt;
''power'' is a value between 0 and 3 determined by which of the four power levels the player has reached.&lt;br /&gt;
It should also be noted that the loop number begins at 0, not 1.&lt;br /&gt;
The maximum bullet speed that can be reached is 80.  This first becomes possible to reach in the 14th loop with maximum power and the red weapon equipped.&lt;br /&gt;
By the 20th loop the maximum bullet speed is impossible to avoid under any circumstances.&lt;br /&gt;
&lt;br /&gt;
==== Enemy Firing Rate ====&lt;br /&gt;
This determines how soon enemies shoot after appearing and how soon after shooting they are able to shoot again.  &lt;br /&gt;
The starting delay is determined by one of two formulae depending on the enemy:&lt;br /&gt;
 '''delay''' = '''base''' - '''power'''*8&lt;br /&gt;
&lt;br /&gt;
 '''delay''' = '''base''' - '''power'''*2&lt;br /&gt;
&lt;br /&gt;
'base' is a value specific to each enemy in the game that ultimately determines the difference in firing rates between different types of enemy.  &lt;br /&gt;
As can be seen the sole difference between the two formulae is how much of an influence your power level ultimately has on the firing rate of the enemy.  Bosses and large enemies are more likely to use the second version which places less importance on your current power level.&lt;br /&gt;
If at this point delay is already less than or equal to 0 the enemy will fire.&lt;br /&gt;
&lt;br /&gt;
 '''rate''' = '''delay''' - '''rank'''*delay/40&lt;br /&gt;
&lt;br /&gt;
Again, if the calculated rate is less than or equal to 0 the enemy will fire immediately.  If the enemy still hasn't fired however a ''timer'' is used to coordinate its attack.  This timer is divided by the ''rate'' and when the reminader of the division is 0, the enemy will fire.  &lt;br /&gt;
The higher the rank and the higher the power level, the lower the *rate* value becomes and the more often an enemy fires.&lt;br /&gt;
&lt;br /&gt;
==== Cannon Turning Rate ====&lt;br /&gt;
&lt;br /&gt;
Tanks, boats and turrets must rotate their cannons towards the player's current position before firing.  The rate at which they can rotate is determined by the player's current power level:&lt;br /&gt;
 '''rate''' = 6 - '''power'''*2&lt;br /&gt;
&lt;br /&gt;
''rate'' is the number of frames between each angle change.  At maximum power the angle is adjusted every frame.&lt;br /&gt;
As can be seen neither the rank level nor the loop nor any other factors affect the rate of aiming adjustment.&lt;br /&gt;
&lt;br /&gt;
==== Cannon Destruction ====&lt;br /&gt;
&lt;br /&gt;
Tanks, boats and turrets will lose their cannons after the enemy has received a certain number of hits, making them unable to attack.  This starts at a single hit and increases by one for each additional power level gained.  As these enemies only take three hits to be destroyed, it becomes impossible to destroy the cannon separately from the enemy itself beyond the first two power levels as the calculated threshold exceeds this.&lt;br /&gt;
&lt;br /&gt;
==== Enemy HP scaling ====&lt;br /&gt;
A small number of very large or boss enemies undergo HP scaling based on your current power level:&lt;br /&gt;
 '''HP''' = '''base''' + '''base'''*'''power'''/2&lt;br /&gt;
&lt;br /&gt;
This means some enemies have 2.5 times their base HP at full power.  As noted above this same formula is applied to scale the damage dealt per frame by bombs when it is used against large enemies and bosses.&lt;br /&gt;
&lt;br /&gt;
=== Bullet Sealing ===&lt;br /&gt;
----&lt;br /&gt;
Many ground based enemies such as tanks and turrets will not shoot if the player is within a 32 pixel radius of its current position.  This is a fixed range that is not affected by power level, rank or any other factors.&lt;br /&gt;
While not strictly sealing, some flying enemies are also incapable of shooting up to hit the player from below, and can be prevented from firing at all by staying above them.&lt;br /&gt;
&lt;br /&gt;
=== Deaths and Checkpoint System ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In the 1P version of Same! Same! Same! Dying returns the player to a checkpoint with the spread shot, at minimum power and minimum speed, with three bombs in stock, and returns the item table position back to the start. Reaching full power again after such a death is a long and uncertain process.  In particular, avoiding the green and red items that appear consecutively after the first three items while at low power and low speed is extremely difficult.  In some cases the green and red items will be on screen simultaneously further adding to the difficulty.  In many cases dying too soon after appearing at a checkpoint will send the player back even further to a previous checkpoint, causing the player to effectively travel back through the stage and making negative progress.&lt;br /&gt;
&lt;br /&gt;
=== Item System ===&lt;br /&gt;
----&lt;br /&gt;
One of the most complex features of Same! Same! Same! is the item system.  There are eight different items in the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1-UP&lt;br /&gt;
| Awards one extra life.&lt;br /&gt;
|-&lt;br /&gt;
! 2-UP&lt;br /&gt;
| Awards two extra lives.&lt;br /&gt;
|-&lt;br /&gt;
!Power (P)&lt;br /&gt;
| Collect three to increase the power level.&lt;br /&gt;
|-&lt;br /&gt;
! Bomb &lt;br /&gt;
| Adds one bomb to the current stock.&lt;br /&gt;
|-&lt;br /&gt;
! Speed &lt;br /&gt;
| Increases the speed of the player up to three times.&lt;br /&gt;
|-&lt;br /&gt;
! Blue &lt;br /&gt;
| Changes weapon to Spread Shot.&lt;br /&gt;
|-&lt;br /&gt;
! Green&lt;br /&gt;
| Changes weapon to Beam.&lt;br /&gt;
|-&lt;br /&gt;
! Red &lt;br /&gt;
| Changes weapon to Fire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These items will move around the screen in a predetermined pattern but with a random initial direction and will change direction by bouncing off the edges of the screen.  Most items follow a linear path but the speed and bomb items follow an unpredictable circular path and have a tendency to stay high on the screen where they are too dangerous to collect.  The movement of these items can be manipulated to some extent as the horizontal scrolling of the screen can be used to control when items reach the edge of the screen and bounce in a new direction.  This can be used for example to make sure an undesirable item is away from an area the player needs to occupy in the near future.  Items have an expiration timer that determines how long they will remain on screen.  When the timer expires the items will no longer bounce upon reaching an edge but simply leave the screen.  These are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Frames&lt;br /&gt;
! Seconds&lt;br /&gt;
|-&lt;br /&gt;
|Power, Speed, Bomb &lt;br /&gt;
|512 &lt;br /&gt;
| 8.89&lt;br /&gt;
|-&lt;br /&gt;
|Blue, Green &lt;br /&gt;
|1408&lt;br /&gt;
|24.44 &lt;br /&gt;
|-&lt;br /&gt;
|Red&lt;br /&gt;
|512&lt;br /&gt;
|8.89&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 1-UP and 2-UP items do not bounce off the edges of the screen.  Instead they travel in an initial direction while erratically spinning around a centre point, then reverse direction and eventually exit the screen.&lt;br /&gt;
Only four items may exist on screen at any one time.  If there are already four items on screen and an enemy that carries another item is destroyed, that item will not appear.&lt;br /&gt;
&lt;br /&gt;
Items are dropped by certain enemies and can be considered to fall under one of three types based on the enemy: those dropped according to a hidden table, static items that always appear in the same locations and items that change based on certain conditions.&lt;br /&gt;
&lt;br /&gt;
==== Item Table ====&lt;br /&gt;
Items in the first category are dropped by blimps and carrier boats according to the player's current position in the table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!1 &lt;br /&gt;
| Power&lt;br /&gt;
!2 &lt;br /&gt;
| Speed&lt;br /&gt;
!3 &lt;br /&gt;
| Power&lt;br /&gt;
!4 &lt;br /&gt;
| Green&lt;br /&gt;
!5 &lt;br /&gt;
| Red&lt;br /&gt;
!6 &lt;br /&gt;
| Power&lt;br /&gt;
!7 &lt;br /&gt;
| Speed&lt;br /&gt;
!8 &lt;br /&gt;
| Bomb  &lt;br /&gt;
|-                                                                    &lt;br /&gt;
!9 &lt;br /&gt;
| Power&lt;br /&gt;
!10&lt;br /&gt;
| Blue&lt;br /&gt;
!11 &lt;br /&gt;
| Bomb&lt;br /&gt;
!12 &lt;br /&gt;
| Power&lt;br /&gt;
!13&lt;br /&gt;
| Speed&lt;br /&gt;
!14&lt;br /&gt;
| Blue&lt;br /&gt;
!15 &lt;br /&gt;
| Power&lt;br /&gt;
!16&lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!17 &lt;br /&gt;
| Green&lt;br /&gt;
!18&lt;br /&gt;
| Power&lt;br /&gt;
!19&lt;br /&gt;
| Bomb&lt;br /&gt;
!20 &lt;br /&gt;
| Blue&lt;br /&gt;
!21&lt;br /&gt;
| Red&lt;br /&gt;
!22 &lt;br /&gt;
| Power&lt;br /&gt;
!23 &lt;br /&gt;
| Speed&lt;br /&gt;
!24 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!25 &lt;br /&gt;
| Green&lt;br /&gt;
!26 &lt;br /&gt;
| Blue&lt;br /&gt;
!27 &lt;br /&gt;
| Power&lt;br /&gt;
!28 &lt;br /&gt;
| Green&lt;br /&gt;
!29 &lt;br /&gt;
| Bomb&lt;br /&gt;
!30 &lt;br /&gt;
| Bomb&lt;br /&gt;
!31&lt;br /&gt;
| Power&lt;br /&gt;
!32 &lt;br /&gt;
| '''2-UP'''&lt;br /&gt;
|-&lt;br /&gt;
!33 &lt;br /&gt;
| Blue&lt;br /&gt;
!34&lt;br /&gt;
| Power&lt;br /&gt;
!35 &lt;br /&gt;
| Green&lt;br /&gt;
!36 &lt;br /&gt;
| Bomb&lt;br /&gt;
!37 &lt;br /&gt;
| Red&lt;br /&gt;
!38 &lt;br /&gt;
| Bomb&lt;br /&gt;
!39 &lt;br /&gt;
| Power&lt;br /&gt;
!40 &lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
!41 &lt;br /&gt;
| Blue&lt;br /&gt;
!42 &lt;br /&gt;
| Power&lt;br /&gt;
!43 &lt;br /&gt;
| Green&lt;br /&gt;
!44&lt;br /&gt;
| Power&lt;br /&gt;
!45 &lt;br /&gt;
| Bomb&lt;br /&gt;
!46 &lt;br /&gt;
| Blue&lt;br /&gt;
!47 &lt;br /&gt;
| Green&lt;br /&gt;
!48 &lt;br /&gt;
| Bomb&lt;br /&gt;
|-&lt;br /&gt;
!49 &lt;br /&gt;
| Blue&lt;br /&gt;
!50 &lt;br /&gt;
| Power&lt;br /&gt;
!51 &lt;br /&gt;
| Power&lt;br /&gt;
!52 &lt;br /&gt;
| Red&lt;br /&gt;
!53 &lt;br /&gt;
| Blue&lt;br /&gt;
!54 &lt;br /&gt;
| Power&lt;br /&gt;
!55 &lt;br /&gt;
| Power&lt;br /&gt;
!56 &lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
! 57&lt;br /&gt;
| Red&lt;br /&gt;
! 58&lt;br /&gt;
| Power&lt;br /&gt;
! 59 &lt;br /&gt;
| Green&lt;br /&gt;
! 60 &lt;br /&gt;
| Blue&lt;br /&gt;
! 61 &lt;br /&gt;
| Bomb&lt;br /&gt;
! 62 &lt;br /&gt;
| Red&lt;br /&gt;
! 63 &lt;br /&gt;
|Green&lt;br /&gt;
! 64&lt;br /&gt;
|Power&lt;br /&gt;
|-&lt;br /&gt;
! 65 &lt;br /&gt;
| Blue&lt;br /&gt;
! 66 &lt;br /&gt;
| Power&lt;br /&gt;
! 67&lt;br /&gt;
| Power&lt;br /&gt;
! 68&lt;br /&gt;
| Red&lt;br /&gt;
! 69&lt;br /&gt;
| Blue&lt;br /&gt;
! 70&lt;br /&gt;
| Green&lt;br /&gt;
! 71&lt;br /&gt;
| 1-UP&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
The current position is not revealed to the player and upon reaching the end of the table the position returns to the start.  Any death will cause the cycle to start again from the beginning.  Therefore the 2-UP at position 32 can only be accessed by avoiding losing a single life for just over four stages.  &lt;br /&gt;
The total number of item carriers across all ten stages is 75.  This exceeds the 71 places in the table, therefore the final four items in any loop are the same as the first four assuming the player never dies.  This means that without intervention every loop of the game will begin four items ahead of the previous one.  &lt;br /&gt;
Recovering from a death becomes very complicated as the location of the last death determines how items are distributed over the following stages.  Problematic item locations may arise many stages after the original death.  These must be anticipated and in some cases countermeasures must be taken.  Most problematic of all is an undesirable weapon change item such as the green item appearing at a boss area.&lt;br /&gt;
&lt;br /&gt;
The cycle is advanced when the enemy carrying the item appears, not when the item itself appears, and so this means that it is possible to avoid releasing undesirable items altogether.  The fourth item in the first stage for instance will be a green weapon change.  If the enemy carrying this item leaves without being destroyed, the item will not be released but the position in the item table will advance nevertheless.  The next item carrier to appear will therefore not contain the green item but the red weapon change item which immediately follows.  It is sometimes possible to erase item carriers by having them move too far outside the visible screen.  This technique cannot be performed often but has the same effect of bypassing an undesirable item.  However, if the enemy does not appear at all due to too many enemies being on screen already, the table position will not be advanced and the next carrier to appear will contain the same item.&lt;br /&gt;
One other way to achieve the same result is through the item limit.  Only four items may appear simultaneously and so if an item is unable to appear because this limit has already been reached, the item will not appear but the table position will still be advanced, effectively skipping over that item.&lt;br /&gt;
&lt;br /&gt;
====Static Items====&lt;br /&gt;
Static items are items that are always dropped by specific enemies.  These are limited to stage 8.  The submarine enemies in the opening of this stage will always drop a bomb item, and the large ships later in the stage will always drop a power item.&lt;br /&gt;
====Conditional Items====&lt;br /&gt;
Conditional items are limited to a single enemy, the so-called 'Otakebi' which appears in stages 3,5,8 and 10.  This enemy will usually drop a weapon change item based on the current weapon in use:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Current Weapon &lt;br /&gt;
! Weapon Dropped &lt;br /&gt;
|- &lt;br /&gt;
! Blue&lt;br /&gt;
| Green&lt;br /&gt;
|- &lt;br /&gt;
! Green&lt;br /&gt;
| Red&lt;br /&gt;
|- &lt;br /&gt;
! Red&lt;br /&gt;
| Blue&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
If the correct condition is fulfilled this enemy will also drop a 1-UP item.  In order for this to happen the player must be in a certain horizontal range when the enemy appears.  This range of positions is quite generous, however this 1-UP may only be triggered ONCE per stage even if the condition is fulfilled again.  If the player receives a 1UP and dies the 1UP will not appear again.  If the player reveals a 1-UP but does not collect it no more 1-UP items will be given by these enemies for the current stage.  Most crucially, if the conditions are fulfilled and the enemy that contains the 1-UP is not destroyed, it is still considered to have been triggered and no more of these enemies may contain a 1UP for the current stage.  It is possible and even common to fail to receive a 1-UP because it was unknowingly triggered in an earlier enemy by pure chance.  Note that this does not affect the 1-UP or 2-UP items in the item table that may be received from normal item carrier enemies.  It's entirely possible to receive a 1UP from both sources in a single stage.  An additional condition for receving this hidden 1-UP seems to be a low number of enemies on screen.  If the number of enemies is too high The 1-UP will not appear.&lt;br /&gt;
&lt;br /&gt;
====Item Substitutions====&lt;br /&gt;
Another feature of the item system to be wary of is the item substitution system.  If an item is scheduled to drop that one already has the maximum amount of it will be substituted with either a blue or green weapon change item, determined randomly.  For instance, if one has the maximum 10 bombs in stock and destroys a submarine containing a bomb in stage 8, a bomb will not be dropped but instead either a blue or green item will be dropped in its place.  Similarly there are 4 speed items in the drop cycle but maximum speed is reached after collecting just three of these.  This means that the fourth of these will usually not appear as a speed item but instead be substituted with either a blue or a green weapon change item.&lt;br /&gt;
&lt;br /&gt;
An unrelated form of substitution occurs when the player has 0 bombs in stock.  In this case a P item may substituted with a bomb item.  This can be beneficial in areas where a bomb is urgently needed but detrimental when a bomb isn't needed and the substitution prevents the player from powering up.  There is only a 50% chance that a P item will be substituted with a bomb in this way.  It is determined by the current frame counte alone, with the item ultimately awarded alternating every 16 frames.  Unlike maximum substitutions which are determined when the item itself appears, P to bomb substitutions are decided when the enemy that contains the P appears.  This leaves very little influence the player can have over the outcome.&lt;br /&gt;
&lt;br /&gt;
Any item that the player is considered to already have the maximum amount of will instead give 5000 points when collected.  This includes bombs collected when the player has the maximum stock of ten bombs, and weapon change items for the weapon the player is already using.  Collecting P items with a maximum stock is rarer but possible.  Speed items collected at maximum speed theoretically award 5000 points but because of the rarity of speed items it is impossible to create any situation where this occurs.&lt;br /&gt;
&lt;br /&gt;
=== Power Bar ===&lt;br /&gt;
----&lt;br /&gt;
In the top left corner of the screen is the power up bar, consisting of three slots.  These slots can be filled by collecting power (P) items.  Filling the current bar completely allows you to ascend to the next power level, and the bar is emptied in the process.  As there are four power levels in the game, this means nine P items must be collected to reach the maximum level.  A further three items may be collected to fill the bar again at full power.  At all power levels the current status of the bar is maintained after a death.  This means that if two slots are already filled upon death the player need only collect a single P item to reach the second power level instead of the usual three.  If the bar is completely filled at full power it will not empty and the player will immediately be taken to power level 2 after a death.&lt;br /&gt;
&lt;br /&gt;
While this may seem advantageous the item substitution system means that it cannot be used reliably to increase one's survival chances.  Once the bar is permanently filled by collecting three more P items after reaching full power, every P item that appears from that point will be substituted with either a blue or green shot change item.  This increases the amount of time that will be spent trying to avoid the green items and severely increases the risk of death.  Therefore it is advisable to avoid collecting P items once one has reached full power.  There is a balance to be found in deciding how to handle this final power bar.  You may accidentally collect an additional two P items after reaching full power without consequence.  Trying to keep the final bar empty for as long as possible allows you this leeway but some players may prefer to keep one or two slots filled to reduce the time to reaching power level 2 again in the event of a death.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
----&lt;br /&gt;
Extends increase the player's current stock of lives.  There is no limit to how many lives you may have in stock other than the theoretical and unattainable limit of 65535.  &lt;br /&gt;
Extends can be gained in two ways: score extends and item extends.&lt;br /&gt;
Score extends are awarded after the first 70,000 points, and every subsequent 200,000 points (270,000, 470,000 etc.) However score extends may ONLY be received in the first loop of the game.  As soon as the first loop is cleared score based extends are disabled for the rest of the game.  This means you don't receive any extends from the 1,000,000 point bonus at the end of the first loop.  Item extends are received from 1UP and 2UP items and are the sole means of increasing one's stock of lives from the end of the first loop onwards.  A maximum of seven item extends can be received each loop with no deaths.&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
----&lt;br /&gt;
There are two kinds of bonuses in Same! Same! Same! - stage clear bonuses and special bonuses awarded for clearing a full loop of all 10 stages.  These bonuses make up the primary means of gaining points in the game.&lt;br /&gt;
====Stage Bonus====&lt;br /&gt;
The stage clear bonus is determined by the number of Targets collected during a stage.  These are medal items that look like lightning bolts.  Each stage contains a certain number of these Target items:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!Targets&lt;br /&gt;
|-&lt;br /&gt;
!1 &lt;br /&gt;
|5 &lt;br /&gt;
|-&lt;br /&gt;
!2 &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|21&lt;br /&gt;
|}&lt;br /&gt;
20 Targets is considered to be the maximum the player can collect and so the 21st Target in stage 10 will simply give 5000 points.&lt;br /&gt;
&lt;br /&gt;
The number of targets collected determines the base value of the stage clear bonus.  This base value is then multiplied by the number of bombs in stock (so 0 bombs will result in a 0 point bonus).  Dying will reset the number of Targets collected in a stage to 0, meaning dying in the middle of the stage will prevent you from completing the stage with all Targets collected.  The base value does not increase linearly with each Target collected, rather they are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| 1000&lt;br /&gt;
!2 &lt;br /&gt;
| 2000&lt;br /&gt;
!3&lt;br /&gt;
| 3000&lt;br /&gt;
!4&lt;br /&gt;
| 5000&lt;br /&gt;
!5&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
| 11000&lt;br /&gt;
!7&lt;br /&gt;
| 12000&lt;br /&gt;
!8&lt;br /&gt;
| 13000&lt;br /&gt;
!9&lt;br /&gt;
| 15000&lt;br /&gt;
!10&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
| 21000&lt;br /&gt;
!12&lt;br /&gt;
| 22000&lt;br /&gt;
!13&lt;br /&gt;
| 23000&lt;br /&gt;
!14&lt;br /&gt;
| 25000&lt;br /&gt;
!15&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
| 31000&lt;br /&gt;
!17&lt;br /&gt;
| 32000&lt;br /&gt;
!18&lt;br /&gt;
| 33000&lt;br /&gt;
!19&lt;br /&gt;
| 35000&lt;br /&gt;
!20&lt;br /&gt;
| 50000&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
The maximum stage clear bonus that can be received is therefore 500,000, by collecting 20 Targets in a stage and completing the stage with a full 10 bombs in stock.  Missing just one target has a large impact on the bonus, with a reduction of 15,000 in the base value (a loss of 150,000 with 10 bombs in stock).  As can be seen the later stages have many more Target items available so reaching those stages will allow the player to receive much higher bonuses.&lt;br /&gt;
====Special Bonus====&lt;br /&gt;
The special bonus awards 1,000,000 points per loop cleared which accumulates throughout the game so that 2,000,000 is received upon clearing the second loop, a further 3,000,000 upon clearing the third, until a maximum of 10,000,000 upon clearing the 10th and every subsequent loop of the game.  These special bonuses eventually become by far the largest source of points in the game as the number of loops increases.  From the fifth loop onward it becomes higher than the number of points that can possibly be gained during the course of the loop itself.  The game's score eventually stops at 100,000,000 points, a score which thanks to the special bonuses is possible to reach after clearing 12 loops of the game.&lt;br /&gt;
&lt;br /&gt;
=== Looping ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! loops infinitely with the game gradually increasing in difficulty as the game progresses.  After completing stage 10 the game will progress to stage 1 of the next loop.  The biggest difference is seen in the transition from the first to the second loop.  At this point score based extends are disabled leaving item extends as the only means of increasing one's stock of lives.  The rank level in the initial stages is also considerably higher from the second loop onwards.  With each new loop there is a slight increase in the base bullet speed which gradually accumulates eventually reaching a maximum at the 20th loop of the game.  This increase in speed is not related to the rank system and it does not appear that looping the game has any effect on the rank itself beyond the second loop.  Enemies will continue to fire with the same timing and delay, the bullets fired will just be moving slightly faster than the previous loop.&lt;br /&gt;
&lt;br /&gt;
===Bugs and Oddities===&lt;br /&gt;
----&lt;br /&gt;
==== Looping Boss Glitch ====&lt;br /&gt;
If stage 4 is cleared without destroying the boss, the main target of the boss will sometimes appear at the beginning of stage 5 and loop around the screen until destroyed.  It continues firing bullets while the player is still unable to move.  Although the player isn't vulnerable until regaining control it's still very likely to be hit as the boss part will have reached a low position on the screen and the player regains control at a high starting position.&lt;br /&gt;
The bug is caused by destroying the front cover of the boss before the main part has come on screen, and then finishing the stage without destroying the boss.  Destroying the cover too quickly causes a memory allocation error that ultimately results in the main part not being removed when it leaves the screen at the end of stage 4.&lt;br /&gt;
&lt;br /&gt;
==== Delayed Weapon Switch ====&lt;br /&gt;
If when changing weapon any bullets from the previous weapon are still on screen, the weapon change will not be allowed to occur until all bullets of the previous weapon have left the screen.  If multiple weapon changes are attempted during this time only the first will be recognised after the bullets of the starting weapon leave.  This can result in the player ending up stuck with an unintended weapon.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
As well as the original 1-player version of the game, several versions that allow 2 players simultaneously were developed.  These versions are all significantly easier than the original, with the most immediately noticeable changes being the removal of the checkpoint system in favour of instant respawning, and the screen being locked horizontally, removing the threat posed by enemies advancing on the player while out of view.  Aside from the 2-player version released in Japan, a localised version entitled ''Fire Shark'' (referred to hereafter as version A) was released internationally.  This version appears to be almost identical to the Japanese 2-player version aside from the localised text and a very minor reduction in the speed of enemy bullets.  A further revision of ''Fire Shark'' (version B) was also developed, featuring various minor adjustments to the game's mechanics, including significantly faster bullets compared to the previous 2-player versions (though still far slower than the 1-player version).  This version of the game was released in North America, published by [https://en.wikipedia.org/wiki/Romstar Romstar].&lt;br /&gt;
&lt;br /&gt;
The differences between the various versions are summarised below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ General&lt;br /&gt;
! &lt;br /&gt;
! 1-player version&lt;br /&gt;
! 2-player version&lt;br /&gt;
! Fire Shark (A)&lt;br /&gt;
! Fire Shark (B)&lt;br /&gt;
|-&lt;br /&gt;
! Year&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|1989&lt;br /&gt;
| 1990&lt;br /&gt;
|-&lt;br /&gt;
! Return to checkpoint?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Screen scrolls horizontally?&lt;br /&gt;
|Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Allow 2 players simultaneously?&lt;br /&gt;
|No&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Yes&lt;br /&gt;
|-&lt;br /&gt;
!On-screen shot limit per player&lt;br /&gt;
|4&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
!Maximum bomb stock per player&lt;br /&gt;
|10&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|7&lt;br /&gt;
|-&lt;br /&gt;
!Maximum stage end bonus&lt;br /&gt;
|500000&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|350000&lt;br /&gt;
|-&lt;br /&gt;
!Characters in name&lt;br /&gt;
|6&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
!Player character collision detection&lt;br /&gt;
| Every 2 frames&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Every 4 frames&lt;br /&gt;
|-&lt;br /&gt;
!Weapon-enemy collision detection&lt;br /&gt;
| Every frame&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Every other 2 frames&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ Items&lt;br /&gt;
! &lt;br /&gt;
! 1P&lt;br /&gt;
! 2P&lt;br /&gt;
! FS (A)&lt;br /&gt;
! FS (B)&lt;br /&gt;
|-&lt;br /&gt;
! Item table version&lt;br /&gt;
| A&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|B&lt;br /&gt;
| C&lt;br /&gt;
|-&lt;br /&gt;
! Length of item drop cycle&lt;br /&gt;
| 71&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|91&lt;br /&gt;
|-&lt;br /&gt;
! Number of sequential item carriers per loop&lt;br /&gt;
| 75&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
!Position in item table resets upon death?&lt;br /&gt;
|Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Surplus power, speed, bomb items replaced with weapon change item?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Time limit of power, speed, bomb, red items &lt;br /&gt;
|512&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|1408&lt;br /&gt;
|-&lt;br /&gt;
! Fixed speed item drops from specific enemies?&lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Yes&lt;br /&gt;
|-&lt;br /&gt;
! Item dropped by the three large boats in Stage 8&lt;br /&gt;
| Power&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Speed&lt;br /&gt;
|-&lt;br /&gt;
!Alternate appearance of final power item required to gain a power level?&lt;br /&gt;
|Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ Number of sequential item carriers by stage&lt;br /&gt;
! Stage&lt;br /&gt;
! 1P&lt;br /&gt;
! 2P&lt;br /&gt;
! FS (A)&lt;br /&gt;
! FS (B)&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 8&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| 8&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 10&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ Difficulty&lt;br /&gt;
! &lt;br /&gt;
! 1P&lt;br /&gt;
! 2P&lt;br /&gt;
! FS (A)&lt;br /&gt;
! FS (B)&lt;br /&gt;
|-&lt;br /&gt;
! Power level affects bullet speed?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
! Power level affects enemy attack frequency?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
! Power level affects turret turning speed?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Red weapon penalty&lt;br /&gt;
|Enemy bullet speed increases&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|None&lt;br /&gt;
|Enemies attack more frequently&lt;br /&gt;
|-&lt;br /&gt;
!Loop at which maximum bullet speed (80) reached&lt;br /&gt;
|14 - 20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
!Player's base movement speed&lt;br /&gt;
|13&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|16&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
!Reduced HP of certain enemies?&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Enemies invulnerable at edges of screen?&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
! Stage 1 boss aiming&lt;br /&gt;
| Scattered&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Direct&lt;br /&gt;
|-&lt;br /&gt;
!Item carrier attack&lt;br /&gt;
|4-way&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|2-way&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alternate Item tables ===&lt;br /&gt;
&lt;br /&gt;
As noted in the above table, the 2-player versions feature modified item tables to that of the original game:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
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The 2-player versions also introduced some new bugs to the game:&lt;br /&gt;
&lt;br /&gt;
=== Double damage ===&lt;br /&gt;
The player 2 side plane's wide shot is twice as powerful as that of the player 1 side, removing two hit points per bullet instead of the usual one.  The game is intended to exhibit this behaviour for both players only when the blue weapon is not equipped, the game reading the current player's weapon to determine when to apply the second hit point of damage.  In the case of the second player, the game mistakenly reads data that is completely unrelated to the player's weapon, causing the extra hit of damage to be applied regardless of the weapon equipped.  This significantly reduces the difficulty when playing on the player-2 side.  Note that bosses and other large enemies are treated differently than normal enemies with regard to damage, so this bug does not apply to them and both players are equally effective against these enemies for all weapons.&lt;br /&gt;
&lt;br /&gt;
=== Double clear bonus ===&lt;br /&gt;
For some reason, dying in the final moments before the end of the current loop will delay the player's reappearance until the start of the next loop.  A temporary frame counter coordinates the end-of-loop clear bonus - when both the bonus flag is set and this frame counter is at 0, the loop clear bonus is initiated.  When the player respawns, this has the side-effect of resetting the frame counter associated with the bonus to 0.  If this occurs while the bonus is still active, this will cause the bonus count to fully restart as soon as the player respawns, which will always be after most of the points from the original bonus have already been added to the player's score.  As the delayed respawn takes place just as the next loop begins, the restarted bonus will be in the amount awarded for the loop the player has just entered. &lt;br /&gt;
As the bonus increases successively with each loop, the amount of time taken for the points to count down varies between loops.  At the sixth loop, the rate at which the points are counted is raised in an attempt to counteract the increasing amount of time this takes.  This means that the double bonus is not achievable on some loops as the bonus will have finished counting and have been deactivated before the player is able to respawn.  The loops for which this is the case are loops 1-3 and loops 6-7.&lt;br /&gt;
&lt;br /&gt;
=== Invisible player ===&lt;br /&gt;
As noted, when a player switches to a different weapon, they will be unable to fire the weapon until all the bullets of the previous weapon have left the screen or collided with a target, and attempting to do so will delay the firing of the new weapon until this is the case.  This highly debilitating bug occurs when the player switches to the red weapon and dies during the delay period.  This results in firing the red weapon while dead, an unintended behaviour which corrupts the player's sprite address so that it is identical to that of the very first enemy bullet.  This has the effect that whenever that bullet appears it will overwrite the player's sprite, making the player invisible.  This bug can be repeatedly performed to alleviate the negative effects to some extent, by raising the address to match that of a lower priority bullet, so that it takes increasing numbers of bullets to be fired before the sprite disappears.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Game system information guide provided by smc | via STG Rev. 2020 Discord&lt;br /&gt;
# Transferring to wiki format provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# https://crossfish.sakura.ne.jp/same/TOP/top.html&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Same!_Same!_Same!&amp;diff=29087</id>
		<title>Same! Same! Same!</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Same!_Same!_Same!&amp;diff=29087"/>
		<updated>2024-04-16T12:25:26Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SameSameSame title card.jpg|center|400px]]&lt;br /&gt;
[[File:Fire shark title card.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| title = Same! Same! Same!&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Same same same title screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
| developer = [[Toaplan]]&lt;br /&gt;
| music = Masahiro Yuge&lt;br /&gt;
| program = Sanae Nito&amp;lt;br/&amp;gt;Yuko Tataka&lt;br /&gt;
| art = Shintaro Nakaoka&lt;br /&gt;
| releasedate = November 2, 1989&lt;br /&gt;
| previousgame =[[Zero Wing]]&lt;br /&gt;
| nextgame = [[OutZone]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Same! Same! Same!''' is a vertically scrolling shooting game developed by [[Toaplan]] in 1989. The name translates to Shark! Shark! Shark! in English. The western release was renamed Fire Shark. It is the sequel to [[Toaplan]]'s 1987 game [[Hishōzame]] also know as Sky Shark or Flying Shark. It maintains the military battle theme with the player controlling a biplane with an incredible arsenal of weapon possibilities. &lt;br /&gt;
&lt;br /&gt;
This game feels very much like a typical older [[Toaplan]] game with the weapon power up system and the bomb stock. It might be the most refined and fun of these older [[Toaplan]] games before they went onto more experimental and Cave-like directions. It does offer a dynamic difficulty to keep players coming back to this gem.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! has a very simple control scheme, using only an 8-directional joystick and two buttons:&lt;br /&gt;
A: Shoot&lt;br /&gt;
B: Bomb&lt;br /&gt;
&lt;br /&gt;
Diagonal movement is slower than non-diagonal movement and can be exploited for precise positioning.  However, unlike many other games, only true diagonal movement is slower, meaning that the player cannot reduce their speed by moving diagonally when movement in one axis is prevented by a screen boundary.&lt;br /&gt;
&lt;br /&gt;
It is recommended that the player set up a 30hz autofire button for A.  For other firing rates the player may prefer either to set up additional autofire buttons or tap A manually.&lt;br /&gt;
&lt;br /&gt;
=== Bomb Properties ===&lt;br /&gt;
----&lt;br /&gt;
The current bomb stock can be seen in the bottom right corner of the screen.  The range of the bomb depends on how long the bomb button is held.  Pressing B will launch a bomb that travels up the screen and can be exploded at any height by releasing B again.  The bomb explodes then 8 frames after B is released and the explosion lasts for 68 frames.  The explosion deals damage to enemies and any bullet that enters the explosion will be erased.  The explosion normally deals 9 damage per 2 frames to normal enemies, but when the green or red weapons are equipped it deals 10 damage.  It deals a base of 4 damage per 2 frames to large enemies and bosses, but this is scaled with your power level.  At maximum power bombs deal 2.5 times the base damage of 4 to boss enemies.  This damage scaling does not apply to normal enemies, and the small increase from using the green or red weapon does not apply to boss enemies. &lt;br /&gt;
Bombs can be used effectively as a shield from bullets by staying positioned inside the explosion.  However some bullets are not erased instantaneously and it's still possible to be hit while very close to the point from which they are fired.  A maximum of 10 bombs may be carried at once.&lt;br /&gt;
&lt;br /&gt;
=== Weapon System ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! has three weapon types available for use throughout the game, outlined below.  Only one weapon may be used at a time.  The player can convert their shot to another weapon type by picking up the corresponding weapon change item for the desired weapon.  Beware, however, that the change to the new weapon cannot take place until all of the shots of the previous weapon has left the screen.  It can be advantageous to stop firing shortly before changing weapons if it is safe to do so as this allows the new weapon to be used immediately if necessary.  It is dangerous to quickly collect several different weapon items while firing as this can prevent the final item collecting from being recognised, leaving the player with a weapon they did not intend to use.&lt;br /&gt;
&lt;br /&gt;
==== Spread Shot (Blue) ====&lt;br /&gt;
&lt;br /&gt;
This is the standard weapon the player begins the game with.  It is also the weapon the player reverts to after losing a life.  The vast majority of the game will typically be played using this weapon as it is by far the most well-rounded of the three.  Even if another type would be advantageous for an individual section, switching back and forth between the different shots at will is rarely practicable due to the restrictive item drop system.  A likely result is that an opportunity to change back will not come for quite some time, and the player may be forced to struggle on with the new weapon through new areas where it poses an extreme disadvantage.&lt;br /&gt;
&lt;br /&gt;
The spread shot has by far the best range, its shots covering the entire upper screen at full power.  This makes it ideal for dealing with the many areas in the game where enemies enter the screen from multiple points, and sections where large swarms of enemies appear across the whole screen such as in stages 6 and 10. &lt;br /&gt;
&lt;br /&gt;
It is also by far the best weapon for quickly dealing with bosses and other very large enemies. Shooting rapidly at close range destroys many of the bosses in the game extremely quickly.  The closer the player's proximity to the intended target, the more individual shots of the spread will make contact with the enemy's hitbox.  Combined with high frequency autofire, this allows an extreme amount of damage to be delivered in a short space of time at close range.  It is this dual purpose nature of the spread shot that makes it so useful, allowing the player to use it either for range or power through controlling the rate of fire and the distance from the target.&lt;br /&gt;
&lt;br /&gt;
It does however have some disadvantages: the spread shot's attack consists of individual bullets.  These individual bullets have gaps between them, and this makes it possible for the intended target to survive by passing through these gaps, especially at lower power levels.  It is a common cause of death to miss shooting an enemy that was expected to be destroyed and immediately be hit by that enemy before being able to react.  The spread shot can only shoot at enemies above the player, making it difficult to deal with some enemies in the game that appear from the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
Same! Same! Same! has a limit to the number of player bullets that may be on screen at a time - the 'shot limit'.  Another shot may only be fired if there are less than four bullets of any row currently on screen.  This means using the starting 3-way shot there may only be a maximum of 12 individual bullets on screen at any given time.  After upgrading to the 5-way shot there may be a maximum of 20 individual bullets on screen.  Another set of bullets may only be fired when doing so would not cause this limit to be exceeded.  This shot limit is another way to miss an enemy that would normally be expected to be hit - the shot limit being activated at an inopportune time and preventing the player from firing on the enemy.  An important aspect of skilled play is varying one's shooting frequency to minimize the breaks in fire caused by the shot limit, based on the vertical position of the player and the number of enemies.&lt;br /&gt;
&lt;br /&gt;
==== Fire (Red) ====&lt;br /&gt;
With the Fire weapon, holding the A button releases a constant flamethrower attack.  Much like the spread shot, powering up increases the density of the fire.  At the lowest power level, a single forward firing flamethrower is fired.  Ascending to the second power level adds a second forward firing flamethrower, effectively doubling the width of attack range.  At the third power level two moving flamethrowers are added.  After holding A these side flamethrowers will start at roughly a 45° angle and fan out to be completely horizontal, returning to their original angle after a short time.  At full power yet another two flamethrowers are added which begin firing horizontally and fan out to fire behind the player.&lt;br /&gt;
&lt;br /&gt;
Effective use of the Fire weapon at power levels 3 and 4 will involve frequent release of the A button to reset the fanning cycle of the outer flamethrowers, allowing them to fire at the desired angles at the desired times.  This makes the Fire weapon preferable to the spread shot in some places as the ability to aim at targets behind the player is unique to this weapon.  Unlike the spreadshot the attack is a continous stream with no gaps which means it is able to dispatch some enemies before they are even able to shoot, which would be unlikely to occur with a non-continuous weapon.&lt;br /&gt;
&lt;br /&gt;
The Fire weapon is effective at dealing with some moderate sized enemies, in particular the larger tanks.  However it fares much more poorly against the moderate sized plane enemies.  It is an extremely poor weapon for use against most bosses as it is unable to deal effective damage against their main parts.  The Stage 5 boss in particular receives extremely little damage from this weapon and so in this area it must be avoided at all costs.  The weapon's attack is a very similar colour to enemy bullets and so it can be difficult to detect their prescense and avoid them while in use.&lt;br /&gt;
&lt;br /&gt;
==== Beam (Green) ====&lt;br /&gt;
The Beam weapon fires a twin set of green projectiles oscillating in intercrossing sinusoid patterns as they travel up the screen.  Increasing the power level simply increases the width of these oscillations.  Even at maximum power the range of this weapon is so poor that it is of extremely limited use in dealing with the large numbers of enemies that often appear at various locations across the entire screen.  Like the spread shot it is composed of individual bullets that contain gaps.  A small advantage it has over the spread shot is that it can destroy some moderate sized enemies more quickly.  It can destroy large planes and bosses somewhat more effectively than the Fire weapon but still much less effectively than the spread shot.  Switching to this weapon unintentionally in the course of a game is very likely to be the end of that life, and a crucial skill in playing Same! Same! Same! is to be able to prevent this from occuring by predicting and manipulating the bouncing green items that confer this fate upon the player.&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Difficulty ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! has a dynamic difficulty system in which various aspects of the game become more difficult under certain conditions.  The most important factors are the current power level the player has reached, the area the player has reached, and the loop the player has reached.  These elements are combined in various ways to influence the difficulty of the game.&lt;br /&gt;
&lt;br /&gt;
==== Rank ====&lt;br /&gt;
The rank is in effect the base difficulty level of the game.  It is determined by the formula:&lt;br /&gt;
 '''rank''' = '''difficulty''' + '''area'''/2&lt;br /&gt;
&lt;br /&gt;
''difficulty'' refers to the the setting of the difficulty dipswitch.  This provides the base value of the rank:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| '''4'''&lt;br /&gt;
|-&lt;br /&gt;
! Hard&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! Hardest&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With medium being the default.&lt;br /&gt;
&lt;br /&gt;
Area is an internal counter of your progress through the game.  Each area is subdivided in 64 units which occupy a window of 16 frames.  This means that the rank increases by 1 every 2 areas.  The maximum rank level that can be reached is 24.  After the first loop the above formula no longer applies and the rank is always at the maximum value.&lt;br /&gt;
&lt;br /&gt;
==== Bullet speed ====&lt;br /&gt;
The bullet speed is determined by the following formula.&lt;br /&gt;
 30 + '''rank'''/2 + '''power'''*3 + '''loop'''*2&lt;br /&gt;
&lt;br /&gt;
''A further +4 is added to this when the '''red''' weapon is equipped.''&lt;br /&gt;
&lt;br /&gt;
''power'' is a value between 0 and 3 determined by which of the four power levels the player has reached.&lt;br /&gt;
It should also be noted that the loop number begins at 0, not 1.&lt;br /&gt;
The maximum bullet speed that can be reached is 80.  This first becomes possible to reach in the 14th loop with maximum power and the red weapon equipped.&lt;br /&gt;
By the 20th loop the maximum bullet speed is impossible to avoid under any circumstances.&lt;br /&gt;
&lt;br /&gt;
==== Enemy Firing Rate ====&lt;br /&gt;
This determines how soon enemies shoot after appearing and how soon after shooting they are able to shoot again.  &lt;br /&gt;
The starting delay is determined by one of two formulae depending on the enemy:&lt;br /&gt;
 '''delay''' = '''base''' - '''power'''*8&lt;br /&gt;
&lt;br /&gt;
 '''delay''' = '''base''' - '''power'''*2&lt;br /&gt;
&lt;br /&gt;
'base' is a value specific to each enemy in the game that ultimately determines the difference in firing rates between different types of enemy.  &lt;br /&gt;
As can be seen the sole difference between the two formulae is how much of an influence your power level ultimately has on the firing rate of the enemy.  Bosses and large enemies are more likely to use the second version which places less importance on your current power level.&lt;br /&gt;
If at this point delay is already less than or equal to 0 the enemy will fire.&lt;br /&gt;
&lt;br /&gt;
 '''rate''' = '''delay''' - '''rank'''*delay/40&lt;br /&gt;
&lt;br /&gt;
Again, if the calculated rate is less than or equal to 0 the enemy will fire immediately.  If the enemy still hasn't fired however a ''timer'' is used to coordinate its attack.  This timer is divided by the ''rate'' and when the reminader of the division is 0, the enemy will fire.  &lt;br /&gt;
The higher the rank and the higher the power level, the lower the *rate* value becomes and the more often an enemy fires.&lt;br /&gt;
&lt;br /&gt;
==== Aim Adjustment Rate ====&lt;br /&gt;
&lt;br /&gt;
Tanks and turrets must rotate their cannons towards the player's current position before firing.  The rate at which they can rotate is determined by the player's current power level:&lt;br /&gt;
 '''rate''' = 6 - '''power'''*2&lt;br /&gt;
&lt;br /&gt;
''rate'' is the number of frames between each angle change.  At maximum power the angle is adjusted every frame.&lt;br /&gt;
As can be seen neither the rank level nor the loop nor any other factors affect the rate of aiming adjustment.&lt;br /&gt;
&lt;br /&gt;
==== Enemy HP scaling ====&lt;br /&gt;
A small number of very large or boss enemies undergo HP scaling based on your current power level:&lt;br /&gt;
 '''HP''' = '''base''' + '''base'''*'''power'''/2&lt;br /&gt;
&lt;br /&gt;
This means some enemies have 2.5 times their base HP at full power.  As noted above this same formula is applied to scale the damage dealt per frame by bombs when it is used against large enemies and bosses.&lt;br /&gt;
&lt;br /&gt;
=== Bullet Sealing ===&lt;br /&gt;
----&lt;br /&gt;
Many ground based enemies such as tanks and turrets will not shoot if the player is within a 32 pixel radius of its current position.  This is a fixed range that is not affected by power level, rank or any other factors.&lt;br /&gt;
While not strictly sealing, some flying enemies are also incapable of shooting up to hit the player from below, and can be prevented from firing at all by staying above them.&lt;br /&gt;
&lt;br /&gt;
=== Deaths and Checkpoint System ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In the 1P version of Same! Same! Same! Dying returns the player to a checkpoint with the spread shot, at minimum power and minimum speed, with three bombs in stock, and returns the item table position back to the start. Reaching full power again after such a death is a long and uncertain process.  In particular, avoiding the green and red items that appear consecutively after the first three items while at low power and low speed is extremely difficult.  In some cases the green and red items will be on screen simultaneously further adding to the difficulty.  In many cases dying too soon after appearing at a checkpoint will send the player back even further to a previous checkpoint, causing the player to effectively travel back through the stage and making negative progress.&lt;br /&gt;
&lt;br /&gt;
=== Item System ===&lt;br /&gt;
----&lt;br /&gt;
One of the most complex features of Same! Same! Same! is the item system.  There are eight different items in the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1-UP&lt;br /&gt;
| Awards one extra life.&lt;br /&gt;
|-&lt;br /&gt;
! 2-UP&lt;br /&gt;
| Awards two extra lives.&lt;br /&gt;
|-&lt;br /&gt;
!Power (P)&lt;br /&gt;
| Collect three to increase the power level.&lt;br /&gt;
|-&lt;br /&gt;
! Bomb &lt;br /&gt;
| Adds one bomb to the current stock.&lt;br /&gt;
|-&lt;br /&gt;
! Speed &lt;br /&gt;
| Increases the speed of the player up to three times.&lt;br /&gt;
|-&lt;br /&gt;
! Blue &lt;br /&gt;
| Changes weapon to Spread Shot.&lt;br /&gt;
|-&lt;br /&gt;
! Green&lt;br /&gt;
| Changes weapon to Beam.&lt;br /&gt;
|-&lt;br /&gt;
! Red &lt;br /&gt;
| Changes weapon to Fire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These items will move around the screen in a predetermined pattern but with a random initial direction and will change direction by bouncing off the edges of the screen.  Most items follow a linear path but the speed and bomb items follow an unpredictable circular path and have a tendency to stay high on the screen where they are too dangerous to collect.  The movement of these items can be manipulated to some extent as the horizontal scrolling of the screen can be used to control when items reach the edge of the screen and bounce in a new direction.  This can be used for example to make sure an undesirable item is away from an area the player needs to occupy in the near future.  Items have an expiration timer that determines how long they will remain on screen.  When the timer expires the items will no longer bounce upon reaching an edge but simply leave the screen.  These are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Frames&lt;br /&gt;
! Seconds&lt;br /&gt;
|-&lt;br /&gt;
|Power, Speed, Bomb &lt;br /&gt;
|512 &lt;br /&gt;
| 8.89&lt;br /&gt;
|-&lt;br /&gt;
|Blue, Green &lt;br /&gt;
|1408&lt;br /&gt;
|24.44 &lt;br /&gt;
|-&lt;br /&gt;
|Red&lt;br /&gt;
|512&lt;br /&gt;
|8.89&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 1-UP and 2-UP items do not bounce off the edges of the screen.  Instead they travel in an initial direction while erratically spinning around a centre point, then reverse direction and eventually exit the screen.&lt;br /&gt;
Only four items may exist on screen at any one time.  If there are already four items on screen and an enemy that carries another item is destroyed, that item will not appear.&lt;br /&gt;
&lt;br /&gt;
Items are dropped by certain enemies and can be considered to fall under one of three types based on the enemy: those dropped according to a hidden table, static items that always appear in the same locations and items that change based on certain conditions.&lt;br /&gt;
&lt;br /&gt;
==== Item Table ====&lt;br /&gt;
Items in the first category are dropped by blimps and carrier boats according to the player's current position in the table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!1 &lt;br /&gt;
| Power&lt;br /&gt;
!2 &lt;br /&gt;
| Speed&lt;br /&gt;
!3 &lt;br /&gt;
| Power&lt;br /&gt;
!4 &lt;br /&gt;
| Green&lt;br /&gt;
!5 &lt;br /&gt;
| Red&lt;br /&gt;
!6 &lt;br /&gt;
| Power&lt;br /&gt;
!7 &lt;br /&gt;
| Speed&lt;br /&gt;
!8 &lt;br /&gt;
| Bomb  &lt;br /&gt;
|-                                                                    &lt;br /&gt;
!9 &lt;br /&gt;
| Power&lt;br /&gt;
!10&lt;br /&gt;
| Blue&lt;br /&gt;
!11 &lt;br /&gt;
| Bomb&lt;br /&gt;
!12 &lt;br /&gt;
| Power&lt;br /&gt;
!13&lt;br /&gt;
| Speed&lt;br /&gt;
!14&lt;br /&gt;
| Blue&lt;br /&gt;
!15 &lt;br /&gt;
| Power&lt;br /&gt;
!16&lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!17 &lt;br /&gt;
| Green&lt;br /&gt;
!18&lt;br /&gt;
| Power&lt;br /&gt;
!19&lt;br /&gt;
| Bomb&lt;br /&gt;
!20 &lt;br /&gt;
| Blue&lt;br /&gt;
!21&lt;br /&gt;
| Red&lt;br /&gt;
!22 &lt;br /&gt;
| Power&lt;br /&gt;
!23 &lt;br /&gt;
| Speed&lt;br /&gt;
!24 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!25 &lt;br /&gt;
| Green&lt;br /&gt;
!26 &lt;br /&gt;
| Blue&lt;br /&gt;
!27 &lt;br /&gt;
| Power&lt;br /&gt;
!28 &lt;br /&gt;
| Green&lt;br /&gt;
!29 &lt;br /&gt;
| Bomb&lt;br /&gt;
!30 &lt;br /&gt;
| Bomb&lt;br /&gt;
!31&lt;br /&gt;
| Power&lt;br /&gt;
!32 &lt;br /&gt;
| '''2-UP'''&lt;br /&gt;
|-&lt;br /&gt;
!33 &lt;br /&gt;
| Blue&lt;br /&gt;
!34&lt;br /&gt;
| Power&lt;br /&gt;
!35 &lt;br /&gt;
| Green&lt;br /&gt;
!36 &lt;br /&gt;
| Bomb&lt;br /&gt;
!37 &lt;br /&gt;
| Red&lt;br /&gt;
!38 &lt;br /&gt;
| Bomb&lt;br /&gt;
!39 &lt;br /&gt;
| Power&lt;br /&gt;
!40 &lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
!41 &lt;br /&gt;
| Blue&lt;br /&gt;
!42 &lt;br /&gt;
| Power&lt;br /&gt;
!43 &lt;br /&gt;
| Green&lt;br /&gt;
!44&lt;br /&gt;
| Power&lt;br /&gt;
!45 &lt;br /&gt;
| Bomb&lt;br /&gt;
!46 &lt;br /&gt;
| Blue&lt;br /&gt;
!47 &lt;br /&gt;
| Green&lt;br /&gt;
!48 &lt;br /&gt;
| Bomb&lt;br /&gt;
|-&lt;br /&gt;
!49 &lt;br /&gt;
| Blue&lt;br /&gt;
!50 &lt;br /&gt;
| Power&lt;br /&gt;
!51 &lt;br /&gt;
| Power&lt;br /&gt;
!52 &lt;br /&gt;
| Red&lt;br /&gt;
!53 &lt;br /&gt;
| Blue&lt;br /&gt;
!54 &lt;br /&gt;
| Power&lt;br /&gt;
!55 &lt;br /&gt;
| Power&lt;br /&gt;
!56 &lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
! 57&lt;br /&gt;
| Red&lt;br /&gt;
! 58&lt;br /&gt;
| Power&lt;br /&gt;
! 59 &lt;br /&gt;
| Green&lt;br /&gt;
! 60 &lt;br /&gt;
| Blue&lt;br /&gt;
! 61 &lt;br /&gt;
| Bomb&lt;br /&gt;
! 62 &lt;br /&gt;
| Red&lt;br /&gt;
! 63 &lt;br /&gt;
|Green&lt;br /&gt;
! 64&lt;br /&gt;
|Power&lt;br /&gt;
|-&lt;br /&gt;
! 65 &lt;br /&gt;
| Blue&lt;br /&gt;
! 66 &lt;br /&gt;
| Power&lt;br /&gt;
! 67&lt;br /&gt;
| Power&lt;br /&gt;
! 68&lt;br /&gt;
| Red&lt;br /&gt;
! 69&lt;br /&gt;
| Blue&lt;br /&gt;
! 70&lt;br /&gt;
| Green&lt;br /&gt;
! 71&lt;br /&gt;
| 1-UP&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
The current position is not revealed to the player and upon reaching the end of the table the position returns to the start.  Any death will cause the cycle to start again from the beginning.  Therefore the 2-UP at position 32 can only be accessed by avoiding losing a single life for just over four stages.  &lt;br /&gt;
The total number of item carriers across all ten stages is 75.  This exceeds the 71 places in the table, therefore the final four items in any loop are the same as the first four assuming the player never dies.  This means that without intervention every loop of the game will begin four items ahead of the previous one.  &lt;br /&gt;
Recovering from a death becomes very complicated as the location of the last death determines how items are distributed over the following stages.  Problematic item locations may arise many stages after the original death.  These must be anticipated and in some cases countermeasures must be taken.  Most problematic of all is an undesirable weapon change item such as the green item appearing at a boss area.&lt;br /&gt;
&lt;br /&gt;
The cycle is advanced when the enemy carrying the item appears, not when the item itself appears, and so this means that it is possible to avoid releasing undesirable items altogether.  The fourth item in the first stage for instance will be a green weapon change.  If the enemy carrying this item leaves without being destroyed, the item will not be released but the position in the item table will advance nevertheless.  The next item carrier to appear will therefore not contain the green item but the red weapon change item which immediately follows.  It is sometimes possible to erase item carriers by having them move too far outside the visible screen.  This technique cannot be performed often but has the same effect of bypassing an undesirable item.  However, if the enemy does not appear at all due to too many enemies being on screen already, the table position will not be advanced and the next carrier to appear will contain the same item.&lt;br /&gt;
One other way to achieve the same result is through the item limit.  Only four items may appear simultaneously and so if an item is unable to appear because this limit has already been reached, the item will not appear but the table position will still be advanced, effectively skipping over that item.&lt;br /&gt;
&lt;br /&gt;
====Static Items====&lt;br /&gt;
Static items are items that are always dropped by specific enemies.  These are limited to stage 8.  The submarine enemies in the opening of this stage will always drop a bomb item, and the large ships later in the stage will always drop a power item.&lt;br /&gt;
====Conditional Items====&lt;br /&gt;
Conditional items are limited to a single enemy, the so-called 'Otakebi' which appears in stages 3,5,8 and 10.  This enemy will usually drop a weapon change item based on the current weapon in use:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Current Weapon &lt;br /&gt;
! Weapon Dropped &lt;br /&gt;
|- &lt;br /&gt;
! Blue&lt;br /&gt;
| Green&lt;br /&gt;
|- &lt;br /&gt;
! Green&lt;br /&gt;
| Red&lt;br /&gt;
|- &lt;br /&gt;
! Red&lt;br /&gt;
| Blue&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
If the correct condition is fulfilled this enemy will also drop a 1-UP item.  In order for this to happen the player must be in a certain horizontal range when the enemy appears.  This range of positions is quite generous, however this 1-UP may only be triggered ONCE per stage even if the condition is fulfilled again.  If the player receives a 1UP and dies the 1UP will not appear again.  If the player reveals a 1-UP but does not collect it no more 1-UP items will be given by these enemies for the current stage.  Most crucially, if the conditions are fulfilled and the enemy that contains the 1-UP is not destroyed, it is still considered to have been triggered and no more of these enemies may contain a 1UP for the current stage.  It is possible and even common to fail to receive a 1-UP because it was unknowingly triggered in an earlier enemy by pure chance.  Note that this does not affect the 1-UP or 2-UP items in the item table that may be received from normal item carrier enemies.  It's entirely possible to receive a 1UP from both sources in a single stage.  An additional condition for receving this hidden 1-UP seems to be a low number of enemies on screen.  If the number of enemies is too high The 1-UP will not appear.&lt;br /&gt;
&lt;br /&gt;
====Item Substitutions====&lt;br /&gt;
Another feature of the item system to be wary of is the item substitution system.  If an item is scheduled to drop that one already has the maximum amount of it will be substituted with either a blue or green weapon change item, determined randomly.  For instance, if one has the maximum 10 bombs in stock and destroys a submarine containing a bomb in stage 8, a bomb will not be dropped but instead either a blue or green item will be dropped in its place.  Similarly there are 4 speed items in the drop cycle but maximum speed is reached after collecting just three of these.  This means that the fourth of these will usually not appear as a speed item but instead be substituted with either a blue or a green weapon change item.&lt;br /&gt;
&lt;br /&gt;
An unrelated form of substitution occurs when the player has 0 bombs in stock.  In this case a P item may substituted with a bomb item.  This can be beneficial in areas where a bomb is urgently needed but detrimental when a bomb isn't needed and the substitution prevents the player from powering up.  There is only a 50% chance that a P item will be substituted with a bomb in this way.  It is determined by the current frame counte alone, with the item ultimately awarded alternating every 16 frames.  Unlike maximum substitutions which are determined when the item itself appears, P to bomb substitutions are decided when the enemy that contains the P appears.  This leaves very little influence the player can have over the outcome.&lt;br /&gt;
&lt;br /&gt;
Any item that the player is considered to already have the maximum amount of will instead give 5000 points when collected.  This includes bombs collected when the player has the maximum stock of ten bombs, and weapon change items for the weapon the player is already using.  Collecting P items with a maximum stock is rarer but possible.  Speed items collected at maximum speed theoretically award 5000 points but because of the rarity of speed items it is impossible to create any situation where this occurs.&lt;br /&gt;
&lt;br /&gt;
=== Power Bar ===&lt;br /&gt;
----&lt;br /&gt;
In the top left corner of the screen is the power up bar, consisting of three slots.  These slots can be filled by collecting power (P) items.  Filling the current bar completely allows you to ascend to the next power level, and the bar is emptied in the process.  As there are four power levels in the game, this means nine P items must be collected to reach the maximum level.  A further three items may be collected to fill the bar again at full power.  At all power levels the current status of the bar is maintained after a death.  This means that if two slots are already filled upon death the player need only collect a single P item to reach the second power level instead of the usual three.  If the bar is completely filled at full power it will not empty and the player will immediately be taken to power level 2 after a death.&lt;br /&gt;
&lt;br /&gt;
While this may seem advantageous the item substitution system means that it cannot be used reliably to increase one's survival chances.  Once the bar is permanently filled by collecting three more P items after reaching full power, every P item that appears from that point will be substituted with either a blue or green shot change item.  This increases the amount of time that will be spent trying to avoid the green items and severely increases the risk of death.  Therefore it is advisable to avoid collecting P items once one has reached full power.  There is a balance to be found in deciding how to handle this final power bar.  You may accidentally collect an additional two P items after reaching full power without consequence.  Trying to keep the final bar empty for as long as possible allows you this leeway but some players may prefer to keep one or two slots filled to reduce the time to reaching power level 2 again in the event of a death.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
----&lt;br /&gt;
Extends increase the player's current stock of lives.  There is no limit to how many lives you may have in stock other than the theoretical and unattainable limit of 65535.  &lt;br /&gt;
Extends can be gained in two ways: score extends and item extends.&lt;br /&gt;
Score extends are awarded after the first 70,000 points, and every subsequent 200,000 points (270,000, 470,000 etc.) However score extends may ONLY be received in the first loop of the game.  As soon as the first loop is cleared score based extends are disabled for the rest of the game.  This means you don't receive any extends from the 1,000,000 point bonus at the end of the first loop.  Item extends are received from 1UP and 2UP items and are the sole means of increasing one's stock of lives from the end of the first loop onwards.  A maximum of seven item extends can be received each loop with no deaths.&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
----&lt;br /&gt;
There are two kinds of bonuses in Same! Same! Same! - stage clear bonuses and special bonuses awarded for clearing a full loop of all 10 stages.  These bonuses make up the primary means of gaining points in the game.&lt;br /&gt;
====Stage Bonus====&lt;br /&gt;
The stage clear bonus is determined by the number of Targets collected during a stage.  These are medal items that look like lightning bolts.  Each stage contains a certain number of these Target items:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!Targets&lt;br /&gt;
|-&lt;br /&gt;
!1 &lt;br /&gt;
|5 &lt;br /&gt;
|-&lt;br /&gt;
!2 &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|21&lt;br /&gt;
|}&lt;br /&gt;
20 Targets is considered to be the maximum the player can collect and so the 21st Target in stage 10 will simply give 5000 points.&lt;br /&gt;
&lt;br /&gt;
The number of targets collected determines the base value of the stage clear bonus.  This base value is then multiplied by the number of bombs in stock (so 0 bombs will result in a 0 point bonus).  Dying will reset the number of Targets collected in a stage to 0, meaning dying in the middle of the stage will prevent you from completing the stage with all Targets collected.  The base value does not increase linearly with each Target collected, rather they are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| 1000&lt;br /&gt;
!2 &lt;br /&gt;
| 2000&lt;br /&gt;
!3&lt;br /&gt;
| 3000&lt;br /&gt;
!4&lt;br /&gt;
| 5000&lt;br /&gt;
!5&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
| 11000&lt;br /&gt;
!7&lt;br /&gt;
| 12000&lt;br /&gt;
!8&lt;br /&gt;
| 13000&lt;br /&gt;
!9&lt;br /&gt;
| 15000&lt;br /&gt;
!10&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
| 21000&lt;br /&gt;
!12&lt;br /&gt;
| 22000&lt;br /&gt;
!13&lt;br /&gt;
| 23000&lt;br /&gt;
!14&lt;br /&gt;
| 25000&lt;br /&gt;
!15&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
| 31000&lt;br /&gt;
!17&lt;br /&gt;
| 32000&lt;br /&gt;
!18&lt;br /&gt;
| 33000&lt;br /&gt;
!19&lt;br /&gt;
| 35000&lt;br /&gt;
!20&lt;br /&gt;
| 50000&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
The maximum stage clear bonus that can be received is therefore 500,000, by collecting 20 Targets in a stage and completing the stage with a full 10 bombs in stock.  Missing just one target has a large impact on the bonus, with a reduction of 15,000 in the base value (a loss of 150,000 with 10 bombs in stock).  As can be seen the later stages have many more Target items available so reaching those stages will allow the player to receive much higher bonuses.&lt;br /&gt;
====Special Bonus====&lt;br /&gt;
The special bonus awards 1,000,000 points per loop cleared which accumulates throughout the game so that 2,000,000 is received upon clearing the second loop, a further 3,000,000 upon clearing the third, until a maximum of 10,000,000 upon clearing the 10th and every subsequent loop of the game.  These special bonuses eventually become by far the largest source of points in the game as the number of loops increases.  From the fifth loop onward it becomes higher than the number of points that can possibly be gained during the course of the loop itself.  The game's score eventually stops at 100,000,000 points, a score which thanks to the special bonuses is possible to reach after clearing 12 loops of the game.&lt;br /&gt;
&lt;br /&gt;
=== Looping ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! loops infinitely with the game gradually increasing in difficulty as the game progresses.  After completing stage 10 the game will progress to stage 1 of the next loop.  The biggest difference is seen in the transition from the first to the second loop.  At this point score based extends are disabled leaving item extends as the only means of increasing one's stock of lives.  The rank level in the initial stages is also considerably higher from the second loop onwards.  With each new loop there is a slight increase in the base bullet speed which gradually accumulates eventually reaching a maximum at the 20th loop of the game.  This increase in speed is not related to the rank system and it does not appear that looping the game has any effect on the rank itself beyond the second loop.  Enemies will continue to fire with the same timing and delay, the bullets fired will just be moving slightly faster than the previous loop.&lt;br /&gt;
&lt;br /&gt;
===Bugs and Oddities===&lt;br /&gt;
----&lt;br /&gt;
==== Looping Boss Glitch ====&lt;br /&gt;
If stage 4 is cleared without destroying the boss, the main target of the boss will sometimes appear at the beginning of stage 5 and loop around the screen until destroyed.  It continues firing bullets while the player is still unable to move.  Although the player isn't vulnerable until regaining control it's still very likely to be hit as the boss part will have reached a low position on the screen and the player regains control at a high starting position.&lt;br /&gt;
The bug is caused by destroying the front cover of the boss before the main part has come on screen, and then finishing the stage without destroying the boss.  Destroying the cover too quickly causes a memory allocation error that ultimately results in the main part not being removed when it leaves the screen at the end of stage 4.&lt;br /&gt;
&lt;br /&gt;
==== Delayed Weapon Switch ====&lt;br /&gt;
If when changing weapon any bullets from the previous weapon are still on screen, the weapon change will not be allowed to occur until all bullets of the previous weapon have left the screen.  If multiple weapon changes are attempted during this time only the first will be recognised after the bullets of the starting weapon leave.  This can result in the player ending up stuck with an unintended weapon.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
As well as the original 1-player version of the game, several versions that allow 2 players simultaneously were developed.  These versions are all significantly easier than the original, with the most immediately noticeable changes being the removal of the checkpoint system in favour of instant respawning, and the screen being locked horizontally, removing the threat posed by enemies advancing on the player while out of view.  Aside from the 2-player version released in Japan, a localised version entitled ''Fire Shark'' (referred to hereafter as version A) was released internationally.  This version appears to be almost identical to the Japanese 2-player version aside from the localised text and a very minor reduction in the speed of enemy bullets.  A further revision of ''Fire Shark'' (version B) was also developed, featuring various minor adjustments to the game's mechanics, including significantly faster bullets compared to the previous 2-player versions (though still far slower than the 1-player version).  This version of the game was released in North America, published by [https://en.wikipedia.org/wiki/Romstar Romstar].&lt;br /&gt;
&lt;br /&gt;
The differences between the various versions are summarised below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ General&lt;br /&gt;
! &lt;br /&gt;
! 1-player version&lt;br /&gt;
! 2-player version&lt;br /&gt;
! Fire Shark (A)&lt;br /&gt;
! Fire Shark (B)&lt;br /&gt;
|-&lt;br /&gt;
! Year&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|1989&lt;br /&gt;
| 1990&lt;br /&gt;
|-&lt;br /&gt;
! Return to checkpoint?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Screen scrolls horizontally?&lt;br /&gt;
|Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Allow 2 players simultaneously?&lt;br /&gt;
|No&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Yes&lt;br /&gt;
|-&lt;br /&gt;
!On-screen shot limit per player&lt;br /&gt;
|4&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
!Maximum bomb stock per player&lt;br /&gt;
|10&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|7&lt;br /&gt;
|-&lt;br /&gt;
!Maximum stage end bonus&lt;br /&gt;
|500000&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|350000&lt;br /&gt;
|-&lt;br /&gt;
!Characters in name&lt;br /&gt;
|6&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
!Player character collision detection&lt;br /&gt;
| Every 2 frames&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Every 4 frames&lt;br /&gt;
|-&lt;br /&gt;
!Weapon-enemy collision detection&lt;br /&gt;
| Every frame&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Every other 2 frames&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ Items&lt;br /&gt;
! &lt;br /&gt;
! 1P&lt;br /&gt;
! 2P&lt;br /&gt;
! FS (A)&lt;br /&gt;
! FS (B)&lt;br /&gt;
|-&lt;br /&gt;
! Item table version&lt;br /&gt;
| A&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|B&lt;br /&gt;
| C&lt;br /&gt;
|-&lt;br /&gt;
! Length of item drop cycle&lt;br /&gt;
| 71&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|91&lt;br /&gt;
|-&lt;br /&gt;
! Number of sequential item carriers per loop&lt;br /&gt;
| 75&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
!Position in item table resets upon death?&lt;br /&gt;
|Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Surplus power, speed, bomb items replaced with weapon change item?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Time limit of power, speed, bomb, red items &lt;br /&gt;
|512&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|1408&lt;br /&gt;
|-&lt;br /&gt;
! Fixed speed item drops from specific enemies?&lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Yes&lt;br /&gt;
|-&lt;br /&gt;
! Item dropped by the three large boats in Stage 8&lt;br /&gt;
| Power&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Speed&lt;br /&gt;
|-&lt;br /&gt;
!Alternate appearance of final power item required to gain a power level?&lt;br /&gt;
|Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ Number of sequential item carriers by stage&lt;br /&gt;
! Stage&lt;br /&gt;
! 1P&lt;br /&gt;
! 2P&lt;br /&gt;
! FS (A)&lt;br /&gt;
! FS (B)&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 8&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| 8&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 10&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ Difficulty&lt;br /&gt;
! &lt;br /&gt;
! 1P&lt;br /&gt;
! 2P&lt;br /&gt;
! FS (A)&lt;br /&gt;
! FS (B)&lt;br /&gt;
|-&lt;br /&gt;
! Power level affects bullet speed?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
! Power level affects enemy attack frequency?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
! Power level affects turret turning speed?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Red weapon penalty&lt;br /&gt;
|Enemy bullet speed increases&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|None&lt;br /&gt;
|Enemies attack more frequently&lt;br /&gt;
|-&lt;br /&gt;
!Loop at which maximum bullet speed (80) reached&lt;br /&gt;
|14 - 20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
!Player's base movement speed&lt;br /&gt;
|13&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|16&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
!Reduced HP of certain enemies?&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Enemies invulnerable at edges of screen?&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
! Stage 1 boss aiming&lt;br /&gt;
| Scattered&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Direct&lt;br /&gt;
|-&lt;br /&gt;
!Item carrier attack&lt;br /&gt;
|4-way&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|2-way&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alternate Item tables ===&lt;br /&gt;
&lt;br /&gt;
As noted in the above table, the 2-player versions feature modified item tables to that of the original game:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Table B&lt;br /&gt;
|- &lt;br /&gt;
!1 &lt;br /&gt;
| Power&lt;br /&gt;
!2 &lt;br /&gt;
| Power&lt;br /&gt;
!3 &lt;br /&gt;
| Green&lt;br /&gt;
!4 &lt;br /&gt;
| Red&lt;br /&gt;
!5 &lt;br /&gt;
| Blue&lt;br /&gt;
!6 &lt;br /&gt;
| Green&lt;br /&gt;
!7 &lt;br /&gt;
| Power&lt;br /&gt;
!8 &lt;br /&gt;
| Red &lt;br /&gt;
|-                                                                    &lt;br /&gt;
!9 &lt;br /&gt;
| Power&lt;br /&gt;
!10&lt;br /&gt;
| Bomb&lt;br /&gt;
!11 &lt;br /&gt;
| Power&lt;br /&gt;
!12 &lt;br /&gt;
| Blue&lt;br /&gt;
!13&lt;br /&gt;
| Green&lt;br /&gt;
!14&lt;br /&gt;
| Bomb&lt;br /&gt;
!15 &lt;br /&gt;
| Power&lt;br /&gt;
!16&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
!17 &lt;br /&gt;
| Blue&lt;br /&gt;
!18&lt;br /&gt;
| Green&lt;br /&gt;
!19&lt;br /&gt;
| Power&lt;br /&gt;
!20 &lt;br /&gt;
| Power&lt;br /&gt;
!21&lt;br /&gt;
| Green&lt;br /&gt;
!22 &lt;br /&gt;
| Power&lt;br /&gt;
!23 &lt;br /&gt;
| Bomb&lt;br /&gt;
!24 &lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
!25 &lt;br /&gt;
| Blue&lt;br /&gt;
!26 &lt;br /&gt;
| Power&lt;br /&gt;
!27 &lt;br /&gt;
| Red&lt;br /&gt;
!28 &lt;br /&gt;
| Power&lt;br /&gt;
!29 &lt;br /&gt;
| Blue&lt;br /&gt;
!30 &lt;br /&gt;
| Power&lt;br /&gt;
!31&lt;br /&gt;
| Blue&lt;br /&gt;
!32 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!33 &lt;br /&gt;
| Green&lt;br /&gt;
!34&lt;br /&gt;
| Power&lt;br /&gt;
!35 &lt;br /&gt;
| Red&lt;br /&gt;
!36 &lt;br /&gt;
| Bomb&lt;br /&gt;
!37 &lt;br /&gt;
| Power&lt;br /&gt;
!38 &lt;br /&gt;
| Bomb&lt;br /&gt;
!39 &lt;br /&gt;
| Power&lt;br /&gt;
!40 &lt;br /&gt;
| 2-UP&lt;br /&gt;
|-&lt;br /&gt;
!41 &lt;br /&gt;
| Power&lt;br /&gt;
!42 &lt;br /&gt;
| Blue&lt;br /&gt;
!43 &lt;br /&gt;
| Power&lt;br /&gt;
!44&lt;br /&gt;
| Green&lt;br /&gt;
!45 &lt;br /&gt;
| Bomb&lt;br /&gt;
!46 &lt;br /&gt;
| Red&lt;br /&gt;
!47 &lt;br /&gt;
| Red&lt;br /&gt;
!48 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!49&lt;br /&gt;
| Bomb&lt;br /&gt;
!50 &lt;br /&gt;
| Power&lt;br /&gt;
!51 &lt;br /&gt;
| Blue&lt;br /&gt;
!52 &lt;br /&gt;
| Power&lt;br /&gt;
!53 &lt;br /&gt;
| Green&lt;br /&gt;
!54 &lt;br /&gt;
| Power&lt;br /&gt;
!55 &lt;br /&gt;
| Blue&lt;br /&gt;
!56 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
! 57&lt;br /&gt;
| Bomb&lt;br /&gt;
! 58&lt;br /&gt;
| Power&lt;br /&gt;
! 59 &lt;br /&gt;
| Green&lt;br /&gt;
! 60 &lt;br /&gt;
| Blue&lt;br /&gt;
! 61 &lt;br /&gt;
| Power&lt;br /&gt;
! 62 &lt;br /&gt;
| Red&lt;br /&gt;
! 63 &lt;br /&gt;
| Blue&lt;br /&gt;
! 64&lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
! 65 &lt;br /&gt;
| Power&lt;br /&gt;
! 66 &lt;br /&gt;
| Red&lt;br /&gt;
! 67&lt;br /&gt;
| Power&lt;br /&gt;
! 68&lt;br /&gt;
| Blue&lt;br /&gt;
! 69&lt;br /&gt;
| Power&lt;br /&gt;
! 70&lt;br /&gt;
| Power&lt;br /&gt;
! 71&lt;br /&gt;
| Green&lt;br /&gt;
! 72&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
! 73&lt;br /&gt;
| Power&lt;br /&gt;
! 74 &lt;br /&gt;
| Power&lt;br /&gt;
! 75&lt;br /&gt;
| Green&lt;br /&gt;
! 76&lt;br /&gt;
| Power&lt;br /&gt;
! 77 &lt;br /&gt;
| Blue&lt;br /&gt;
! 78&lt;br /&gt;
| Bomb&lt;br /&gt;
! 79&lt;br /&gt;
| Power&lt;br /&gt;
! 80&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
! 81&lt;br /&gt;
| Green&lt;br /&gt;
! 82 &lt;br /&gt;
| Power&lt;br /&gt;
! 83 &lt;br /&gt;
| Blue&lt;br /&gt;
! 84 &lt;br /&gt;
| Power&lt;br /&gt;
! 85 &lt;br /&gt;
| Power&lt;br /&gt;
! 86 &lt;br /&gt;
| Red&lt;br /&gt;
! 87&lt;br /&gt;
| Power&lt;br /&gt;
! 88&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
! 89&lt;br /&gt;
| Green&lt;br /&gt;
! 90 &lt;br /&gt;
| Power&lt;br /&gt;
! 91 &lt;br /&gt;
| 2-UP&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Table C&lt;br /&gt;
|- &lt;br /&gt;
!1 &lt;br /&gt;
| Power&lt;br /&gt;
!2 &lt;br /&gt;
| Power&lt;br /&gt;
!3 &lt;br /&gt;
| Green&lt;br /&gt;
!4 &lt;br /&gt;
| Blue&lt;br /&gt;
!5 &lt;br /&gt;
| Red&lt;br /&gt;
!6 &lt;br /&gt;
| Green&lt;br /&gt;
!7 &lt;br /&gt;
| Power&lt;br /&gt;
!8 &lt;br /&gt;
| Blue &lt;br /&gt;
|-                                                                    &lt;br /&gt;
!9 &lt;br /&gt;
| Power&lt;br /&gt;
!10&lt;br /&gt;
| Bomb&lt;br /&gt;
!11 &lt;br /&gt;
| Power&lt;br /&gt;
!12 &lt;br /&gt;
| Blue&lt;br /&gt;
!13&lt;br /&gt;
| Green&lt;br /&gt;
!14&lt;br /&gt;
| Bomb&lt;br /&gt;
!15 &lt;br /&gt;
| Blue&lt;br /&gt;
!16&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
!17 &lt;br /&gt;
| Green&lt;br /&gt;
!18&lt;br /&gt;
| Blue&lt;br /&gt;
!19&lt;br /&gt;
| Power&lt;br /&gt;
!20 &lt;br /&gt;
| Blue&lt;br /&gt;
!21&lt;br /&gt;
| Red&lt;br /&gt;
!22 &lt;br /&gt;
| Power&lt;br /&gt;
!23 &lt;br /&gt;
| Bomb&lt;br /&gt;
!24 &lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
!25 &lt;br /&gt;
| Blue&lt;br /&gt;
!26 &lt;br /&gt;
| Power&lt;br /&gt;
!27 &lt;br /&gt;
| Green&lt;br /&gt;
!28 &lt;br /&gt;
| Power&lt;br /&gt;
!29 &lt;br /&gt;
| Blue&lt;br /&gt;
!30 &lt;br /&gt;
| Power&lt;br /&gt;
!31&lt;br /&gt;
| Green&lt;br /&gt;
!32 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!33 &lt;br /&gt;
| Blue&lt;br /&gt;
!34&lt;br /&gt;
| Green&lt;br /&gt;
!35 &lt;br /&gt;
| Red&lt;br /&gt;
!36 &lt;br /&gt;
| Bomb&lt;br /&gt;
!37 &lt;br /&gt;
| Power&lt;br /&gt;
!38 &lt;br /&gt;
| Bomb&lt;br /&gt;
!39 &lt;br /&gt;
| Power&lt;br /&gt;
!40 &lt;br /&gt;
| 2-UP&lt;br /&gt;
|-&lt;br /&gt;
!41 &lt;br /&gt;
| Power&lt;br /&gt;
!42 &lt;br /&gt;
| Blue&lt;br /&gt;
!43 &lt;br /&gt;
| Power&lt;br /&gt;
!44&lt;br /&gt;
| Green&lt;br /&gt;
!45 &lt;br /&gt;
| Bomb&lt;br /&gt;
!46 &lt;br /&gt;
| Red&lt;br /&gt;
!47 &lt;br /&gt;
| Red&lt;br /&gt;
!48 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!49&lt;br /&gt;
| Bomb&lt;br /&gt;
!50 &lt;br /&gt;
| Power&lt;br /&gt;
!51 &lt;br /&gt;
| Blue&lt;br /&gt;
!52 &lt;br /&gt;
| Power&lt;br /&gt;
!53 &lt;br /&gt;
| Green&lt;br /&gt;
!54 &lt;br /&gt;
| Power&lt;br /&gt;
!55 &lt;br /&gt;
| Blue&lt;br /&gt;
!56 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
! 57&lt;br /&gt;
| Bomb&lt;br /&gt;
! 58&lt;br /&gt;
| Power&lt;br /&gt;
! 59 &lt;br /&gt;
| Green&lt;br /&gt;
! 60 &lt;br /&gt;
| Blue&lt;br /&gt;
! 61 &lt;br /&gt;
| Power&lt;br /&gt;
! 62 &lt;br /&gt;
| Red&lt;br /&gt;
! 63 &lt;br /&gt;
| Blue&lt;br /&gt;
! 64&lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
! 65 &lt;br /&gt;
| Power&lt;br /&gt;
! 66 &lt;br /&gt;
| Green&lt;br /&gt;
! 67&lt;br /&gt;
| Speed&lt;br /&gt;
! 68&lt;br /&gt;
| Blue&lt;br /&gt;
! 69&lt;br /&gt;
| Power&lt;br /&gt;
! 70&lt;br /&gt;
| Speed&lt;br /&gt;
! 71&lt;br /&gt;
| Green&lt;br /&gt;
! 72&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
! 73&lt;br /&gt;
| Power&lt;br /&gt;
! 74 &lt;br /&gt;
| Power&lt;br /&gt;
! 75&lt;br /&gt;
| Green&lt;br /&gt;
! 76&lt;br /&gt;
| Power&lt;br /&gt;
! 77 &lt;br /&gt;
| Blue&lt;br /&gt;
! 78&lt;br /&gt;
| Bomb&lt;br /&gt;
! 79&lt;br /&gt;
| Power&lt;br /&gt;
! 80&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
! 81&lt;br /&gt;
| Green&lt;br /&gt;
! 82 &lt;br /&gt;
| Power&lt;br /&gt;
! 83 &lt;br /&gt;
| Blue&lt;br /&gt;
! 84 &lt;br /&gt;
| Power&lt;br /&gt;
! 85 &lt;br /&gt;
| Power&lt;br /&gt;
! 86 &lt;br /&gt;
| Red&lt;br /&gt;
! 87&lt;br /&gt;
| Power&lt;br /&gt;
! 88&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
! 89&lt;br /&gt;
| Green&lt;br /&gt;
! 90 &lt;br /&gt;
| Power&lt;br /&gt;
! 91 &lt;br /&gt;
| 2-UP&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 2-player versions also introduced some new bugs to the game:&lt;br /&gt;
&lt;br /&gt;
=== Double damage ===&lt;br /&gt;
The player 2 side plane's wide shot is twice as powerful as that of the player 1 side, removing two hit points per bullet instead of the usual one.  The game is intended to exhibit this behaviour for both players only when the blue weapon is not equipped, the game reading the current player's weapon to determine when to apply the second hit point of damage.  In the case of the second player, the game mistakenly reads data that is completely unrelated to the player's weapon, causing the extra hit of damage to be applied regardless of the weapon equipped.  This significantly reduces the difficulty when playing on the player-2 side.  Note that bosses and other large enemies are treated differently than normal enemies with regard to damage, so this bug does not apply to them and both players are equally effective against these enemies for all weapons.&lt;br /&gt;
&lt;br /&gt;
=== Double clear bonus ===&lt;br /&gt;
For some reason, dying in the final moments before the end of the current loop will delay the player's reappearance until the start of the next loop.  A temporary frame counter coordinates the end-of-loop clear bonus - when both the bonus flag is set and this frame counter is at 0, the loop clear bonus is initiated.  When the player respawns, this has the side-effect of resetting the frame counter associated with the bonus to 0.  If this occurs while the bonus is still active, this will cause the bonus count to fully restart as soon as the player respawns, which will always be after most of the points from the original bonus have already been added to the player's score.  As the delayed respawn takes place just as the next loop begins, the restarted bonus will be in the amount awarded for the loop the player has just entered. &lt;br /&gt;
As the bonus increases successively with each loop, the amount of time taken for the points to count down varies between loops.  At the sixth loop, the rate at which the points are counted is raised in an attempt to counteract the increasing amount of time this takes.  This means that the double bonus is not achievable on some loops as the bonus will have finished counting and have been deactivated before the player is able to respawn.  The loops for which this is the case are loops 1-3 and loops 6-7.&lt;br /&gt;
&lt;br /&gt;
=== Invisible player ===&lt;br /&gt;
As noted, when a player switches to a different weapon, they will be unable to fire the weapon until all the bullets of the previous weapon have left the screen or collided with a target, and attempting to do so will delay the firing of the new weapon until this is the case.  This highly debilitating bug occurs when the player switches to the red weapon and dies during the delay period.  This results in firing the red weapon while dead, an unintended behaviour which corrupts the player's sprite address so that it is identical to that of the very first enemy bullet.  This has the effect that whenever that bullet appears it will overwrite the player's sprite, making the player invisible.  This bug can be repeatedly performed to alleviate the negative effects to some extent, by raising the address to match that of a lower priority bullet, so that it takes increasing numbers of bullets to be fired before the sprite disappears.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Game system information guide provided by smc | via STG Rev. 2020 Discord&lt;br /&gt;
# Transferring to wiki format provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# https://crossfish.sakura.ne.jp/same/TOP/top.html&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=26153</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=26153"/>
		<updated>2023-11-30T13:10:16Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases the ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but about 75% as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used to protect the player ship from enemy fire, although diagonally aimed shots may be able to sneak past the options and hit the player.  Each power level gained will cause the options to increase in size.  &lt;br /&gt;
&lt;br /&gt;
When navigating confined spaces or passing by a large enemy, the options will draw in closer to the player.  This can be caused deliberately by using clever positioning in order to increase the concentration of fire within a certain vertical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but as both the power level and weapon are numerically limited to very low values the vast majority of the effect comes directly from the rank level itself.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
The presence of HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking, the actual value being derived by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise in an unpredictable way.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames based on the player's actions, this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  &lt;br /&gt;
&lt;br /&gt;
After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
Very rarely, attacks may disregard rank and the standard timing methods entirely and trigger only when the frame counter that continually increases from the start of the player's current life reaches certain cyclical values.  Some midboss attacks may behave in this way, such as those of the first stage's midboss.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score until the enemy is destroyed by colliding with some other object.  In this case, it is worth the same number of points as when destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Some midbosses and bosses also award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&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;
=== Pipiru Locations ===&lt;br /&gt;
&lt;br /&gt;
[[File:zw_pipiru.png|360px|thumb|right|The location of the five Pipiru characters that are hidden throughout the fourth stage.]]&lt;br /&gt;
&lt;br /&gt;
The locations of the five hidden Pipiru characters in Stage 4 (which grant 10,000 points when picked up with the tractor beam):&lt;br /&gt;
&lt;br /&gt;
1) Immediately at the top of the screen at the start of the stage, hidden behind the foreground.&amp;lt;/br&amp;gt;&lt;br /&gt;
2) In the water immediately before the first section of the large red battleship.&amp;lt;/br&amp;gt;&lt;br /&gt;
3) At the top of the screen, hidden behind the foreground, at the beginning of the section of the battleship featuring the long rope.&amp;lt;/br&amp;gt;&lt;br /&gt;
4) At the top of the screen, hidden behind the foreground, at the midpoint of the section of the battleship featuring the long rope.&amp;lt;/br&amp;gt;&lt;br /&gt;
5) In the water below the boss.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
&lt;br /&gt;
==== 10-UP Manipulation in Stage 1 ====&lt;br /&gt;
&lt;br /&gt;
This trick allows the player always to receive the [[#Extend Items | 10-UP]] item near the end of the first stage.  Though this trick is quite difficult to perform, it can become very consistent with sufficient practice.  The trick takes advantage of the frame-counter initialisation at the start of the player's very first life, and the automatically scrolling nature of the game progression.  The immediate benefit of performing this trick is to remove the possibility of receiving the inferior 1-UP in its place, which as noted above will happen in about 75% of all games that do not make use of any deliberate manipulation.  The process of performing the manipulation can be outlined in a few steps:&lt;br /&gt;
&lt;br /&gt;
1)  The correct item locations must be maintained throughout the entire stage.  In practice, this means that no deaths are permitted, and all item carriers within the stage must be destroyed.&lt;br /&gt;
&lt;br /&gt;
2)  The player must '''only''' use the red weapon throughout the stage.  Though the green weapon is the most effective weapon overall, the 10-UP can only be granted once the player has reached maximum power, requiring the player to pick up at least four items of the same weapon type, and this cannot be achieved with green items in the first stage.  Use of the red weapon will make some large enemies in the stage more difficult to handle and effective strategies for dealing with these enemies must be developed.&lt;br /&gt;
&lt;br /&gt;
3)  Just before reaching the third red item, which should grant maximum power, a bomb item will appear.  This bomb is also crucial in performing the trick and must be kept.  It will explode after taking three hits or immediately upon colliding with an enemy or terrain.  Holding onto the bomb will also prevent the tractor beam from being used so strategies for dealing with enemies without the tractor beam will need to be relied upon for the remainder of the stage.  &lt;br /&gt;
&lt;br /&gt;
4) The trick involves an enemy bullet causing the bomb to explode at just the right time and place.  The bomb can take three hits from bullets before exploding so it's necessary to keep track of how many hits the bomb has taken.  It's necessary to allow the bomb to be hit at some point before the final stage of the trick so that it explodes upon contact with the desired bullet.  &lt;br /&gt;
&lt;br /&gt;
5)  Once the player is at full power and has the bomb, the midboss of the stage must be destroyed quickly, and without using the bomb.  It's necessary to destroy the midboss just after its first dive to the bottom of the screen, but before its subsequent rise beyond the mid-point of the screen, as an item carrier will shortly follow, but this carrier will not appear if the midboss is still on the screen.  It must be destroyed to preserve the correct location of the fourth red item, or the rest of the manipulation will not be possible to perform.  Upon destruction the midboss slowly sinks off the bottom of the screen before being removed.  The higher it is upon destruction, the longer this animation will take and the greater the chance that the next item carrier will be missed.  The midboss fires rings of bullets periodically but at this early point in the game the timing of these rings is still predictable.  If the bomb still hasn't taken any hits, it's recommended to allow it to absorb one bullet from these rings to prepare for later.  &lt;br /&gt;
&lt;br /&gt;
6)  The large red ships that appear after the waves of green enemies following the midboss are difficult to handle with the red weapon.  They can be caught with the tractor beam, but this can't be used while holding onto a bomb.  The best strategy seems to be to stay at close range and block the enemies' 3-way shots at the point of origin using the lower option.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
7) After dealing with the two large, red ships, there will be three smaller enemies appearing from the openings in the terrain.  The first will appear from the left opening, while the second two will emerge from the right.  After this, two ground turrets and an item carrier will appear from the right.  The front turret and the item carrier must not be destroyed prematurely so it's necessary to stop shooting at this point.&lt;br /&gt;
&lt;br /&gt;
8) At this point, it's very important to know how many hits the bomb has taken.  It must have taken at least one hit, but no more than two.  If it has taken one hit only, the first bullet fired by the front turret must hit the bomb so that one more hit will cause it to explode.  The bomb must be destroyed by the second shot fired by this turret, so there's not enough time to have the bomb take two extra hits here; it must have already taken one earlier in the stage.&lt;br /&gt;
&lt;br /&gt;
9) After the front turret shoots once, head straight to the upper left corner.  When the front turret fires its next bullet, allow the bullet from the rear turret to hit your lower option pod before travelling directly down to collide the front turret's bullet with the bomb.  If this was the third hit, the bomb will explode, and the explosion will destroy the item carrier at the correct moment.  During the explosion, there is also an opportunity to remove the two turrets from the screen.  &lt;br /&gt;
&lt;br /&gt;
10)  The carrier should drop the fourth red weapon item.  After the bomb has destroyed the carrier and the turrets have been eliminated, do not collect this item immediately, but return to the left edge of the screen and engage the tractor beam by holding the B button, allowing the red item to drift into the tractor beam's hitbox.  If all was done correctly, this will result in collecting the item on frame 13440 of the current life.  As this is divisible by 64, this will award the player the 10-UP.&lt;br /&gt;
&lt;br /&gt;
==== Double Special Item ====&lt;br /&gt;
&lt;br /&gt;
As noted above, the [[#Special Power Up | Special item ]] can be made to appear by fulfilling one of two different sets of conditions.  Normally, the special item will only appear once at most per life as it only ever appears when the player is at the standard maximum power.  Despite this, there are rare cases where it's possible for the item to appear twice, by fulfilling both sets of conditions simultaneously, in an area where two item carriers appear in quick succession.  This could be achieved by having the green weapon and having the special item randomly take the place of the green 39th item via condition B as outlined above, and then immediately receiving it again via condition A at item 40.  Alternatively, this can be done in reverse order by having the red weapon and fulfilling condition A with item 40, then fulfilling condition B with the red 41st item.  Both cases require manipulation of the item sequence so that these item numbers occur with two item carriers that appear together.  This manipulation can be done either by dying deliberately at a specific point or by allowing a specific number of item carriers to leave without destroying them.  As condition B only ever occurs with a 1/32 probability, this is still a very rare event even if all other conditions to produce it are set up correctly (although a long and precise manipulation pattern could possibly be crafted to remove this random element, in a similar way to the 10-UP manipulation outlined above).  The only real benefit of successfully performing it is that the 50,000 point bonus received upon collecting the special item can be received twice.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The stage 5 midboss gives 15,000 points, where it previously did not give any points due to a bug.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously was not worth any points.&lt;br /&gt;
&lt;br /&gt;
===PC Port===&lt;br /&gt;
A PC port of the arcade version is available on [https://store.steampowered.com/app/2011900/Zero_Wing/ Steam], released by Bitwave Games on February 14, 2023. Aside from autofire, This version provides an assist feature and other quality of life improvements in order to make the game significantly easier:&lt;br /&gt;
*Auto-dodging&lt;br /&gt;
*Instant slowdown button&lt;br /&gt;
*Health: Allows the player to take a select number of hits before dying.&lt;br /&gt;
*Hitbox size modification&lt;br /&gt;
*Hitbox display&lt;br /&gt;
*Rewinds&lt;br /&gt;
*Savestates, up to 10&lt;br /&gt;
*Practice mode&lt;br /&gt;
*Online leaderboards, only accessible when not using assists.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
There is a test mode with the ability to level select, change power level, become invincible, and view the endings. Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
Though also triggered by the stage 7 boss, this bug prevents the final eighth stage from ending after the boss escapes, leaving the player only the option to crash into the ground to restart from the final checkpoint.  This softlock is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
=== Missing Penalty Bullets? ===&lt;br /&gt;
&lt;br /&gt;
The homing [[Help:Glossary#Popcorn|zako]] enemies which appear in stages 1, 3 and 6, and the larger dragon-like enemies which appear in stage 7, may have been intended to fire the same loop-based [[#Penalty Bullets | penalty bullets]] that are fired by many other enemies in the game.  However, for these enemies specifically, the timers controlling their attacks are reset after performing their standard single-bullet attacks which occur in all loops of the game.  As it is the same timer which is tested for the penalty attack immediately after being tested for the normal attack, the conditions for firing the penalty attack are never able to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=26152</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=26152"/>
		<updated>2023-11-30T13:06:28Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases the ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but about 75% as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used to protect the player ship from enemy fire, although diagonally aimed shots may be able to sneak past the options and hit the player.  Each power level gained will cause the options to increase in size.  &lt;br /&gt;
&lt;br /&gt;
When navigating confined spaces or passing by a large enemy, the options will draw in closer to the player.  This can be caused deliberately by using clever positioning in order to increase the concentration of fire within a certain vertical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but as both the power level and weapon are numerically limited to very low values the vast majority of the effect comes directly from the rank level itself.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
The presence of HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking, the actual value being derived by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise in an unpredictable way.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames based on the player's actions, this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  &lt;br /&gt;
&lt;br /&gt;
After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
Very rarely, attacks may disregard rank and the standard timing methods entirely and trigger only when the frame counter that continually increases from the start of the player's current life reaches certain cyclical values.  Some midboss attacks may behave in this way, such as those of the first stage's midboss.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score until the enemy is destroyed by colliding with some other object.  In this case, it is worth the same number of points as when destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Some midbosses and bosses also award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&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;
=== Pipiru Locations ===&lt;br /&gt;
&lt;br /&gt;
[[File:zw_pipiru.png|360px|thumb|right|The location of the five Pipiru characters that are hidden throughout the fourth stage.]]&lt;br /&gt;
&lt;br /&gt;
The locations of the five hidden Pipiru characters in Stage 4 (which grant 10,000 points when picked up with the tractor beam):&lt;br /&gt;
&lt;br /&gt;
1) Immediately at the top of the screen at the start of the stage, hidden behind the foreground.&amp;lt;/br&amp;gt;&lt;br /&gt;
2) In the water immediately before the first section of the large red battleship.&amp;lt;/br&amp;gt;&lt;br /&gt;
3) At the top of the screen, hidden behind the foreground, at the beginning of the section of the battleship featuring the long rope.&amp;lt;/br&amp;gt;&lt;br /&gt;
4) At the top of the screen, hidden behind the foreground, at the midpoint of the section of the battleship featuring the long rope.&amp;lt;/br&amp;gt;&lt;br /&gt;
5) In the water below the boss.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
&lt;br /&gt;
==== 10-UP Manipulation in Stage 1 ====&lt;br /&gt;
&lt;br /&gt;
This trick allows the player always to receive the [[#Extend Items | 10-UP]] item near the end of the first stage.  Though this trick is quite difficult to perform, it can become very consistent with sufficient practice.  The trick takes advantage of the frame-counter initialisation at the start of the player's very first life, and the automatically scrolling nature of the game progression.  The immediate benefit of performing this trick is to remove the possibility of receiving the inferior 1-UP in its place, which as noted above will happen in about 75% of all games that do not make use of any deliberate manipulation.  The process of performing the manipulation can be outlined in a few steps:&lt;br /&gt;
&lt;br /&gt;
1)  The correct item locations must be maintained throughout the entire stage.  In practice, this means that no deaths are permitted, and all item carriers within the stage must be destroyed.&lt;br /&gt;
&lt;br /&gt;
2)  The player must '''only''' use the red weapon throughout the stage.  Though the green weapon is the most effective weapon overall, the 10-UP can only be granted once the player has reached maximum power, requiring the player to pick up at least four items of the same weapon type, and this cannot be achieved with green items in the first stage.  Use of the red weapon will make some large enemies in the stage more difficult to handle and effective strategies for dealing with these enemies must be developed.&lt;br /&gt;
&lt;br /&gt;
3)  Just before reaching the third red item, which should grant maximum power, a bomb item will appear.  This bomb is also crucial in performing the trick and must be kept.  It will explode after taking three hits or immediately upon colliding with an enemy or terrain.  Holding onto the bomb will also prevent the tractor beam from being used so strategies for dealing with enemies without the tractor beam will need to be relied upon for the remainder of the stage.  &lt;br /&gt;
&lt;br /&gt;
4) The trick involves an enemy bullet causing the bomb to explode at just the right time and place.  The bomb can take three hits from bullets before exploding so it's necessary to keep track of how many hits the bomb has taken.  It's necessary to allow the bomb to be hit at some point before the final stage of the trick so that it explodes upon contact with the desired bullet.  &lt;br /&gt;
&lt;br /&gt;
5)  Once the player is at full power and has the bomb, the midboss of the stage must be destroyed quickly, and without using the bomb.  It's necessary to destroy the midboss just after its first dive to the bottom of the screen, but before its subsequent rise beyond the mid-point of the screen, as an item carrier will shortly follow, but this carrier will not appear if the midboss is still on the screen.  It must be destroyed to preserve the correct location of the fourth red item, or the rest of the manipulation will not be posisble to perform.  Upon destruction the midboss slowly sinks and falls off the bottom of the screen - the higher it is upon destruction, the longer this animation will take and the greater the chance that the item carrier will be missed.  The midboss fires rings of bullets periodically but at this early point in the game the timing is still predictable.  If the bomb still hasn't taken any hits, it's recommended to allow it to absorb one bullet from these rings to prepare for later.  &lt;br /&gt;
&lt;br /&gt;
6)  The large red ships that appear after the waves of green enemies are difficult to handle with the red weapon.  They can be caught with the tractor beam, but this can't be used while holding onto a bomb.  The best strategy seems to be to stay at close range and block the enemies' 3-way shots at the point of origin using the lower option.&amp;lt;/br&amp;gt;&lt;br /&gt;
[[File:Zw red ships.png|80px]]&lt;br /&gt;
&lt;br /&gt;
7) After dealing with the two large, red ships, there will be three smaller enemies appearing from the openings in the terrain.  The first will appear from the left opening, while the second two will emerge from the right.  After this, two ground turrets and an item carrier will appear from the right.  The front turret and the item carrier must not be destroyed prematurely so it's necessary to stop shooting at this point.&lt;br /&gt;
&lt;br /&gt;
8) At this point, it's very important to know how many hits the bomb has taken.  It must have taken at least one hit, but no more than two.  If it has taken one hit only, the first bullet fired by the front turret must hit the bomb so that one more hit will cause it to explode.  The bomb must be destroyed by the second shot fired by this turret, so there's not enough time to have the bomb take two extra hits here; it must have already taken one earlier in the stage.&lt;br /&gt;
&lt;br /&gt;
9) After the front turret shoots once, head straight to the upper left corner.  When the front turret fires its next bullet, allow the bullet from the rear turret to hit your lower option pod before travelling directly down to collide the front turret's bullet with the bomb.  If this was the third hit, the bomb will explode, and the explosion will destroy the item carrier at the correct moment.  During the explosion, there is also an opportunity to remove the two turrets from the screen.  &lt;br /&gt;
&lt;br /&gt;
10)  The carrier should drop the fourth red weapon item.  After the bomb has destroyed the carrier and the turrets have been eliminated, do not collect this item immediately, but return to the left edge of the screen and engage the tractor beam by holding the B button, allowing the red item to drift into the tractor beam's hitbox.  If all was done correctly, this will result in collecting the item on frame 13440 of the current life.  As this is divisible by 64, this will award the player the 10-UP.&lt;br /&gt;
&lt;br /&gt;
==== Double Special Item ====&lt;br /&gt;
&lt;br /&gt;
As noted above, the [[#Special Power Up | Special item ]] can be made to appear by fulfilling one of two different sets of conditions.  Normally, the special item will only appear once at most per life as it only ever appears when the player is at the standard maximum power.  Despite this, there are rare cases where it's possible for the item to appear twice, by fulfilling both sets of conditions simultaneously, in an area where two item carriers appear in quick succession.  This could be achieved by having the green weapon and having the special item randomly take the place of the green 39th item via condition B as outlined above, and then immediately receiving it again via condition A at item 40.  Alternatively, this can be done in reverse order by having the red weapon and fulfilling condition A with item 40, then fulfilling condition B with the red 41st item.  Both cases require manipulation of the item sequence so that these item numbers occur with two item carriers that appear together.  This manipulation can be done either by dying deliberately at a specific point or by allowing a specific number of item carriers to leave without destroying them.  As condition B only ever occurs with a 1/32 probability, this is still a very rare event even if all other conditions to produce it are set up correctly (although a long and precise manipulation pattern could possibly be crafted to remove this random element, in a similar way to the 10-UP manipulation outlined above).  The only real benefit of successfully performing it is that the 50,000 point bonus received upon collecting the special item can be received twice.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The stage 5 midboss gives 15,000 points, where it previously did not give any points due to a bug.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously was not worth any points.&lt;br /&gt;
&lt;br /&gt;
===PC Port===&lt;br /&gt;
A PC port of the arcade version is available on [https://store.steampowered.com/app/2011900/Zero_Wing/ Steam], released by Bitwave Games on February 14, 2023. Aside from autofire, This version provides an assist feature and other quality of life improvements in order to make the game significantly easier:&lt;br /&gt;
*Auto-dodging&lt;br /&gt;
*Instant slowdown button&lt;br /&gt;
*Health: Allows the player to take a select number of hits before dying.&lt;br /&gt;
*Hitbox size modification&lt;br /&gt;
*Hitbox display&lt;br /&gt;
*Rewinds&lt;br /&gt;
*Savestates, up to 10&lt;br /&gt;
*Practice mode&lt;br /&gt;
*Online leaderboards, only accessible when not using assists.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
There is a test mode with the ability to level select, change power level, become invincible, and view the endings. Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
Though also triggered by the stage 7 boss, this bug prevents the final eighth stage from ending after the boss escapes, leaving the player only the option to crash into the ground to restart from the final checkpoint.  This softlock is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
=== Missing Penalty Bullets? ===&lt;br /&gt;
&lt;br /&gt;
The homing [[Help:Glossary#Popcorn|zako]] enemies which appear in stages 1, 3 and 6, and the larger dragon-like enemies which appear in stage 7, may have been intended to fire the same loop-based [[#Penalty Bullets | penalty bullets]] that are fired by many other enemies in the game.  However, for these enemies specifically, the timers controlling their attacks are reset after performing their standard single-bullet attacks which occur in all loops of the game.  As it is the same timer which is tested for the penalty attack immediately after being tested for the normal attack, the conditions for firing the penalty attack are never able to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=26151</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=26151"/>
		<updated>2023-11-30T13:04:27Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases the ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but about 75% as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used to protect the player ship from enemy fire, although diagonally aimed shots may be able to sneak past the options and hit the player.  Each power level gained will cause the options to increase in size.  &lt;br /&gt;
&lt;br /&gt;
When navigating confined spaces or passing by a large enemy, the options will draw in closer to the player.  This can be caused deliberately by using clever positioning in order to increase the concentration of fire within a certain vertical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but as both the power level and weapon are numerically limited to very low values the vast majority of the effect comes directly from the rank level itself.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
The presence of HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking, the actual value being derived by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise in an unpredictable way.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames based on the player's actions, this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  &lt;br /&gt;
&lt;br /&gt;
After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
Very rarely, attacks may disregard rank and the standard timing methods entirely and trigger only when the frame counter that continually increases from the start of the player's current life reaches certain cyclical values.  Some midboss attacks may behave in this way, such as those of the first stage's midboss.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score until the enemy is destroyed by colliding with some other object.  In this case, it is worth the same number of points as when destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Some midbosses and bosses also award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&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;
=== Pipiru Locations ===&lt;br /&gt;
&lt;br /&gt;
[[File:zw_pipiru.png|360px|thumb|right|The location of the five Pipiru characters that are hidden throughout the fourth stage.]]&lt;br /&gt;
&lt;br /&gt;
The locations of the five hidden Pipiru characters in Stage 4 (which grant 10,000 points when picked up with the tractor beam):&lt;br /&gt;
&lt;br /&gt;
1) Immediately at the top of the screen at the start of the stage, hidden behind the foreground.&amp;lt;/br&amp;gt;&lt;br /&gt;
2) In the water immediately before the first section of the large red battleship.&amp;lt;/br&amp;gt;&lt;br /&gt;
3) At the top of the screen, hidden behind the foreground, at the beginning of the section of the battleship featuring the long rope.&amp;lt;/br&amp;gt;&lt;br /&gt;
4) At the top of the screen, hidden behind the foreground, at the midpoint of the section of the battleship featuring the long rope.&amp;lt;/br&amp;gt;&lt;br /&gt;
5) In the water below the boss.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
&lt;br /&gt;
==== 10-UP Manipulation in Stage 1 ====&lt;br /&gt;
&lt;br /&gt;
This trick allows the player always to receive the [[#Extend Items | 10-UP]] item near the end of the first stage.  Though this trick is quite difficult to perform, it can become very consistent with sufficient practice.  The trick takes advantage of the frame-counter initialisation at the start of the player's very first life, and the automatically scrolling nature of the game progression.  The immediate benefit of performing this trick is to remove the possibility of receiving the inferior 1-UP in its place, which as noted above will happen in about 75% of all games that do not make use of any deliberate manipulation.  The process of performing the manipulation can be outlined in a few steps:&lt;br /&gt;
&lt;br /&gt;
1)  The correct item locations must be maintained throughout the entire stage.  In practice, this means that no deaths are permitted, and all item carriers within the stage must be destroyed.&lt;br /&gt;
&lt;br /&gt;
2)  The player must '''only''' use the red weapon throughout the stage.  Though the green weapon is superior, its use during the stage is precluded by the fact that the 10-UP may only be granted once the player has reached maximum power, requiring the player to pick up at least four items of the same weapon type, and this cannot be achieved with green items in a single stage.  Use of the red weapon will make some large enemies in the stage more difficult to handle and effective strategies for dealing with these enemies must be practiced.&lt;br /&gt;
&lt;br /&gt;
3)  Just before reaching the third red item, which should grant maximum power, a bomb item will appear.  This bomb is also crucial in performing the trick and must be kept.  It will explode after taking three hits or immediately upon colliding with an enemy or terrain.  Holding onto the bomb will also prevent the tractor beam from being used so strategies for dealing with enemies without the tractor beam will need to be relied upon for the remainder of the stage.  &lt;br /&gt;
&lt;br /&gt;
4) The trick involves an enemy bullet causing the bomb to explode at just the right time and place.  The bomb can take three hits from bullets before exploding so it's necessary to keep track of how many hits the bomb has taken.  It's necessary to allow the bomb to be hit at some point before the final stage of the trick so that it explodes upon contact with the desired bullet.  &lt;br /&gt;
&lt;br /&gt;
5)  Once the player is at full power and has the bomb, the midboss of the stage must be destroyed quickly, and without using the bomb.  It's necessary to destroy the midboss just after its first dive to the bottom of the screen, but before its subsequent rise beyond the mid-point of the screen, as an item carrier will shortly follow, but this carrier will not appear if the midboss is still on the screen.  It must be destroyed to preserve the correct location of the fourth red item, or the rest of the manipulation will not be posisble to perform.  Upon destruction the midboss slowly sinks and falls off the bottom of the screen - the higher it is upon destruction, the longer this animation will take and the greater the chance that the item carrier will be missed.  The midboss fires rings of bullets periodically but at this early point in the game the timing is still predictable.  If the bomb still hasn't taken any hits, it's recommended to allow it to absorb one bullet from these rings to prepare for later.  &lt;br /&gt;
&lt;br /&gt;
6)  The large red ships that appear after the waves of green enemies are difficult to handle with the red weapon.  They can be caught with the tractor beam, but this can't be used while holding onto a bomb.  The best strategy seems to be to stay at close range and block the enemies' 3-way shots at the point of origin using the lower option.&amp;lt;/br&amp;gt;&lt;br /&gt;
[[File:Zw red ships.png|80px]]&lt;br /&gt;
&lt;br /&gt;
7) After dealing with the two large, red ships, there will be three smaller enemies appearing from the openings in the terrain.  The first will appear from the left opening, while the second two will emerge from the right.  After this, two ground turrets and an item carrier will appear from the right.  The front turret and the item carrier must not be destroyed prematurely so it's necessary to stop shooting at this point.&lt;br /&gt;
&lt;br /&gt;
8) At this point, it's very important to know how many hits the bomb has taken.  It must have taken at least one hit, but no more than two.  If it has taken one hit only, the first bullet fired by the front turret must hit the bomb so that one more hit will cause it to explode.  The bomb must be destroyed by the second shot fired by this turret, so there's not enough time to have the bomb take two extra hits here; it must have already taken one earlier in the stage.&lt;br /&gt;
&lt;br /&gt;
9) After the front turret shoots once, head straight to the upper left corner.  When the front turret fires its next bullet, allow the bullet from the rear turret to hit your lower option pod before travelling directly down to collide the front turret's bullet with the bomb.  If this was the third hit, the bomb will explode, and the explosion will destroy the item carrier at the correct moment.  During the explosion, there is also an opportunity to remove the two turrets from the screen.  &lt;br /&gt;
&lt;br /&gt;
10)  The carrier should drop the fourth red weapon item.  After the bomb has destroyed the carrier and the turrets have been eliminated, do not collect this item immediately, but return to the left edge of the screen and engage the tractor beam by holding the B button, allowing the red item to drift into the tractor beam's hitbox.  If all was done correctly, this will result in collecting the item on frame 13440 of the current life.  As this is divisible by 64, this will award the player the 10-UP.&lt;br /&gt;
&lt;br /&gt;
==== Double Special Item ====&lt;br /&gt;
&lt;br /&gt;
As noted above, the [[#Special Power Up | Special item ]] can be made to appear by fulfilling one of two different sets of conditions.  Normally, the special item will only appear once at most per life as it only ever appears when the player is at the standard maximum power.  Despite this, there are rare cases where it's possible for the item to appear twice, by fulfilling both sets of conditions simultaneously, in an area where two item carriers appear in quick succession.  This could be achieved by having the green weapon and having the special item randomly take the place of the green 39th item via condition B as outlined above, and then immediately receiving it again via condition A at item 40.  Alternatively, this can be done in reverse order by having the red weapon and fulfilling condition A with item 40, then fulfilling condition B with the red 41st item.  Both cases require manipulation of the item sequence so that these item numbers occur with two item carriers that appear together.  This manipulation can be done either by dying deliberately at a specific point or by allowing a specific number of item carriers to leave without destroying them.  As condition B only ever occurs with a 1/32 probability, this is still a very rare event even if all other conditions to produce it are set up correctly (although a long and precise manipulation pattern could possibly be crafted to remove this random element, in a similar way to the 10-UP manipulation outlined above).  The only real benefit of successfully performing it is that the 50,000 point bonus received upon collecting the special item can be received twice.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The stage 5 midboss gives 15,000 points, where it previously did not give any points due to a bug.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously was not worth any points.&lt;br /&gt;
&lt;br /&gt;
===PC Port===&lt;br /&gt;
A PC port of the arcade version is available on [https://store.steampowered.com/app/2011900/Zero_Wing/ Steam], released by Bitwave Games on February 14, 2023. Aside from autofire, This version provides an assist feature and other quality of life improvements in order to make the game significantly easier:&lt;br /&gt;
*Auto-dodging&lt;br /&gt;
*Instant slowdown button&lt;br /&gt;
*Health: Allows the player to take a select number of hits before dying.&lt;br /&gt;
*Hitbox size modification&lt;br /&gt;
*Hitbox display&lt;br /&gt;
*Rewinds&lt;br /&gt;
*Savestates, up to 10&lt;br /&gt;
*Practice mode&lt;br /&gt;
*Online leaderboards, only accessible when not using assists.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
There is a test mode with the ability to level select, change power level, become invincible, and view the endings. Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
Though also triggered by the stage 7 boss, this bug prevents the final eighth stage from ending after the boss escapes, leaving the player only the option to crash into the ground to restart from the final checkpoint.  This softlock is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
=== Missing Penalty Bullets? ===&lt;br /&gt;
&lt;br /&gt;
The homing [[Help:Glossary#Popcorn|zako]] enemies which appear in stages 1, 3 and 6, and the larger dragon-like enemies which appear in stage 7, may have been intended to fire the same loop-based [[#Penalty Bullets | penalty bullets]] that are fired by many other enemies in the game.  However, for these enemies specifically, the timers controlling their attacks are reset after performing their standard single-bullet attacks which occur in all loops of the game.  As it is the same timer which is tested for the penalty attack immediately after being tested for the normal attack, the conditions for firing the penalty attack are never able to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=19354</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=19354"/>
		<updated>2023-02-09T18:56:03Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases the ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used to protect the player ship from enemy fire, although diagonally aimed shots may be able to sneak past the options and hit the player.  Each power level gained will cause the options to increase in size.  &lt;br /&gt;
&lt;br /&gt;
When navigating confined spaces or passing by a large enemy, the options will draw in closer to the player.  This can be caused deliberately by using clever positioning in order to increase the concentration of fire within a certain vertical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but as both the power level and weapon are numerically limited to very low values the vast majority of the effect comes directly from the rank level itself.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
The presence of HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking, the actual value being derived by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise in an unpredictable way.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames based on the player's actions, this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  &lt;br /&gt;
&lt;br /&gt;
After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
Very rarely, attacks may disregard rank and the standard timing methods entirely and trigger only when the frame counter that continually increases from the start of the player's current life reaches certain cyclical values.  Some midboss attacks may behave in this way, such as those of the first stage's midboss.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score until the enemy is destroyed by colliding with some other object.  In this case, it is worth the same number of points as when destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Some midbosses and bosses also award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&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;
=== Pipiru Locations ===&lt;br /&gt;
&lt;br /&gt;
[[File:zw_pipiru.png|360px|thumb|right|The location of the five Pipiru characters that are hidden throughout the fourth stage.]]&lt;br /&gt;
&lt;br /&gt;
The locations of the five hidden Pipiru characters in Stage 4 (which grant 10,000 points when picked up with the tractor beam):&lt;br /&gt;
&lt;br /&gt;
1) Immediately at the top of the screen at the start of the stage, hidden behind the foreground.&amp;lt;/br&amp;gt;&lt;br /&gt;
2) In the water immediately before the first section of the large red battleship.&amp;lt;/br&amp;gt;&lt;br /&gt;
3) At the top of the screen, hidden behind the foreground, at the beginning of the section of the battleship featuring the long rope.&amp;lt;/br&amp;gt;&lt;br /&gt;
4) At the top of the screen, hidden behind the foreground, at the midpoint of the section of the battleship featuring the long rope.&amp;lt;/br&amp;gt;&lt;br /&gt;
5) In the water below the boss.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
&lt;br /&gt;
==== 10-UP Manipulation in Stage 1 ====&lt;br /&gt;
&lt;br /&gt;
This trick allows the player always to receive the [[#Extend Items | 10-UP]] item near the end of the first stage.  Though this trick is quite difficult to perform, it can become very consistent with sufficient practice.  The trick takes advantage of the frame-counter initialisation at the start of the player's very first life, and the automatically scrolling nature of the game progression.  The immediate benefit of performing this trick is to remove the possibility of receiving the inferior 1-UP in its place, which as noted above will happen in about 75% of all games that do not make use of any deliberate manipulation.  The process of performing the manipulation can be outlined in a few steps:&lt;br /&gt;
&lt;br /&gt;
1)  The correct item locations must be maintained throughout the entire stage.  In practice, this means that no deaths are permitted, and all item carriers within the stage must be destroyed.&lt;br /&gt;
&lt;br /&gt;
2)  The player must '''only''' use the red weapon throughout the stage.  Though the green weapon is superior, its use during the stage is precluded by the fact that the 10-UP may only be granted once the player has reached maximum power, requiring the player to pick up at least 4 items of the same weapon type, and this cannot be achieved with green items in a single stage.  Use of the red weapon will make some large enemies in the stage more difficult to handle and effective strategies for dealing with these enemies must be practiced.&lt;br /&gt;
&lt;br /&gt;
3)  More optionally, but very highly recommended is for the player to avoid collecting speed up items until after the 10-UP is received.  This is for the simple fact that the manipulation requires some careful positioning of the player's ship and gaining speed only serves to make this more difficult than necessary.  There are two speed up items in the stage and the player may choose to collect all, one or none of them depending on their confidence in finding the required position at these speeds.&lt;br /&gt;
&lt;br /&gt;
4)  Just before reaching the third red item, which should grant maximum power, a bomb item will appear.  This bomb is also crucial in performing the trick and must be kept.  It will explode after taking three hits or immediately upon colliding with an enemy or terrain.  Holding onto the bomb will also prevent the tractor beam from being used so strategies for dealing with enemies without the tractor beam will need to be relied upon for the remainder of the stage.  &lt;br /&gt;
&lt;br /&gt;
5) The trick involves the bomb making contact with a specific enemy.  This contact causes two hits of damage to the bomb so it's recommended to allow the bomb to be hit once or twice (but no more) by enemy fire before this point so that it explodes upon contact.  It isn't necessary for the bomb to explode to perform the trick but this explosion makes performing the trick somewhat safer.  This is another optional part of the trick left to the discretion of the player.&lt;br /&gt;
&lt;br /&gt;
6)  Once the player is at full power and has the bomb, the midboss of the stage must be destroyed quickly, and without using the bomb.  This requires the use of an autofire button set to 30HZ, as it is necessary to destroy the boss just after its first dive to the bottom of the screen, but before its subsequent rise beyond the mid-point of the screen.  The reason for this is that there is an item carrier which shortly follows, and this carrier will not appear at all if the midboss is still on the screen.  This carrier must be destroyed to preserve the correct locations of subsequent items, so this cannot be allowed.  Upon destruction the midboss slowly sinks and falls off the bottom of the screen - the higher it is upon destruction, the longer this animation will take and the greater the chance that the item carrier will be missed.  &lt;br /&gt;
&lt;br /&gt;
7)  The large red ships that appear after the waves of green enemies are difficult to handle with the red weapon and the inability to use the tractor beam or the bomb.  The best strategy seems to be to stay at close range and block the enemies' 3-way shots at the point of origin using the lower option.&amp;lt;/br&amp;gt;&lt;br /&gt;
[[File:Zw red ships.png|80px]]&lt;br /&gt;
&lt;br /&gt;
8) The final stage of the trick is the most difficult and is extremely time-sensitive.  After dealing with the two large, red enemies, there will be two smaller enemies appearing from the openings in the terrain.  The first will appear from the left opening, the second from the right.  These must both be destroyed as quickly as possible using the three-way shot of the lower option at close range.  Immediately after the second is destroyed there is about two or three seconds to find the correct horizontal position.  This is a two-pixel window and both valid positions are shown in the GIFs below.  The correct positioning can be determined by examining the location of the dark pixels within the player's bullet spreads while firing at 30HZ.&lt;br /&gt;
&lt;br /&gt;
[[File:10up px1.gif|300px]] &lt;br /&gt;
[[File:10up px2.gif|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9) Once either of the valid horizontal positions has been found, the player must travel to a low vertical position to destroy a purple turret using the lower option.  During this time, another enemy will have emerged from the right-most opening and will now fire an aimed three-way spread.  This spread should be dodged by moving directly up from the vertical position required to destroy the turret, into the vertical position that will soon be occupied by the next item carrier that is about to appear.&lt;br /&gt;
&lt;br /&gt;
[[File:10UP spread dodge.png|640px]]&lt;br /&gt;
&lt;br /&gt;
10) After finding the correct horizontal position, destroying the turret, dodging the enemy's spread, and finding the correct vertical position for collision with the item carrier and subsequent collision with the item it releases, the success of the trick is all but assured.  The final step is to stop shooting and allow the item carrier to collide with the bomb the player has been carrying.  As noted above, the bomb will explode if it has taken any hits previously, but will destroy the carrier without exploding if it has not taken any hits, and this doesn't affect the trick other than having to destroy the 3-way enemy with the shot as it escapes to the right instead of it being destroyed in the explosion.  If the player has positioned the ship correctly, the bomb collision will destroy the carrier upon the intended frame, and the player should collect the red item it drops by remaining perfectly still and allowing it to drift into the player as it is carried by the stage's automatic scrolling.  If all was done correctly, this will result in collecting the item on frame 13120 of the current life.  As this is divisible by 64, this will award the player the 10-UP.&lt;br /&gt;
&lt;br /&gt;
==== Double Special Item ====&lt;br /&gt;
&lt;br /&gt;
As noted above, the [[#Special Power Up | Special item ]] can be made to appear by fulfilling one of two different sets of conditions.  Normally, the special item will only appear once at most per life as it only ever appears when the player is at the standard maximum power.  Despite this, there are rare cases where it's possible for the item to appear twice, by fulfilling both sets of conditions simultaneously, in an area where two item carriers appear in quick succession.  This could be achieved by having the green weapon and having the special item randomly take the place of the green 39th item via condition B as outlined above, and then immediately receiving it again via condition A at item 40.  Alternatively, this can be done in reverse order by having the red weapon and fulfilling condition A with item 40, then fulfilling condition B with the red 41st item.  Both cases require manipulation of the item sequence so that these item numbers occur with two item carriers that appear together.  This manipulation can be done either by dying deliberately at a specific point or by allowing a specific number of item carriers to leave without destroying them.  As condition B only ever occurs with a 1/32 probability, this is still a very rare event even if all other conditions to produce it are set up correctly (although a long and precise manipulation pattern could possibly be crafted to remove this random element, in a similar way to the 10-UP manipulation outlined above).  The only real benefit of successfully performing it is that the 50,000 point bonus received upon collecting the special item can be received twice.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The stage 5 midboss gives 15,000 points, where it previously did not give any points due to a bug.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously was not worth any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
There is a test mode with the ability to level select, change power level, become invincible, and view the endings. Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
Though also triggered by the stage 7 boss, this bug prevents the final eighth stage from ending after the boss escapes, leaving the player only the option to crash into the ground to restart from the final checkpoint.  This softlock is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
=== Missing Penalty Bullets? ===&lt;br /&gt;
&lt;br /&gt;
The homing [[Help:Glossary#Popcorn|zako]] enemies which appear in stages 1, 3 and 6, and the larger dragon-like enemies which appear in stage 7, may have been intended to fire the same loop-based [[#Penalty Bullets | penalty bullets]] that are fired by many other enemies in the game.  However, for these enemies specifically, the timers controlling their attacks are reset after performing their standard single-bullet attacks which occur in all loops of the game.  As it is the same timer which is tested for the penalty attack immediately after being tested for the normal attack, the conditions for firing the penalty attack are never able to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=19353</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=19353"/>
		<updated>2023-02-09T18:46:08Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases the ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used to protect the player ship from enemy fire, although diagonally aimed shots may be able to sneak past the options and hit the player.  Each power level gained will cause the options to increase in size.  &lt;br /&gt;
&lt;br /&gt;
When navigating confined spaces or passing by a large enemy, the options will draw in closer to the player.  This can be caused deliberately by using clever positioning in order to increase the concentration of fire within a certain vertical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but as both the power level and weapon are numerically limited to very low values the vast majority of the effect comes directly from the rank level itself.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
The presence of HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking, the actual value being derived by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise in an unpredictable way.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames based on the player's actions, this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  &lt;br /&gt;
&lt;br /&gt;
After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
Very rarely, attacks may disregard rank and the standard timing methods entirely and trigger only when the frame counter that continually increases from the start of the player's current life reaches certain cyclical values.  Some midboss attacks may behave in this way, such as those of the first stage's midboss.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score until the enemy is destroyed by colliding with some other object.  In this case, it is worth the same number of points as when destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Some midbosses and bosses also award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&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;
=== Pipiru Locations ===&lt;br /&gt;
&lt;br /&gt;
[[File:zw_pipiru.png|360px|thumb|right|The location of the five Pipiru characters that are hidden throughout the fourth stage.]]&lt;br /&gt;
&lt;br /&gt;
The locations of the five hidden Pipiru characters in Stage 4 (which grant 10,000 points when picked up with the tractor beam):&lt;br /&gt;
&lt;br /&gt;
1) Immediately at the top of the screen at the start of the stage, hidden behind the foreground.&amp;lt;/br&amp;gt;&lt;br /&gt;
2) In the water immediately before the first section of the large red battleship.&amp;lt;/br&amp;gt;&lt;br /&gt;
3) At the top of the screen, hidden behind the foreground, at the beginning of the section of the battleship featuring the long rope.&amp;lt;/br&amp;gt;&lt;br /&gt;
4) At the top of the screen, hidden behind the foreground, at the midpoint of the section of the battleship featuring the long rope.&amp;lt;/br&amp;gt;&lt;br /&gt;
5) In the water below the boss.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
&lt;br /&gt;
==== 10-UP Manipulation in Stage 1 ====&lt;br /&gt;
&lt;br /&gt;
This trick allows the player always to receive the [[#Extend Items | 10-UP]] item near the end of the first stage.  Though this trick is quite difficult to perform, it can become very consistent with sufficient practice.  The trick takes advantage of the frame-counter initialisation at the start of the player's very first life, and the automatically scrolling nature of the game progression.  The immediate benefit of performing this trick is to remove the possibility of receiving the inferior 1-UP in its place, which as noted above will happen in about 75% of all games that do not make use of any deliberate manipulation.  The process of performing the manipulation can be outlined in a few steps:&lt;br /&gt;
&lt;br /&gt;
1)  The correct item locations must be maintained throughout the entire stage.  In practice, this means that no deaths are permitted, and all item carriers within the stage must be destroyed.&lt;br /&gt;
&lt;br /&gt;
2)  The player must '''only''' use the red weapon throughout the stage.  Though the green weapon is superior, its use during the stage is precluded by the fact that the 10-UP may only be granted once the player has reached maximum power and this cannot be achieved in the first stage with use of the green weapon.  Use of the red weapon will make some large enemies in the stage more difficult to handle and effective strategies for dealing with these enemies must be practiced.&lt;br /&gt;
&lt;br /&gt;
3)  More optionally, but very highly recommended is for the player to avoid collecting speed up items until after the 10-UP is received.  This is for the simple fact that the manipulation requires some careful positioning of the player's ship and gaining speed only serves to make this more difficult than necessary.  There are two speed up items in the stage and the player may choose to collect all, one or none of them depending on their confidence in finding the required position at these speeds.&lt;br /&gt;
&lt;br /&gt;
4)  Just before reaching the third red item, which should grant maximum power, a bomb item will appear.  This bomb is also crucial in performing the trick and must be kept.  It will explode after taking three hits or immediately upon colliding with an enemy or terrain.  Holding onto the bomb will also prevent the tractor beam from being used so strategies for dealing with enemies without the tractor beam will need to be relied upon for the remainder of the stage.  &lt;br /&gt;
&lt;br /&gt;
5) The trick involves the bomb making contact with a specific enemy.  This contact causes two hits of damage to the bomb so it's recommended to allow the bomb to be hit once or twice (but no more) by enemy fire before this point so that it explodes upon contact.  It isn't necessary for the bomb to explode to perform the trick but this explosion makes performing the trick somewhat safer.  This is another optional part of the trick left to the discretion of the player.&lt;br /&gt;
&lt;br /&gt;
6)  Once the player is at full power and has the bomb, the midboss of the stage must be destroyed quickly, and without using the bomb.  This requires the use of an autofire button set to 30HZ, as it is necessary to destroy the boss just after its first dive to the bottom of the screen, but before its subsequent rise beyond the mid-point of the screen.  The reason for this is that there is an item carrier which shortly follows, and this carrier will not appear at all if the midboss is still on the screen.  This carrier must be destroyed to preserve the correct locations of subsequent items, so this cannot be allowed.  Upon destruction the midboss slowly sinks and falls off the bottom of the screen - the higher it is upon destruction, the longer this animation will take and the greater the chance that the item carrier will be missed.  &lt;br /&gt;
&lt;br /&gt;
7)  The large red ships that appear after the waves of green enemies are difficult to handle with the red weapon and the inability to use the tractor beam or the bomb.  The best strategy seems to be to stay at close range and block the enemies' 3-way shots at the point of origin using the lower option.&amp;lt;/br&amp;gt;&lt;br /&gt;
[[File:Zw red ships.png|80px]]&lt;br /&gt;
&lt;br /&gt;
8) The final stage of the trick is the most difficult and is extremely time-sensitive.  After dealing with the two large, red enemies, there will be two smaller enemies appearing from the openings in the terrain.  The first will appear from the left opening, the second from the right.  These must both be destroyed as quickly as possible using the three-way shot of the lower option at close range.  Immediately after the second is destroyed there is about two or three seconds to find the correct horizontal position.  This is a two-pixel window and both valid positions are shown in the GIFs below.  The correct positioning can be determined by examining the location of the dark pixels within the player's bullet spreads while firing at 30HZ.&lt;br /&gt;
&lt;br /&gt;
[[File:10up px1.gif|300px]] &lt;br /&gt;
[[File:10up px2.gif|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9) Once either of the valid horizontal positions has been found, the player must travel to a low vertical position to destroy a purple turret using the lower option.  During this time, another enemy will have emerged from the right-most opening and will now fire an aimed three-way spread.  This spread should be dodged by moving directly up from the vertical position required to destroy the turret, into the vertical position that will soon be occupied by the next item carrier that is about to appear.&lt;br /&gt;
&lt;br /&gt;
[[File:10UP spread dodge.png|640px]]&lt;br /&gt;
&lt;br /&gt;
10) After finding the correct horizontal position, destroying the turret, dodging the enemy's spread, and finding the correct vertical position for collision with the item carrier and subsequent collision with the item it releases, the success of the trick is all but assured.  The final step is to stop shooting and allow the item carrier to collide with the bomb the player has been carrying.  As noted above, the bomb will explode if it has taken any hits previously, but will destroy the carrier without exploding if it has not taken any hits, and this doesn't affect the trick other than having to destroy the 3-way enemy with the shot as it escapes to the right instead of it being destroyed in the explosion.  If the player has positioned the ship correctly, the bomb collision will destroy the carrier upon the intended frame, and the player should collect the red item it drops by remaining perfectly still and allowing it to drift into the player as it is carried by the stage's automatic scrolling.  If all was done correctly, this will result in collecting the item on frame 13120 of the current life.  As this is divisible by 64, this will award the player the 10-UP.&lt;br /&gt;
&lt;br /&gt;
==== Double Special Item ====&lt;br /&gt;
&lt;br /&gt;
As noted above, the [[#Special Power Up | Special item ]] can be made to appear by fulfilling one of two different sets of conditions.  Normally, the special item will only appear once at most per life as it only ever appears when the player is at the standard maximum power.  Despite this, there are rare cases where it's possible for the item to appear twice, by fulfilling both sets of conditions simultaneously, in an area where two item carriers appear in quick succession.  This could be achieved by having the green weapon and having the special item randomly take the place of the green 39th item via condition B as outlined above, and then immediately receiving it again via condition A at item 40.  Alternatively, this can be done in reverse order by having the red weapon and fulfilling condition A with item 40, then fulfilling condition B with the red 41st item.  Both cases require manipulation of the item sequence so that these item numbers occur with two item carriers that appear together.  This manipulation can be done either by dying deliberately at a specific point or by allowing a specific number of item carriers to leave without destroying them.  As condition B only ever occurs with a 1/32 probability, this is still a very rare event even if all other conditions to produce it are set up correctly (although a long and precise manipulation pattern could possibly be crafted to remove this random element, in a similar way to the 10-UP manipulation outlined above).  The only real benefit of successfully performing it is that the 50,000 point bonus received upon collecting the special item can be received twice.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The stage 5 midboss gives 15,000 points, where it previously did not give any points due to a bug.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously was not worth any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
There is a test mode with the ability to level select, change power level, become invincible, and view the endings. Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
Though also triggered by the stage 7 boss, this bug prevents the final eighth stage from ending after the boss escapes, leaving the player only the option to crash into the ground to restart from the final checkpoint.  This softlock is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
=== Missing Penalty Bullets? ===&lt;br /&gt;
&lt;br /&gt;
The homing [[Help:Glossary#Popcorn|zako]] enemies which appear in stages 1, 3 and 6, and the larger dragon-like enemies which appear in stage 7, may have been intended to fire the same loop-based [[#Penalty Bullets | penalty bullets]] that are fired by many other enemies in the game.  However, for these enemies specifically, the timers controlling their attacks are reset after performing their standard single-bullet attacks which occur in all loops of the game.  As it is the same timer which is tested for the penalty attack immediately after being tested for the normal attack, the conditions for firing the penalty attack are never able to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=19352</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=19352"/>
		<updated>2023-02-09T18:41:51Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases the ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used to protect the player ship from enemy fire, although diagonally aimed shots may be able to sneak past the options and hit the player.  Each power level gained will cause the options to increase in size.  &lt;br /&gt;
&lt;br /&gt;
When navigating confined spaces or passing by a large enemy, the options will draw in closer to the player.  This can be caused deliberately by using clever positioning in order to increase the concentration of fire within a certain vertical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but as both the power level and weapon are numerically limited to very low values the vast majority of the effect comes directly from the rank level itself.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
The presence of HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking, the actual value being derived by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise in an unpredictable way.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames based on the player's actions, this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  &lt;br /&gt;
&lt;br /&gt;
After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
Very rarely, attacks may disregard rank and the standard timing methods entirely and trigger only when the frame counter that continually increases from the start of the player's current life reaches certain cyclical values.  Some midboss attacks may behave in this way, such as those of the first stage's midboss.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score until the enemy is destroyed by colliding with some other object.  In this case, it is worth the same number of points as when destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Some midbosses and bosses also award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&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;
=== Pipiru Locations ===&lt;br /&gt;
&lt;br /&gt;
[[File:zw_pipiru.png|360px|thumb|right|The location of the five Pipiru characters that are hidden throughout the fourth stage.]]&lt;br /&gt;
&lt;br /&gt;
The locations of the five hidden Pipiru characters in Stage 4 (which grant 10,000 points when picked up with the tractor beam):&lt;br /&gt;
&lt;br /&gt;
1) Immediately at the top of the screen at the start of the stage, hidden behind the foreground.&amp;lt;/br&amp;gt;&lt;br /&gt;
2) In the water immediately before the first section of the large red battleship.&amp;lt;/br&amp;gt;&lt;br /&gt;
3) At the top of the screen, hidden behind the foreground, at the beginning of the section of the battleship featuring the long rope.&amp;lt;/br&amp;gt;&lt;br /&gt;
4) At the top of the screen, hidden behind the foreground, at the midpoint of the section of the battleship featuring the long rope.&amp;lt;/br&amp;gt;&lt;br /&gt;
5) In the water below the boss.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
&lt;br /&gt;
==== 10-UP Manipulation in Stage 1 ====&lt;br /&gt;
&lt;br /&gt;
This trick allows the player always to receive the [[#Extend Items | 10-UP]] item near the end of the first stage.  Though this trick is quite difficult to perform, it can become very consistent with sufficient practice.  The trick takes advantage of the frame-counter initialisation at the start of the player's very first life, and the automatically scrolling nature of the game progression.  The immediate benefit of performing this trick is to remove the possibility of receiving the inferior 1-UP in its place, which as noted above will happen in about 75% of all games that do not make use of any deliberate manipulation.  The process of performing the manipulation can be outlined in a few steps:&lt;br /&gt;
&lt;br /&gt;
1)  The correct item locations must be maintained throughout the entire stage.  In practice, this means that no deaths are permitted, and all item carriers within the stage must be destroyed.&lt;br /&gt;
&lt;br /&gt;
2)  The player must '''only''' use the red weapon throughout the stage.  Though the green weapon is superior, its use during the stage is precluded by the fact that the 10-UP may only be granted once the player has reached maximum power and this cannot be achieved in the first stage with use of the green weapon.  Use of the red weapon will make some large enemies in the stage more difficult to handle and effective strategies for dealing with these enemies must be practiced.&lt;br /&gt;
&lt;br /&gt;
3)  More optionally, but very highly recommended is for the player to avoid collecting speed up items until after the 10-UP is received.  This is for the simple fact that the manipulation requires some careful positioning of the player's ship and gaining speed only serves to make this more difficult than is necessary.  There are two speed up items in the stage and the player may choose to collect all, one or none of them depending on their confidence in finding the required position at these speeds.&lt;br /&gt;
&lt;br /&gt;
4)  Just before reaching the third red item, which should grant maximum power, a bomb item will appear.  This bomb is also crucial in performing the trick and must be kept.  It will explode after taking three hits or immediately upon colliding with and enemy terrain.  Holding onto the bomb will also prevent the tractor beam from being used so strategies for dealing with enemies without the tractor beam will need to be relied upon for the remainder of the stage.  &lt;br /&gt;
&lt;br /&gt;
5) The trick involves the bomb making contact with a specific enemy.  This contact causes two hits of damage to the bomb so it's recommended to allow the bomb to be hit once or twice (but no more) by enemy fire before this point so that it explodes upon contact.  It isn't necessary for the bomb to explode to perform the trick but this explosion makes performing the trick somewhat safer.  This is another optional part of the trick left to the discretion of the player.&lt;br /&gt;
&lt;br /&gt;
6)  Once the player is at full power and has the bomb, the midboss of the stage must be destroyed quickly, and without using the bomb.  This requires the use of an autofire button set to 30HZ, as it is necessary to destroy the boss just after its first dive to the bottom of the screen, but before its subsequent rise beyond the mid-point of the screen.  The reason for this is that there is an item carrier which shortly follows, and this carrier will not appear at all if the midboss is still on the screen.  This carrier must be destroyed to preserve the correct locations of subsequent items, so this cannot be allowed.  Upon destruction the midboss slowly sinks and falls off the bottom of the screen - the higher it is upon destruction, the longer this animation will take and the greater the chance that the item carrier will be missed.  &lt;br /&gt;
&lt;br /&gt;
7)  The large red ships that appear after the waves of green enemies are difficult to handle with the red weapon and the inability to use the tractor beam or the bomb.  The best strategy seems to be to stay at close range and block the enemies' 3-way shots at the point of origin using the lower option.&amp;lt;/br&amp;gt;&lt;br /&gt;
[[File:Zw red ships.png|80px]]&lt;br /&gt;
&lt;br /&gt;
8) The final stage of the trick is the most difficult and is extremely time-sensitive.  After dealing with the two large, red enemies, there will be two smaller enemies appearing from the openings in the terrain.  The first will appear from the left opening, the second from the right.  These must both be destroyed as quickly as possible using the three-way shot of the lower option at close range.  Immediately after the second is destroyed there is about two or three seconds to find the correct horizontal position.  This is a two-pixel window and both valid positions are shown in the GIFs below.  The correct positioning can be determined by examining the location of the dark pixels within the player's bullet spreads while firing at 30HZ.&lt;br /&gt;
&lt;br /&gt;
[[File:10up px1.gif|300px]] &lt;br /&gt;
[[File:10up px2.gif|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9) Once either of the valid horizontal positions has been found, the player must travel to a low vertical position to destroy a purple turret using the lower option.  During this time, another enemy will have emerged from the right-most opening and will now fire an aimed three-way spread.  This spread should be dodged by moving directly up from the vertical position required to destroy the turret, into the vertical position that will soon be occupied by the next item carrier that is about to appear.&lt;br /&gt;
&lt;br /&gt;
[[File:10UP spread dodge.png|640px]]&lt;br /&gt;
&lt;br /&gt;
10) After finding the correct horizontal position, destroying the turret, dodging the enemy's spread, and finding the correct vertical position for collision with the item carrier and subsequent collision with the item it releases, the success of the trick is all but assured.  The final step is to stop shooting and allow the item carrier to collide with the bomb the player has been carrying.  As noted above, the bomb will explode if it has taken any hits previously, but will destroy the carrier without exploding if it has not taken any hits, and this doesn't affect the trick other than having to destroy the 3-way enemy with the shot as it escapes to the right instead of it being destroyed in the explosion.  If the player has positioned the ship correctly, the bomb collision will destroy the carrier upon the intended frame, and the player should collect the red item it drops by remaining perfectly still and allowing it to drift into the player as it is carried by the stage's automatic scrolling.  If all was done correctly, this will result in collecting the item on frame 13120 of the current life.  As this is divisible by 64, this will award the player the 10-UP.&lt;br /&gt;
&lt;br /&gt;
==== Double Special Item ====&lt;br /&gt;
&lt;br /&gt;
As noted above, the [[#Special Power Up | Special item ]] can be made to appear by fulfilling one of two different sets of conditions.  Normally, the special item will only appear once at most per life as it only ever appears when the player is at the standard maximum power.  Despite this, there are rare cases where it's possible for the item to appear twice, by fulfilling both sets of conditions simultaneously, in an area where two item carriers appear in quick succession.  This could be achieved by having the green weapon and having the special item randomly take the place of the green 39th item via condition B as outlined above, and then immediately receiving it again via condition A at item 40.  Alternatively, this can be done in reverse order by having the red weapon and fulfilling condition A with item 40, then fulfilling condition B with the red 41st item.  Both cases require manipulation of the item sequence so that these item numbers occur with two item carriers that appear together.  This manipulation can be done either by dying deliberately at a specific point or by allowing a specific number of item carriers to leave without destroying them.  As condition B only ever occurs with a 1/32 probability, this is still a very rare event even if all other conditions to produce it are set up correctly (although a long and precise manipulation pattern could possibly be crafted to remove this random element, in a similar way to the 10-UP manipulation outlined above).  The only real benefit of successfully performing it is that the 50,000 point bonus received upon collecting the special item can be received twice.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The stage 5 midboss gives 15,000 points, where it previously did not give any points due to a bug.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously was not worth any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
There is a test mode with the ability to level select, change power level, become invincible, and view the endings. Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
Though also triggered by the stage 7 boss, this bug prevents the final eighth stage from ending after the boss escapes, leaving the player only the option to crash into the ground to restart from the final checkpoint.  This softlock is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
=== Missing Penalty Bullets? ===&lt;br /&gt;
&lt;br /&gt;
The homing [[Help:Glossary#Popcorn|zako]] enemies which appear in stages 1, 3 and 6, and the larger dragon-like enemies which appear in stage 7, may have been intended to fire the same loop-based [[#Penalty Bullets | penalty bullets]] that are fired by many other enemies in the game.  However, for these enemies specifically, the timers controlling their attacks are reset after performing their standard single-bullet attacks which occur in all loops of the game.  As it is the same timer which is tested for the penalty attack immediately after being tested for the normal attack, the conditions for firing the penalty attack are never able to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=19351</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=19351"/>
		<updated>2023-02-09T18:40:36Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases the ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used to protect the player ship from enemy fire, although diagonally aimed shots may be able to sneak past the options and hit the player.  Each power level gained will cause the options to increase in size.  &lt;br /&gt;
&lt;br /&gt;
When navigating confined spaces or passing by a large enemy, the options will draw in closer to the player.  This can be caused deliberately by using clever positioning in order to increase the concentration of fire within a certain vertical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but as both the power level and weapon are numerically limited to very low values the vast majority of the effect comes directly from the rank level itself.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
The presence of HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking, the actual value being derived by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise in an unpredictable way.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames based on the player's actions, this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  &lt;br /&gt;
&lt;br /&gt;
After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
Very rarely, attacks may disregard rank and the standard timing methods entirely and trigger only when the frame counter that continually increases from the start of the player's current life reaches certain cyclical values.  Some midboss attacks may behave in this way, such as those of the first stage's midboss.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score until the enemy is destroyed by colliding with some other object.  In this case, it is worth the same number of points as when destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Some midbosses and bosses also award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&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;
=== Pipiru Locations ===&lt;br /&gt;
&lt;br /&gt;
[[File:zw_pipiru.png|360px|thumb|right|The location of the five Pipiru characters that are hidden throughout the fourth stage.]]&lt;br /&gt;
&lt;br /&gt;
The locations of the five hidden Pipiru characters in Stage 4 (which grant 10,000 points when picked up with the tractor beam):&lt;br /&gt;
&lt;br /&gt;
1) Immediately at the top of the screen at the start of the stage, hidden behind the foreground.&lt;br /&gt;
2) In the water immediately before the first section of the large red battleship.&lt;br /&gt;
3) At the top of the screen, hidden behind the foreground, at the beginning of the section of the battleship featuring the long rope.&lt;br /&gt;
4) At the top of the screen, hidden behind the foreground, at the midpoint of the section of the battleship featuring the long rope.&lt;br /&gt;
5) In the water below the boss.&lt;br /&gt;
&lt;br /&gt;
=== Tricks ===&lt;br /&gt;
&lt;br /&gt;
==== 10-UP Manipulation in Stage 1 ====&lt;br /&gt;
&lt;br /&gt;
This trick allows the player always to receive the [[#Extend Items | 10-UP]] item near the end of the first stage.  Though this trick is quite difficult to perform, it can become very consistent with sufficient practice.  The trick takes advantage of the frame-counter initialisation at the start of the player's very first life, and the automatically scrolling nature of the game progression.  The immediate benefit of performing this trick is to remove the possibility of receiving the inferior 1-UP in its place, which as noted above will happen in about 75% of all games that do not make use of any deliberate manipulation.  The process of performing the manipulation can be outlined in a few steps:&lt;br /&gt;
&lt;br /&gt;
1)  The correct item locations must be maintained throughout the entire stage.  In practice, this means that no deaths are permitted, and all item carriers within the stage must be destroyed.&lt;br /&gt;
&lt;br /&gt;
2)  The player must '''only''' use the red weapon throughout the stage.  Though the green weapon is superior, its use during the stage is precluded by the fact that the 10-UP may only be granted once the player has reached maximum power and this cannot be achieved in the first stage with use of the green weapon.  Use of the red weapon will make some large enemies in the stage more difficult to handle and effective strategies for dealing with these enemies must be practiced.&lt;br /&gt;
&lt;br /&gt;
3)  More optionally, but very highly recommended is for the player to avoid collecting speed up items until after the 10-UP is received.  This is for the simple fact that the manipulation requires some careful positioning of the player's ship and gaining speed only serves to make this more difficult than is necessary.  There are two speed up items in the stage and the player may choose to collect all, one or none of them depending on their confidence in finding the required position at these speeds.&lt;br /&gt;
&lt;br /&gt;
4)  Just before reaching the third red item, which should grant maximum power, a bomb item will appear.  This bomb is also crucial in performing the trick and must be kept.  It will explode after taking three hits or immediately upon colliding with and enemy terrain.  Holding onto the bomb will also prevent the tractor beam from being used so strategies for dealing with enemies without the tractor beam will need to be relied upon for the remainder of the stage.  &lt;br /&gt;
&lt;br /&gt;
5) The trick involves the bomb making contact with a specific enemy.  This contact causes two hits of damage to the bomb so it's recommended to allow the bomb to be hit once or twice (but no more) by enemy fire before this point so that it explodes upon contact.  It isn't necessary for the bomb to explode to perform the trick but this explosion makes performing the trick somewhat safer.  This is another optional part of the trick left to the discretion of the player.&lt;br /&gt;
&lt;br /&gt;
6)  Once the player is at full power and has the bomb, the midboss of the stage must be destroyed quickly, and without using the bomb.  This requires the use of an autofire button set to 30HZ, as it is necessary to destroy the boss just after its first dive to the bottom of the screen, but before its subsequent rise beyond the mid-point of the screen.  The reason for this is that there is an item carrier which shortly follows, and this carrier will not appear at all if the midboss is still on the screen.  This carrier must be destroyed to preserve the correct locations of subsequent items, so this cannot be allowed.  Upon destruction the midboss slowly sinks and falls off the bottom of the screen - the higher it is upon destruction, the longer this animation will take and the greater the chance that the item carrier will be missed.  &lt;br /&gt;
&lt;br /&gt;
7)  The large red ships that appear after the waves of green enemies are difficult to handle with the red weapon and the inability to use the tractor beam or the bomb.  The best strategy seems to be to stay at close range and block the enemies' 3-way shots at the point of origin using the lower option.&amp;lt;/br&amp;gt;&lt;br /&gt;
[[File:Zw red ships.png|80px]]&lt;br /&gt;
&lt;br /&gt;
8) The final stage of the trick is the most difficult and is extremely time-sensitive.  After dealing with the two large, red enemies, there will be two smaller enemies appearing from the openings in the terrain.  The first will appear from the left opening, the second from the right.  These must both be destroyed as quickly as possible using the three-way shot of the lower option at close range.  Immediately after the second is destroyed there is about two or three seconds to find the correct horizontal position.  This is a two-pixel window and both valid positions are shown in the GIFs below.  The correct positioning can be determined by examining the location of the dark pixels within the player's bullet spreads while firing at 30HZ.&lt;br /&gt;
&lt;br /&gt;
[[File:10up px1.gif|300px]] &lt;br /&gt;
[[File:10up px2.gif|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9) Once either of the valid horizontal positions has been found, the player must travel to a low vertical position to destroy a purple turret using the lower option.  During this time, another enemy will have emerged from the right-most opening and will now fire an aimed three-way spread.  This spread should be dodged by moving directly up from the vertical position required to destroy the turret, into the vertical position that will soon be occupied by the next item carrier that is about to appear.&lt;br /&gt;
&lt;br /&gt;
[[File:10UP spread dodge.png|640px]]&lt;br /&gt;
&lt;br /&gt;
10) After finding the correct horizontal position, destroying the turret, dodging the enemy's spread, and finding the correct vertical position for collision with the item carrier and subsequent collision with the item it releases, the success of the trick is all but assured.  The final step is to stop shooting and allow the item carrier to collide with the bomb the player has been carrying.  As noted above, the bomb will explode if it has taken any hits previously, but will destroy the carrier without exploding if it has not taken any hits, and this doesn't affect the trick other than having to destroy the 3-way enemy with the shot as it escapes to the right instead of it being destroyed in the explosion.  If the player has positioned the ship correctly, the bomb collision will destroy the carrier upon the intended frame, and the player should collect the red item it drops by remaining perfectly still and allowing it to drift into the player as it is carried by the stage's automatic scrolling.  If all was done correctly, this will result in collecting the item on frame 13120 of the current life.  As this is divisible by 64, this will award the player the 10-UP.&lt;br /&gt;
&lt;br /&gt;
==== Double Special Item ====&lt;br /&gt;
&lt;br /&gt;
As noted above, the [[#Special Power Up | Special item ]] can be made to appear by fulfilling one of two different sets of conditions.  Normally, the special item will only appear once at most per life as it only ever appears when the player is at the standard maximum power.  Despite this, there are rare cases where it's possible for the item to appear twice, by fulfilling both sets of conditions simultaneously, in an area where two item carriers appear in quick succession.  This could be achieved by having the green weapon and having the special item randomly take the place of the green 39th item via condition B as outlined above, and then immediately receiving it again via condition A at item 40.  Alternatively, this can be done in reverse order by having the red weapon and fulfilling condition A with item 40, then fulfilling condition B with the red 41st item.  Both cases require manipulation of the item sequence so that these item numbers occur with two item carriers that appear together.  This manipulation can be done either by dying deliberately at a specific point or by allowing a specific number of item carriers to leave without destroying them.  As condition B only ever occurs with a 1/32 probability, this is still a very rare event even if all other conditions to produce it are set up correctly (although a long and precise manipulation pattern could possibly be crafted to remove this random element, in a similar way to the 10-UP manipulation outlined above).  The only real benefit of successfully performing it is that the 50,000 point bonus received upon collecting the special item can be received twice.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The stage 5 midboss gives 15,000 points, where it previously did not give any points due to a bug.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously was not worth any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
There is a test mode with the ability to level select, change power level, become invincible, and view the endings. Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
Though also triggered by the stage 7 boss, this bug prevents the final eighth stage from ending after the boss escapes, leaving the player only the option to crash into the ground to restart from the final checkpoint.  This softlock is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
=== Missing Penalty Bullets? ===&lt;br /&gt;
&lt;br /&gt;
The homing [[Help:Glossary#Popcorn|zako]] enemies which appear in stages 1, 3 and 6, and the larger dragon-like enemies which appear in stage 7, may have been intended to fire the same loop-based [[#Penalty Bullets | penalty bullets]] that are fired by many other enemies in the game.  However, for these enemies specifically, the timers controlling their attacks are reset after performing their standard single-bullet attacks which occur in all loops of the game.  As it is the same timer which is tested for the penalty attack immediately after being tested for the normal attack, the conditions for firing the penalty attack are never able to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:10UP_spread_dodge.png&amp;diff=19350</id>
		<title>File:10UP spread dodge.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:10UP_spread_dodge.png&amp;diff=19350"/>
		<updated>2023-02-09T18:37:24Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;10UP manipulation - final manoeuver&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:10up_px2.gif&amp;diff=19349</id>
		<title>File:10up px2.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:10up_px2.gif&amp;diff=19349"/>
		<updated>2023-02-09T18:33:23Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;10-UP trick; valid horizontal position 2 of 2&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:10up_px1.gif&amp;diff=19348</id>
		<title>File:10up px1.gif</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:10up_px1.gif&amp;diff=19348"/>
		<updated>2023-02-09T18:32:16Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;10-up manipulation; valid horizontal position 1 of 2&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Zw_red_ships.png&amp;diff=19347</id>
		<title>File:Zw red ships.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Zw_red_ships.png&amp;diff=19347"/>
		<updated>2023-02-09T18:27:20Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zero Wing 1-1 Red ship strategy for 10-up route&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Zw_pipiru.png&amp;diff=19346</id>
		<title>File:Zw pipiru.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Zw_pipiru.png&amp;diff=19346"/>
		<updated>2023-02-09T18:21:28Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zero wing Stage 4 Pipiru locations.&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Same!_Same!_Same!&amp;diff=18736</id>
		<title>Same! Same! Same!</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Same!_Same!_Same!&amp;diff=18736"/>
		<updated>2023-01-04T01:27:09Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;('''NOTE:''' This page is currently in need of a '''formatting''' and '''re-organization''' update to fall in line with the current [[(Template Page)|template]] format!)&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== 鮫! 鮫! 鮫! (Same! Same! Same!) / Fire Shark ==&lt;br /&gt;
[[File:SameSameSame title card.jpg|center|400px]]&lt;br /&gt;
[[File:Fire shark title card.png|center]]&lt;br /&gt;
[[File:Same same same title screen.png|thumb|left|100px]]  [[File:Fire shark title screen.png|thumb|right|100px]]&lt;br /&gt;
'''Same! Same! Same!''' is a vertically scrolling shooting game developed by [[Toaplan]] in 1989. The name translates to Shark! Shark! Shark! in English. The western release was renamed Fire Shark. It is the sequel to [[Toaplan]]'s 1987 game [[Hishōzame]] also know as Sky Shark or Flying Shark. It maintains the military battle theme with the player controlling a biplane with an incredible arsenal of weapon possibilities. &lt;br /&gt;
&lt;br /&gt;
This game feels very much like a typical older [[Toaplan]] game with the weapon power up system and the bomb stock. It might be the most refined and fun of these older [[Toaplan]] games before they went onto more experimental and Cave-like directions. It does offer a dynamic difficulty to keep players coming back to this gem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! has a very simple control scheme, using only an 8-directional joystick and two buttons:&lt;br /&gt;
A: Shoot&lt;br /&gt;
B: Bomb&lt;br /&gt;
&lt;br /&gt;
Diagonal movement is slower than non-diagonal movement and can be exploited for precise positioning.  However, unlike many other games, only true diagonal movement is slower, meaning that the player cannot reduce their speed by moving diagonally when movement in one axis is prevented by a screen boundary.&lt;br /&gt;
&lt;br /&gt;
It is recommended that the player set up a 30hz autofire button for A.  For other firing rates the player may prefer either to set up additional autofire buttons or tap A manually.&lt;br /&gt;
&lt;br /&gt;
=== Bomb Properties ===&lt;br /&gt;
----&lt;br /&gt;
The current bomb stock can be seen in the bottom right corner of the screen.  The range of the bomb depends on how long the bomb button is held.  Pressing B will launch a bomb that travels up the screen and can be exploded at any height by releasing B again.  The bomb explodes then 8 frames after B is released and the explosion lasts for 68 frames.  The explosion deals damage to enemies and any bullet that enters the explosion will be erased.  The explosion normally deals 9 damage per 2 frames to normal enemies, but when the green or red weapons are equipped it deals 10 damage.  It deals a base of 4 damage per 2 frames to large enemies and bosses, but this is scaled with your power level.  At maximum power bombs deal 2.5 times the base damage of 4 to boss enemies.  This damage scaling does not apply to normal enemies, and the small increase from using the green or red weapon does not apply to boss enemies. &lt;br /&gt;
Bombs can be used effectively as a shield from bullets by staying positioned inside the explosion.  However some bullets are not erased instantaneously and it's still possible to be hit while very close to the point from which they are fired.  A maximum of 10 bombs may be carried at once.&lt;br /&gt;
&lt;br /&gt;
=== Weapon System ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! has three weapon types available for use throughout the game, outlined below.  Only one weapon may be used at a time.  The player can convert their shot to another weapon type by picking up the corresponding weapon change item for the desired weapon.  Beware, however, that the change to the new weapon cannot take place until all of the shots of the previous weapon has left the screen.  It can be advantageous to stop firing shortly before changing weapons if it is safe to do so as this allows the new weapon to be used immediately if necessary.  It is dangerous to quickly collect several different weapon items while firing as this can prevent the final item collecting from being recognised, leaving the player with a weapon they did not intend to use.&lt;br /&gt;
&lt;br /&gt;
==== Spread Shot (Blue) ====&lt;br /&gt;
&lt;br /&gt;
This is the standard weapon the player begins the game with.  It is also the weapon the player reverts to after losing a life.  The vast majority of the game will typically be played using this weapon as it is by far the most well-rounded of the three.  Even if another type would be advantageous for an individual section, switching back and forth between the different shots at will is rarely practicable due to the restrictive item drop system.  A likely result is that an opportunity to change back will not come for quite some time, and the player may be forced to struggle on with the new weapon through new areas where it poses an extreme disadvantage.&lt;br /&gt;
&lt;br /&gt;
The spread shot has by far the best range, its shots covering the entire upper screen at full power.  This makes it ideal for dealing with the many areas in the game where enemies enter the screen from multiple points, and sections where large swarms of enemies appear across the whole screen such as in stages 6 and 10. &lt;br /&gt;
&lt;br /&gt;
It is also by far the best weapon for quickly dealing with bosses and other very large enemies. Shooting rapidly at close range destroys many of the bosses in the game extremely quickly.  The closer the player's proximity to the intended target, the more individual shots of the spread will make contact with the enemy's hitbox.  Combined with high frequency autofire, this allows an extreme amount of damage to be delivered in a short space of time at close range.  It is this dual purpose nature of the spread shot that makes it so useful, allowing the player to use it either for range or power through controlling the rate of fire and the distance from the target.&lt;br /&gt;
&lt;br /&gt;
It does however have some disadvantages: the spread shot's attack consists of individual bullets.  These individual bullets have gaps between them, and this makes it possible for the intended target to survive by passing through these gaps, especially at lower power levels.  It is a common cause of death to miss shooting an enemy that was expected to be destroyed and immediately be hit by that enemy before being able to react.  The spread shot can only shoot at enemies above the player, making it difficult to deal with some enemies in the game that appear from the bottom of the screen.&lt;br /&gt;
&lt;br /&gt;
Same! Same! Same! has a limit to the number of player bullets that may be on screen at a time - the 'shot limit'.  Another shot may only be fired if there are less than four bullets of any row currently on screen.  This means using the starting 3-way shot there may only be a maximum of 12 individual bullets on screen at any given time.  After upgrading to the 5-way shot there may be a maximum of 20 individual bullets on screen.  Another set of bullets may only be fired when doing so would not cause this limit to be exceeded.  This shot limit is another way to miss an enemy that would normally be expected to be hit - the shot limit being activated at an inopportune time and preventing the player from firing on the enemy.  An important aspect of skilled play is varying one's shooting frequency to minimize the breaks in fire caused by the shot limit, based on the vertical position of the player and the number of enemies.&lt;br /&gt;
&lt;br /&gt;
==== Fire (Red) ====&lt;br /&gt;
With the Fire weapon, holding the A button releases a constant flamethrower attack.  Much like the spread shot, powering up increases the density of the fire.  At the lowest power level, a single forward firing flamethrower is fired.  Ascending to the second power level adds a second forward firing flamethrower, effectively doubling the width of attack range.  At the third power level two moving flamethrowers are added.  After holding A these side flamethrowers will start at roughly a 45° angle and fan out to be completely horizontal, returning to their original angle after a short time.  At full power yet another two flamethrowers are added which begin firing horizontally and fan out to fire behind the player.&lt;br /&gt;
&lt;br /&gt;
Effective use of the Fire weapon at power levels 3 and 4 will involve frequent release of the A button to reset the fanning cycle of the outer flamethrowers, allowing them to fire at the desired angles at the desired times.  This makes the Fire weapon preferable to the spread shot in some places as the ability to aim at targets behind the player is unique to this weapon.  Unlike the spreadshot the attack is a continous stream with no gaps which means it is able to dispatch some enemies before they are even able to shoot, which would be unlikely to occur with a non-continuous weapon.&lt;br /&gt;
&lt;br /&gt;
The Fire weapon is effective at dealing with some moderate sized enemies, in particular the larger tanks.  However it fares much more poorly against the moderate sized plane enemies.  It is an extremely poor weapon for use against most bosses as it is unable to deal effective damage against their main parts.  The Stage 5 boss in particular receives extremely little damage from this weapon and so in this area it must be avoided at all costs.  The weapon's attack is a very similar colour to enemy bullets and so it can be difficult to detect their prescense and avoid them while in use.&lt;br /&gt;
&lt;br /&gt;
==== Beam (Green) ====&lt;br /&gt;
The Beam weapon fires a twin set of green projectiles oscillating in intercrossing sinusoid patterns as they travel up the screen.  Increasing the power level simply increases the width of these oscillations.  Even at maximum power the range of this weapon is so poor that it is of extremely limited use in dealing with the large numbers of enemies that often appear at various locations across the entire screen.  Like the spread shot it is composed of individual bullets that contain gaps.  A small advantage it has over the spread shot is that it can destroy some moderate sized enemies more quickly.  It can destroy large planes and bosses somewhat more effectively than the Fire weapon but still much less effectively than the spread shot.  Switching to this weapon unintentionally in the course of a game is very likely to be the end of that life, and a crucial skill in playing Same! Same! Same! is to be able to prevent this from occuring by predicting and manipulating the bouncing green items that confer this fate upon the player.&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Difficulty ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! has a dynamic difficulty system in which various aspects of the game become more difficult under certain conditions.  The most important factors are the current power level the player has reached, the area the player has reached, and the loop the player has reached.  These elements are combined in various ways to influence the difficulty of the game.&lt;br /&gt;
&lt;br /&gt;
==== Rank ====&lt;br /&gt;
The rank is in effect the base difficulty level of the game.  It is determined by the formula:&lt;br /&gt;
 '''rank''' = '''difficulty''' + '''area'''/2&lt;br /&gt;
&lt;br /&gt;
''difficulty'' refers to the the setting of the difficulty dipswitch.  This provides the base value of the rank:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| '''4'''&lt;br /&gt;
|-&lt;br /&gt;
! Hard&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! Hardest&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With medium being the default.&lt;br /&gt;
&lt;br /&gt;
Area is an internal counter of your progress through the game.  Each area is subdivided in 64 units which occupy a window of 16 frames.  This means that the rank increases by 1 every 2 areas.  The maximum rank level that can be reached is 24.  After the first loop the above formula no longer applies and the rank is always at the maximum value.&lt;br /&gt;
&lt;br /&gt;
==== Bullet speed ====&lt;br /&gt;
The bullet speed is determined by the following formula.&lt;br /&gt;
 30 + '''rank'''/2 + '''power'''*3 + '''loop'''*2&lt;br /&gt;
&lt;br /&gt;
''A further +4 is added to this when the '''red''' weapon is equipped.''&lt;br /&gt;
&lt;br /&gt;
''power'' is a value between 0 and 3 determined by which of the four power levels the player has reached.&lt;br /&gt;
It should also be noted that the loop number begins at 0, not 1.&lt;br /&gt;
The maximum bullet speed that can be reached is 80.  This first becomes possible to reach in the 14th loop with maximum power and the red weapon equipped.&lt;br /&gt;
By the 20th loop the maximum bullet speed is impossible to avoid under any circumstances.&lt;br /&gt;
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==== Enemy Firing Rate ====&lt;br /&gt;
This determines how soon enemies shoot after appearing and how soon after shooting they are able to shoot again.  &lt;br /&gt;
The starting delay is determined by one of two formulae depending on the enemy:&lt;br /&gt;
 '''delay''' = '''base''' - '''power'''*8&lt;br /&gt;
&lt;br /&gt;
 '''delay''' = '''base''' - '''power'''*2&lt;br /&gt;
&lt;br /&gt;
'base' is a value specific to each enemy in the game that ultimately determines the difference in firing rates between different types of enemy.  &lt;br /&gt;
As can be seen the sole difference between the two formulae is how much of an influence your power level ultimately has on the firing rate of the enemy.  Bosses and large enemies are more likely to use the second version which places less importance on your current power level.&lt;br /&gt;
If at this point delay is already less than or equal to 0 the enemy will fire.&lt;br /&gt;
&lt;br /&gt;
 '''rate''' = '''delay''' - '''rank'''*delay/40&lt;br /&gt;
&lt;br /&gt;
Again, if the calculated rate is less than or equal to 0 the enemy will fire immediately.  If the enemy still hasn't fired however a ''timer'' is used to coordinate its attack.  This timer is divided by the ''rate'' and when the reminader of the division is 0, the enemy will fire.  &lt;br /&gt;
The higher the rank and the higher the power level, the lower the *rate* value becomes and the more often an enemy fires.&lt;br /&gt;
&lt;br /&gt;
==== Aim Adjustment Rate ====&lt;br /&gt;
&lt;br /&gt;
Tanks and turrets must rotate their cannons towards the player's current position before firing.  The rate at which they can rotate is determined by the player's current power level:&lt;br /&gt;
 '''rate''' = 6 - '''power'''*2&lt;br /&gt;
&lt;br /&gt;
''rate'' is the number of frames between each angle change.  At maximum power the angle is adjusted every frame.&lt;br /&gt;
As can be seen neither the rank level nor the loop nor any other factors affect the rate of aiming adjustment.&lt;br /&gt;
&lt;br /&gt;
==== Enemy HP scaling ====&lt;br /&gt;
A small number of very large or boss enemies undergo HP scaling based on your current power level:&lt;br /&gt;
 '''HP''' = '''base''' + '''base'''*'''power'''/2&lt;br /&gt;
&lt;br /&gt;
This means some enemies have 2.5 times their base HP at full power.  As noted above this same formula is applied to scale the damage dealt per frame by bombs when it is used against large enemies and bosses.&lt;br /&gt;
&lt;br /&gt;
=== Bullet Sealing ===&lt;br /&gt;
----&lt;br /&gt;
Many ground based enemies such as tanks and turrets will not shoot if the player is within a 32 pixel radius of its current position.  This is a fixed range that is not affected by power level, rank or any other factors.&lt;br /&gt;
While not strictly sealing, some flying enemies are also incapable of shooting up to hit the player from below, and can be prevented from firing at all by staying above them.&lt;br /&gt;
&lt;br /&gt;
=== Deaths and Checkpoint System ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In the 1P version of Same! Same! Same! Dying returns the player to a checkpoint with the spread shot, at minimum power and minimum speed, with three bombs in stock, and returns the item table position back to the start. Reaching full power again after such a death is a long and uncertain process.  In particular, avoiding the green and red items that appear consecutively after the first three items while at low power and low speed is extremely difficult.  In some cases the green and red items will be on screen simultaneously further adding to the difficulty.  In many cases dying too soon after appearing at a checkpoint will send the player back even further to a previous checkpoint, causing the player to effectively travel back through the stage and making negative progress.&lt;br /&gt;
&lt;br /&gt;
=== Item System ===&lt;br /&gt;
----&lt;br /&gt;
One of the most complex features of Same! Same! Same! is the item system.  There are eight different items in the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1-UP&lt;br /&gt;
| Awards one extra life.&lt;br /&gt;
|-&lt;br /&gt;
! 2-UP&lt;br /&gt;
| Awards two extra lives.&lt;br /&gt;
|-&lt;br /&gt;
!Power (P)&lt;br /&gt;
| Collect three to increase the power level.&lt;br /&gt;
|-&lt;br /&gt;
! Bomb &lt;br /&gt;
| Adds one bomb to the current stock.&lt;br /&gt;
|-&lt;br /&gt;
! Speed &lt;br /&gt;
| Increases the speed of the player up to three times.&lt;br /&gt;
|-&lt;br /&gt;
! Blue &lt;br /&gt;
| Changes weapon to Spread Shot.&lt;br /&gt;
|-&lt;br /&gt;
! Green&lt;br /&gt;
| Changes weapon to Beam.&lt;br /&gt;
|-&lt;br /&gt;
! Red &lt;br /&gt;
| Changes weapon to Fire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These items will move around the screen in a predetermined pattern but with a random initial direction and will change direction by bouncing off the edges of the screen.  Most items follow a linear path but the speed and bomb items follow an unpredictable circular path and have a tendency to stay high on the screen where they are too dangerous to collect.  The movement of these items can be manipulated to some extent as the horizontal scrolling of the screen can be used to control when items reach the edge of the screen and bounce in a new direction.  This can be used for example to make sure an undesirable item is away from an area the player needs to occupy in the near future.  Items have an expiration timer that determines how long they will remain on screen.  When the timer expires the items will no longer bounce upon reaching an edge but simply leave the screen.  These are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Frames&lt;br /&gt;
! Seconds&lt;br /&gt;
|-&lt;br /&gt;
|Power, Speed, Bomb &lt;br /&gt;
|512 &lt;br /&gt;
| 8.89&lt;br /&gt;
|-&lt;br /&gt;
|Blue, Green &lt;br /&gt;
|1408&lt;br /&gt;
|24.44 &lt;br /&gt;
|-&lt;br /&gt;
|Red&lt;br /&gt;
|512&lt;br /&gt;
|8.89&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 1-UP and 2-UP items do not bounce off the edges of the screen.  Instead they travel in an initial direction while erratically spinning around a centre point, then reverse direction and eventually exit the screen.&lt;br /&gt;
Only four items may exist on screen at any one time.  If there are already four items on screen and an enemy that carries another item is destroyed, that item will not appear.&lt;br /&gt;
&lt;br /&gt;
Items are dropped by certain enemies and can be considered to fall under one of three types based on the enemy: those dropped according to a hidden table, static items that always appear in the same locations and items that change based on certain conditions.&lt;br /&gt;
&lt;br /&gt;
==== Item Table ====&lt;br /&gt;
Items in the first category are dropped by blimps and carrier boats according to the player's current position in the table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!1 &lt;br /&gt;
| Power&lt;br /&gt;
!2 &lt;br /&gt;
| Speed&lt;br /&gt;
!3 &lt;br /&gt;
| Power&lt;br /&gt;
!4 &lt;br /&gt;
| Green&lt;br /&gt;
!5 &lt;br /&gt;
| Red&lt;br /&gt;
!6 &lt;br /&gt;
| Power&lt;br /&gt;
!7 &lt;br /&gt;
| Speed&lt;br /&gt;
!8 &lt;br /&gt;
| Bomb  &lt;br /&gt;
|-                                                                    &lt;br /&gt;
!9 &lt;br /&gt;
| Power&lt;br /&gt;
!10&lt;br /&gt;
| Blue&lt;br /&gt;
!11 &lt;br /&gt;
| Bomb&lt;br /&gt;
!12 &lt;br /&gt;
| Power&lt;br /&gt;
!13&lt;br /&gt;
| Speed&lt;br /&gt;
!14&lt;br /&gt;
| Blue&lt;br /&gt;
!15 &lt;br /&gt;
| Power&lt;br /&gt;
!16&lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!17 &lt;br /&gt;
| Green&lt;br /&gt;
!18&lt;br /&gt;
| Power&lt;br /&gt;
!19&lt;br /&gt;
| Bomb&lt;br /&gt;
!20 &lt;br /&gt;
| Blue&lt;br /&gt;
!21&lt;br /&gt;
| Red&lt;br /&gt;
!22 &lt;br /&gt;
| Power&lt;br /&gt;
!23 &lt;br /&gt;
| Speed&lt;br /&gt;
!24 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!25 &lt;br /&gt;
| Green&lt;br /&gt;
!26 &lt;br /&gt;
| Blue&lt;br /&gt;
!27 &lt;br /&gt;
| Power&lt;br /&gt;
!28 &lt;br /&gt;
| Green&lt;br /&gt;
!29 &lt;br /&gt;
| Bomb&lt;br /&gt;
!30 &lt;br /&gt;
| Bomb&lt;br /&gt;
!31&lt;br /&gt;
| Power&lt;br /&gt;
!32 &lt;br /&gt;
| '''2-UP'''&lt;br /&gt;
|-&lt;br /&gt;
!33 &lt;br /&gt;
| Blue&lt;br /&gt;
!34&lt;br /&gt;
| Power&lt;br /&gt;
!35 &lt;br /&gt;
| Green&lt;br /&gt;
!36 &lt;br /&gt;
| Bomb&lt;br /&gt;
!37 &lt;br /&gt;
| Red&lt;br /&gt;
!38 &lt;br /&gt;
| Bomb&lt;br /&gt;
!39 &lt;br /&gt;
| Power&lt;br /&gt;
!40 &lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
!41 &lt;br /&gt;
| Blue&lt;br /&gt;
!42 &lt;br /&gt;
| Power&lt;br /&gt;
!43 &lt;br /&gt;
| Green&lt;br /&gt;
!44&lt;br /&gt;
| Power&lt;br /&gt;
!45 &lt;br /&gt;
| Bomb&lt;br /&gt;
!46 &lt;br /&gt;
| Blue&lt;br /&gt;
!47 &lt;br /&gt;
| Green&lt;br /&gt;
!48 &lt;br /&gt;
| Bomb&lt;br /&gt;
|-&lt;br /&gt;
!49 &lt;br /&gt;
| Blue&lt;br /&gt;
!50 &lt;br /&gt;
| Power&lt;br /&gt;
!51 &lt;br /&gt;
| Power&lt;br /&gt;
!52 &lt;br /&gt;
| Red&lt;br /&gt;
!53 &lt;br /&gt;
| Blue&lt;br /&gt;
!54 &lt;br /&gt;
| Power&lt;br /&gt;
!55 &lt;br /&gt;
| Power&lt;br /&gt;
!56 &lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
! 57&lt;br /&gt;
| Red&lt;br /&gt;
! 58&lt;br /&gt;
| Power&lt;br /&gt;
! 59 &lt;br /&gt;
| Green&lt;br /&gt;
! 60 &lt;br /&gt;
| Blue&lt;br /&gt;
! 61 &lt;br /&gt;
| Bomb&lt;br /&gt;
! 62 &lt;br /&gt;
| Red&lt;br /&gt;
! 63 &lt;br /&gt;
|Green&lt;br /&gt;
! 64&lt;br /&gt;
|Power&lt;br /&gt;
|-&lt;br /&gt;
! 65 &lt;br /&gt;
| Blue&lt;br /&gt;
! 66 &lt;br /&gt;
| Power&lt;br /&gt;
! 67&lt;br /&gt;
| Power&lt;br /&gt;
! 68&lt;br /&gt;
| Red&lt;br /&gt;
! 69&lt;br /&gt;
| Blue&lt;br /&gt;
! 70&lt;br /&gt;
| Green&lt;br /&gt;
! 71&lt;br /&gt;
| 1-UP&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
The current position is not revealed to the player and upon reaching the end of the table the position returns to the start.  Any death will cause the cycle to start again from the beginning.  Therefore the 2-UP at position 32 can only be accessed by avoiding losing a single life for just over four stages.  &lt;br /&gt;
The total number of item carriers across all ten stages is 75.  This exceeds the 71 places in the table, therefore the final four items in any loop are the same as the first four assuming the player never dies.  This means that without intervention every loop of the game will begin four items ahead of the previous one.  &lt;br /&gt;
Recovering from a death becomes very complicated as the location of the last death determines how items are distributed over the following stages.  Problematic item locations may arise many stages after the original death.  These must be anticipated and in some cases countermeasures must be taken.  Most problematic of all is an undesirable weapon change item such as the green item appearing at a boss area.&lt;br /&gt;
&lt;br /&gt;
The cycle is advanced when the enemy carrying the item appears, not when the item itself appears, and so this means that it is possible to avoid releasing undesirable items altogether.  The fourth item in the first stage for instance will be a green weapon change.  If the enemy carrying this item leaves without being destroyed, the item will not be released but the position in the item table will advance nevertheless.  The next item carrier to appear will therefore not contain the green item but the red weapon change item which immediately follows.  It is sometimes possible to erase item carriers by having them move too far outside the visible screen.  This technique cannot be performed often but has the same effect of bypassing an undesirable item.  However, if the enemy does not appear at all due to too many enemies being on screen already, the table position will not be advanced and the next carrier to appear will contain the same item.&lt;br /&gt;
One other way to achieve the same result is through the item limit.  Only four items may appear simultaneously and so if an item is unable to appear because this limit has already been reached, the item will not appear but the table position will still be advanced, effectively skipping over that item.&lt;br /&gt;
&lt;br /&gt;
====Static Items====&lt;br /&gt;
Static items are items that are always dropped by specific enemies.  These are limited to stage 8.  The submarine enemies in the opening of this stage will always drop a bomb item, and the large ships later in the stage will always drop a power item.&lt;br /&gt;
====Conditional Items====&lt;br /&gt;
Conditional items are limited to a single enemy, the so-called 'Otakebi' which appears in stages 3,5,8 and 10.  This enemy will usually drop a weapon change item based on the current weapon in use:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Current Weapon &lt;br /&gt;
! Weapon Dropped &lt;br /&gt;
|- &lt;br /&gt;
! Blue&lt;br /&gt;
| Green&lt;br /&gt;
|- &lt;br /&gt;
! Green&lt;br /&gt;
| Red&lt;br /&gt;
|- &lt;br /&gt;
! Red&lt;br /&gt;
| Blue&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
If the correct condition is fulfilled this enemy will also drop a 1-UP item.  In order for this to happen the player must be in a certain horizontal range when the enemy appears.  This range of positions is quite generous, however this 1-UP may only be triggered ONCE per stage even if the condition is fulfilled again.  If the player receives a 1UP and dies the 1UP will not appear again.  If the player reveals a 1-UP but does not collect it no more 1-UP items will be given by these enemies for the current stage.  Most crucially, if the conditions are fulfilled and the enemy that contains the 1-UP is not destroyed, it is still considered to have been triggered and no more of these enemies may contain a 1UP for the current stage.  It is possible and even common to fail to receive a 1-UP because it was unknowingly triggered in an earlier enemy by pure chance.  Note that this does not affect the 1-UP or 2-UP items in the item table that may be received from normal item carrier enemies.  It's entirely possible to receive a 1UP from both sources in a single stage.  An additional condition for receving this hidden 1-UP seems to be a low number of enemies on screen.  If the number of enemies is too high The 1-UP will not appear.&lt;br /&gt;
&lt;br /&gt;
====Item Substitutions====&lt;br /&gt;
Another feature of the item system to be wary of is the item substitution system.  If an item is scheduled to drop that one already has the maximum amount of it will be substituted with either a blue or green weapon change item, determined randomly.  For instance, if one has the maximum 10 bombs in stock and destroys a submarine containing a bomb in stage 8, a bomb will not be dropped but instead either a blue or green item will be dropped in its place.  Similarly there are 4 speed items in the drop cycle but maximum speed is reached after collecting just three of these.  This means that the fourth of these will usually not appear as a speed item but instead be substituted with either a blue or a green weapon change item.&lt;br /&gt;
&lt;br /&gt;
An unrelated form of substitution occurs when the player has 0 bombs in stock.  In this case a P item may substituted with a bomb item.  This can be beneficial in areas where a bomb is urgently needed but detrimental when a bomb isn't needed and the substitution prevents the player from powering up.  There is only a 50% chance that a P item will be substituted with a bomb in this way.  It is determined by the current frame counte alone, with the item ultimately awarded alternating every 16 frames.  Unlike maximum substitutions which are determined when the item itself appears, P to bomb substitutions are decided when the enemy that contains the P appears.  This leaves very little influence the player can have over the outcome.&lt;br /&gt;
&lt;br /&gt;
Any item that the player is considered to already have the maximum amount of will instead give 5000 points when collected.  This includes bombs collected when the player has the maximum stock of ten bombs, and weapon change items for the weapon the player is already using.  Collecting P items with a maximum stock is rarer but possible.  Speed items collected at maximum speed theoretically award 5000 points but because of the rarity of speed items it is impossible to create any situation where this occurs.&lt;br /&gt;
&lt;br /&gt;
=== Power Bar ===&lt;br /&gt;
----&lt;br /&gt;
In the top left corner of the screen is the power up bar, consisting of three slots.  These slots can be filled by collecting power (P) items.  Filling the current bar completely allows you to ascend to the next power level, and the bar is emptied in the process.  As there are four power levels in the game, this means nine P items must be collected to reach the maximum level.  A further three items may be collected to fill the bar again at full power.  At all power levels the current status of the bar is maintained after a death.  This means that if two slots are already filled upon death the player need only collect a single P item to reach the second power level instead of the usual three.  If the bar is completely filled at full power it will not empty and the player will immediately be taken to power level 2 after a death.&lt;br /&gt;
&lt;br /&gt;
While this may seem advantageous the item substitution system means that it cannot be used reliably to increase one's survival chances.  Once the bar is permanently filled by collecting three more P items after reaching full power, every P item that appears from that point will be substituted with either a blue or green shot change item.  This increases the amount of time that will be spent trying to avoid the green items and severely increases the risk of death.  Therefore it is advisable to avoid collecting P items once one has reached full power.  There is a balance to be found in deciding how to handle this final power bar.  You may accidentally collect an additional two P items after reaching full power without consequence.  Trying to keep the final bar empty for as long as possible allows you this leeway but some players may prefer to keep one or two slots filled to reduce the time to reaching power level 2 again in the event of a death.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
----&lt;br /&gt;
Extends increase the player's current stock of lives.  There is no limit to how many lives you may have in stock other than the theoretical and unattainable limit of 65535.  &lt;br /&gt;
Extends can be gained in two ways: score extends and item extends.&lt;br /&gt;
Score extends are awarded after the first 70,000 points, and every subsequent 200,000 points (270,000, 470,000 etc.) However score extends may ONLY be received in the first loop of the game.  As soon as the first loop is cleared score based extends are disabled for the rest of the game.  This means you don't receive any extends from the 1,000,000 point bonus at the end of the first loop.  Item extends are received from 1UP and 2UP items and are the sole means of increasing one's stock of lives from the end of the first loop onwards.  A maximum of seven item extends can be received each loop with no deaths.&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
----&lt;br /&gt;
There are two kinds of bonuses in Same! Same! Same! - stage clear bonuses and special bonuses awarded for clearing a full loop of all 10 stages.  These bonuses make up the primary means of gaining points in the game.&lt;br /&gt;
====Stage Bonus====&lt;br /&gt;
The stage clear bonus is determined by the number of Targets collected during a stage.  These are medal items that look like lightning bolts.  Each stage contains a certain number of these Target items:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!Targets&lt;br /&gt;
|-&lt;br /&gt;
!1 &lt;br /&gt;
|5 &lt;br /&gt;
|-&lt;br /&gt;
!2 &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|21&lt;br /&gt;
|}&lt;br /&gt;
20 Targets is considered to be the maximum the player can collect and so the 21st Target in stage 10 will simply give 5000 points.&lt;br /&gt;
&lt;br /&gt;
The number of targets collected determines the base value of the stage clear bonus.  This base value is then multiplied by the number of bombs in stock (so 0 bombs will result in a 0 point bonus).  Dying will reset the number of Targets collected in a stage to 0, meaning dying in the middle of the stage will prevent you from completing the stage with all Targets collected.  The base value does not increase linearly with each Target collected, rather they are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| 1000&lt;br /&gt;
!2 &lt;br /&gt;
| 2000&lt;br /&gt;
!3&lt;br /&gt;
| 3000&lt;br /&gt;
!4&lt;br /&gt;
| 5000&lt;br /&gt;
!5&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
| 11000&lt;br /&gt;
!7&lt;br /&gt;
| 12000&lt;br /&gt;
!8&lt;br /&gt;
| 13000&lt;br /&gt;
!9&lt;br /&gt;
| 15000&lt;br /&gt;
!10&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
| 21000&lt;br /&gt;
!12&lt;br /&gt;
| 22000&lt;br /&gt;
!13&lt;br /&gt;
| 23000&lt;br /&gt;
!14&lt;br /&gt;
| 25000&lt;br /&gt;
!15&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
| 31000&lt;br /&gt;
!17&lt;br /&gt;
| 32000&lt;br /&gt;
!18&lt;br /&gt;
| 33000&lt;br /&gt;
!19&lt;br /&gt;
| 35000&lt;br /&gt;
!20&lt;br /&gt;
| 50000&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
The maximum stage clear bonus that can be received is therefore 500,000, by collecting 20 Targets in a stage and completing the stage with a full 10 bombs in stock.  Missing just one target has a large impact on the bonus, with a reduction of 15,000 in the base value (a loss of 150,000 with 10 bombs in stock).  As can be seen the later stages have many more Target items available so reaching those stages will allow the player to receive much higher bonuses.&lt;br /&gt;
====Special Bonus====&lt;br /&gt;
The special bonus awards 1,000,000 points per loop cleared which accumulates throughout the game so that 2,000,000 is received upon clearing the second loop, a further 3,000,000 upon clearing the third, until a maximum of 10,000,000 upon clearing the 10th and every subsequent loop of the game.  These special bonuses eventually become by far the largest source of points in the game as the number of loops increases.  From the fifth loop onward it becomes higher than the number of points that can possibly be gained during the course of the loop itself.  The game's score eventually stops at 100,000,000 points, a score which thanks to the special bonuses is possible to reach after clearing 12 loops of the game.&lt;br /&gt;
&lt;br /&gt;
=== Looping ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! loops infinitely with the game gradually increasing in difficulty as the game progresses.  After completing stage 10 the game will progress to stage 1 of the next loop.  The biggest difference is seen in the transition from the first to the second loop.  At this point score based extends are disabled leaving item extends as the only means of increasing one's stock of lives.  The rank level in the initial stages is also considerably higher from the second loop onwards.  With each new loop there is a slight increase in the base bullet speed which gradually accumulates eventually reaching a maximum at the 20th loop of the game.  This increase in speed is not related to the rank system and it does not appear that looping the game has any effect on the rank itself beyond the second loop.  Enemies will continue to fire with the same timing and delay, the bullets fired will just be moving slightly faster than the previous loop.&lt;br /&gt;
&lt;br /&gt;
===Bugs and Oddities===&lt;br /&gt;
----&lt;br /&gt;
==== Looping Boss Glitch ====&lt;br /&gt;
If stage 4 is cleared without destroying the boss, the main target of the boss will sometimes appear at the beginning of stage 5 and loop around the screen until destroyed.  It continues firing bullets while the player is still unable to move.  Although the player isn't vulnerable until regaining control it's still very likely to be hit as the boss part will have reached a low position on the screen and the player regains control at a high starting position.&lt;br /&gt;
The bug is caused by destroying the front cover of the boss before the main part has come on screen, and then finishing the stage without destroying the boss.  Destroying the cover too quickly causes a memory allocation error that ultimately results in the main part not being removed when it leaves the screen at the end of stage 4.&lt;br /&gt;
&lt;br /&gt;
==== Delayed Weapon Switch ====&lt;br /&gt;
If when changing weapon any bullets from the previous weapon are still on screen, the weapon change will not be allowed to occur until all bullets of the previous weapon have left the screen.  If multiple weapon changes are attempted during this time only the first will be recognised after the bullets of the starting weapon leave.  This can result in the player ending up stuck with an unintended weapon.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
As well as the original 1-player version of the game, several versions that allow 2 players simultaneously were developed.  These versions are all significantly easier than the original, with the most immediately noticeable changes being the removal of the checkpoint system in favour of instant respawning, and the screen being locked horizontally, removing the threat posed by enemies advancing on the player while out of view.  Aside from the 2-player version released in Japan, a localised version entitled ''Fire Shark'' (referred to hereafter as version A) was released internationally.  This version appears to be almost identical to the Japanese 2-player version aside from the localised text and a very minor reduction in the speed of enemy bullets.  A further revision of ''Fire Shark'' (version B) was also developed, featuring various minor adjustments to the game's mechanics, including significantly faster bullets compared to the previous 2-player versions (though still far slower than the 1-player version).  This version of the game was released in North America, published by [https://en.wikipedia.org/wiki/Romstar Romstar].&lt;br /&gt;
&lt;br /&gt;
The differences between the various versions are summarised below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ General&lt;br /&gt;
! &lt;br /&gt;
! 1-player version&lt;br /&gt;
! 2-player version&lt;br /&gt;
! Fire Shark (A)&lt;br /&gt;
! Fire Shark (B)&lt;br /&gt;
|-&lt;br /&gt;
! Year&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|1989&lt;br /&gt;
| 1990&lt;br /&gt;
|-&lt;br /&gt;
! Return to checkpoint?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Screen scrolls horizontally?&lt;br /&gt;
|Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Allows 2 players simultaneously?&lt;br /&gt;
|No&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Yes&lt;br /&gt;
|-&lt;br /&gt;
!On-screen shot limit per player&lt;br /&gt;
|4&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
!Maximum bomb stock per player&lt;br /&gt;
|10&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|7&lt;br /&gt;
|-&lt;br /&gt;
!Maximum stage end bonus&lt;br /&gt;
|500000&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|350000&lt;br /&gt;
|-&lt;br /&gt;
!Characters in name&lt;br /&gt;
|6&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
!Player character collision detection&lt;br /&gt;
| Every 2 frames&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Every 4 frames&lt;br /&gt;
|-&lt;br /&gt;
!Weapon-enemy collision detection&lt;br /&gt;
| Every frame&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Every other 2 frames&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ Items&lt;br /&gt;
! &lt;br /&gt;
! 1-player version&lt;br /&gt;
! 2-player version&lt;br /&gt;
! Fire Shark (A)&lt;br /&gt;
! Fire Shark (B)&lt;br /&gt;
|-&lt;br /&gt;
! Item table version&lt;br /&gt;
| A&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|B&lt;br /&gt;
| C&lt;br /&gt;
|-&lt;br /&gt;
! Number of elements in item table&lt;br /&gt;
| 71&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|91&lt;br /&gt;
|-&lt;br /&gt;
! Number of table-based item carriers per loop&lt;br /&gt;
| 75&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
!Position in item table resets on death?&lt;br /&gt;
|Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Surplus power, speed, bomb items replaced with weapon change item?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Extended on-screen lifetime for power, speed, bomb, red items?&lt;br /&gt;
|No&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Yes&lt;br /&gt;
|-&lt;br /&gt;
! Fixed speed item drops from specific enemies?&lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Yes&lt;br /&gt;
|-&lt;br /&gt;
! Item dropped by the three large boats in Stage 8&lt;br /&gt;
| Power&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Speed&lt;br /&gt;
|-&lt;br /&gt;
!Alternate appearance of final power item required to gain a power level?&lt;br /&gt;
|Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ Difficulty&lt;br /&gt;
! &lt;br /&gt;
! 1-player version&lt;br /&gt;
! 2-player version&lt;br /&gt;
! Fire Shark (A)&lt;br /&gt;
! Fire Shark (B)&lt;br /&gt;
|-&lt;br /&gt;
! Power level affects bullet speed?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
! Power level affects enemy attack frequency?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
! Power level affects enemy aiming speed?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Red weapon effect&lt;br /&gt;
|Enemy bullet speed increases&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|No effect&lt;br /&gt;
|Enemies attack more frequently&lt;br /&gt;
|-&lt;br /&gt;
!Loop at which maximum bullet speed (80) reached&lt;br /&gt;
|14 - 20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
!Player's base movement speed&lt;br /&gt;
|13&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|16&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
!Reduced HP of certain enemies?&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Enemies invulnerable at edge of screen?&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
! Stage 1 boss aiming&lt;br /&gt;
| Randomized&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Direct&lt;br /&gt;
|-&lt;br /&gt;
!Item carrier attack&lt;br /&gt;
|4-way&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|2-way&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alternate Item tables ===&lt;br /&gt;
&lt;br /&gt;
As noted in the above table, the 2-player versions feature modified item tables to that of the original game:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Table B&lt;br /&gt;
|- &lt;br /&gt;
!1 &lt;br /&gt;
| Power&lt;br /&gt;
!2 &lt;br /&gt;
| Power&lt;br /&gt;
!3 &lt;br /&gt;
| Green&lt;br /&gt;
!4 &lt;br /&gt;
| Red&lt;br /&gt;
!5 &lt;br /&gt;
| Blue&lt;br /&gt;
!6 &lt;br /&gt;
| Green&lt;br /&gt;
!7 &lt;br /&gt;
| Power&lt;br /&gt;
!8 &lt;br /&gt;
| Red &lt;br /&gt;
|-                                                                    &lt;br /&gt;
!9 &lt;br /&gt;
| Power&lt;br /&gt;
!10&lt;br /&gt;
| Bomb&lt;br /&gt;
!11 &lt;br /&gt;
| Power&lt;br /&gt;
!12 &lt;br /&gt;
| Blue&lt;br /&gt;
!13&lt;br /&gt;
| Green&lt;br /&gt;
!14&lt;br /&gt;
| Bomb&lt;br /&gt;
!15 &lt;br /&gt;
| Power&lt;br /&gt;
!16&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
!17 &lt;br /&gt;
| Blue&lt;br /&gt;
!18&lt;br /&gt;
| Green&lt;br /&gt;
!19&lt;br /&gt;
| Power&lt;br /&gt;
!20 &lt;br /&gt;
| Power&lt;br /&gt;
!21&lt;br /&gt;
| Green&lt;br /&gt;
!22 &lt;br /&gt;
| Power&lt;br /&gt;
!23 &lt;br /&gt;
| Bomb&lt;br /&gt;
!24 &lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
!25 &lt;br /&gt;
| Blue&lt;br /&gt;
!26 &lt;br /&gt;
| Power&lt;br /&gt;
!27 &lt;br /&gt;
| Red&lt;br /&gt;
!28 &lt;br /&gt;
| Power&lt;br /&gt;
!29 &lt;br /&gt;
| Blue&lt;br /&gt;
!30 &lt;br /&gt;
| Power&lt;br /&gt;
!31&lt;br /&gt;
| Blue&lt;br /&gt;
!32 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!33 &lt;br /&gt;
| Green&lt;br /&gt;
!34&lt;br /&gt;
| Power&lt;br /&gt;
!35 &lt;br /&gt;
| Red&lt;br /&gt;
!36 &lt;br /&gt;
| Bomb&lt;br /&gt;
!37 &lt;br /&gt;
| Power&lt;br /&gt;
!38 &lt;br /&gt;
| Bomb&lt;br /&gt;
!39 &lt;br /&gt;
| Power&lt;br /&gt;
!40 &lt;br /&gt;
| 2-UP&lt;br /&gt;
|-&lt;br /&gt;
!41 &lt;br /&gt;
| Power&lt;br /&gt;
!42 &lt;br /&gt;
| Blue&lt;br /&gt;
!43 &lt;br /&gt;
| Power&lt;br /&gt;
!44&lt;br /&gt;
| Green&lt;br /&gt;
!45 &lt;br /&gt;
| Bomb&lt;br /&gt;
!46 &lt;br /&gt;
| Red&lt;br /&gt;
!47 &lt;br /&gt;
| Red&lt;br /&gt;
!48 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!49&lt;br /&gt;
| Bomb&lt;br /&gt;
!50 &lt;br /&gt;
| Power&lt;br /&gt;
!51 &lt;br /&gt;
| Blue&lt;br /&gt;
!52 &lt;br /&gt;
| Power&lt;br /&gt;
!53 &lt;br /&gt;
| Green&lt;br /&gt;
!54 &lt;br /&gt;
| Power&lt;br /&gt;
!55 &lt;br /&gt;
| Blue&lt;br /&gt;
!56 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
! 57&lt;br /&gt;
| Bomb&lt;br /&gt;
! 58&lt;br /&gt;
| Power&lt;br /&gt;
! 59 &lt;br /&gt;
| Green&lt;br /&gt;
! 60 &lt;br /&gt;
| Blue&lt;br /&gt;
! 61 &lt;br /&gt;
| Power&lt;br /&gt;
! 62 &lt;br /&gt;
| Red&lt;br /&gt;
! 63 &lt;br /&gt;
| Blue&lt;br /&gt;
! 64&lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
! 65 &lt;br /&gt;
| Power&lt;br /&gt;
! 66 &lt;br /&gt;
| Red&lt;br /&gt;
! 67&lt;br /&gt;
| Power&lt;br /&gt;
! 68&lt;br /&gt;
| Blue&lt;br /&gt;
! 69&lt;br /&gt;
| Power&lt;br /&gt;
! 70&lt;br /&gt;
| Power&lt;br /&gt;
! 71&lt;br /&gt;
| Green&lt;br /&gt;
! 72&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
! 73&lt;br /&gt;
| Power&lt;br /&gt;
! 74 &lt;br /&gt;
| Power&lt;br /&gt;
! 75&lt;br /&gt;
| Green&lt;br /&gt;
! 76&lt;br /&gt;
| Power&lt;br /&gt;
! 77 &lt;br /&gt;
| Blue&lt;br /&gt;
! 78&lt;br /&gt;
| Bomb&lt;br /&gt;
! 79&lt;br /&gt;
| Power&lt;br /&gt;
! 80&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
! 81&lt;br /&gt;
| Green&lt;br /&gt;
! 82 &lt;br /&gt;
| Power&lt;br /&gt;
! 83 &lt;br /&gt;
| Blue&lt;br /&gt;
! 84 &lt;br /&gt;
| Power&lt;br /&gt;
! 85 &lt;br /&gt;
| Power&lt;br /&gt;
! 86 &lt;br /&gt;
| Red&lt;br /&gt;
! 87&lt;br /&gt;
| Power&lt;br /&gt;
! 88&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
! 89&lt;br /&gt;
| Green&lt;br /&gt;
! 90 &lt;br /&gt;
| Power&lt;br /&gt;
! 91 &lt;br /&gt;
| 2-UP&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Table C&lt;br /&gt;
|- &lt;br /&gt;
!1 &lt;br /&gt;
| Power&lt;br /&gt;
!2 &lt;br /&gt;
| Power&lt;br /&gt;
!3 &lt;br /&gt;
| Green&lt;br /&gt;
!4 &lt;br /&gt;
| Blue&lt;br /&gt;
!5 &lt;br /&gt;
| Red&lt;br /&gt;
!6 &lt;br /&gt;
| Green&lt;br /&gt;
!7 &lt;br /&gt;
| Power&lt;br /&gt;
!8 &lt;br /&gt;
| Blue &lt;br /&gt;
|-                                                                    &lt;br /&gt;
!9 &lt;br /&gt;
| Power&lt;br /&gt;
!10&lt;br /&gt;
| Bomb&lt;br /&gt;
!11 &lt;br /&gt;
| Power&lt;br /&gt;
!12 &lt;br /&gt;
| Blue&lt;br /&gt;
!13&lt;br /&gt;
| Green&lt;br /&gt;
!14&lt;br /&gt;
| Bomb&lt;br /&gt;
!15 &lt;br /&gt;
| Blue&lt;br /&gt;
!16&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
!17 &lt;br /&gt;
| Green&lt;br /&gt;
!18&lt;br /&gt;
| Blue&lt;br /&gt;
!19&lt;br /&gt;
| Power&lt;br /&gt;
!20 &lt;br /&gt;
| Blue&lt;br /&gt;
!21&lt;br /&gt;
| Red&lt;br /&gt;
!22 &lt;br /&gt;
| Power&lt;br /&gt;
!23 &lt;br /&gt;
| Bomb&lt;br /&gt;
!24 &lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
!25 &lt;br /&gt;
| Blue&lt;br /&gt;
!26 &lt;br /&gt;
| Power&lt;br /&gt;
!27 &lt;br /&gt;
| Green&lt;br /&gt;
!28 &lt;br /&gt;
| Power&lt;br /&gt;
!29 &lt;br /&gt;
| Blue&lt;br /&gt;
!30 &lt;br /&gt;
| Power&lt;br /&gt;
!31&lt;br /&gt;
| Green&lt;br /&gt;
!32 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!33 &lt;br /&gt;
| Blue&lt;br /&gt;
!34&lt;br /&gt;
| Green&lt;br /&gt;
!35 &lt;br /&gt;
| Red&lt;br /&gt;
!36 &lt;br /&gt;
| Bomb&lt;br /&gt;
!37 &lt;br /&gt;
| Power&lt;br /&gt;
!38 &lt;br /&gt;
| Bomb&lt;br /&gt;
!39 &lt;br /&gt;
| Power&lt;br /&gt;
!40 &lt;br /&gt;
| 2-UP&lt;br /&gt;
|-&lt;br /&gt;
!41 &lt;br /&gt;
| Power&lt;br /&gt;
!42 &lt;br /&gt;
| Blue&lt;br /&gt;
!43 &lt;br /&gt;
| Power&lt;br /&gt;
!44&lt;br /&gt;
| Green&lt;br /&gt;
!45 &lt;br /&gt;
| Bomb&lt;br /&gt;
!46 &lt;br /&gt;
| Red&lt;br /&gt;
!47 &lt;br /&gt;
| Red&lt;br /&gt;
!48 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!49&lt;br /&gt;
| Bomb&lt;br /&gt;
!50 &lt;br /&gt;
| Power&lt;br /&gt;
!51 &lt;br /&gt;
| Blue&lt;br /&gt;
!52 &lt;br /&gt;
| Power&lt;br /&gt;
!53 &lt;br /&gt;
| Green&lt;br /&gt;
!54 &lt;br /&gt;
| Power&lt;br /&gt;
!55 &lt;br /&gt;
| Blue&lt;br /&gt;
!56 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
! 57&lt;br /&gt;
| Bomb&lt;br /&gt;
! 58&lt;br /&gt;
| Power&lt;br /&gt;
! 59 &lt;br /&gt;
| Green&lt;br /&gt;
! 60 &lt;br /&gt;
| Blue&lt;br /&gt;
! 61 &lt;br /&gt;
| Power&lt;br /&gt;
! 62 &lt;br /&gt;
| Red&lt;br /&gt;
! 63 &lt;br /&gt;
| Blue&lt;br /&gt;
! 64&lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
! 65 &lt;br /&gt;
| Power&lt;br /&gt;
! 66 &lt;br /&gt;
| Green&lt;br /&gt;
! 67&lt;br /&gt;
| Speed&lt;br /&gt;
! 68&lt;br /&gt;
| Blue&lt;br /&gt;
! 69&lt;br /&gt;
| Power&lt;br /&gt;
! 70&lt;br /&gt;
| Speed&lt;br /&gt;
! 71&lt;br /&gt;
| Green&lt;br /&gt;
! 72&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
! 73&lt;br /&gt;
| Power&lt;br /&gt;
! 74 &lt;br /&gt;
| Power&lt;br /&gt;
! 75&lt;br /&gt;
| Green&lt;br /&gt;
! 76&lt;br /&gt;
| Power&lt;br /&gt;
! 77 &lt;br /&gt;
| Blue&lt;br /&gt;
! 78&lt;br /&gt;
| Bomb&lt;br /&gt;
! 79&lt;br /&gt;
| Power&lt;br /&gt;
! 80&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
! 81&lt;br /&gt;
| Green&lt;br /&gt;
! 82 &lt;br /&gt;
| Power&lt;br /&gt;
! 83 &lt;br /&gt;
| Blue&lt;br /&gt;
! 84 &lt;br /&gt;
| Power&lt;br /&gt;
! 85 &lt;br /&gt;
| Power&lt;br /&gt;
! 86 &lt;br /&gt;
| Red&lt;br /&gt;
! 87&lt;br /&gt;
| Power&lt;br /&gt;
! 88&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
! 89&lt;br /&gt;
| Green&lt;br /&gt;
! 90 &lt;br /&gt;
| Power&lt;br /&gt;
! 91 &lt;br /&gt;
| 2-UP&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 2-player versions also introduced some new bugs to the game:&lt;br /&gt;
&lt;br /&gt;
=== Double damage ===&lt;br /&gt;
The player 2 side plane's wide shot is twice as powerful as that of the player 1 side, removing two hit points per bullet instead of the usual one.  The game is intended to exhibit this behaviour for both players only when the blue weapon is not equipped, the game reading the current player's weapon to determine when to apply the second hit point of damage.  In the case of the second player, the game mistakenly reads data that is completely unrelated to the player's weapon, causing the extra hit of damage to be applied regardless of the weapon equipped.  This significantly reduces the difficulty when playing on the player-2 side.  Note that bosses and other large enemies are treated differently than normal enemies with regard to damage, so this bug does not apply to them and both players are equally effective against these enemies for all weapons.&lt;br /&gt;
&lt;br /&gt;
=== Double clear bonus ===&lt;br /&gt;
For some reason, dying in the final moments before the end of the current loop will delay the player's reappearance until the start of the next loop.  A temporary frame counter coordinates the end-of-loop clear bonus - when both the bonus flag is set and this frame counter is at 0, the loop clear bonus is initiated.  When the player respawns, this has the side-effect of resetting the frame counter associated with the bonus to 0.  If this occurs while the bonus is still active, this will cause the bonus count to fully restart as soon as the player respawns, which will always be after most of the points from the original bonus have already been added to the player's score.  As the delayed respawn takes place just as the next loop begins, the restarted bonus will be in the amount awarded for the loop the player has just entered. &lt;br /&gt;
As the bonus increases successively with each loop, the amount of time taken for the points to count down varies between loops.  At the sixth loop, the rate at which the points are counted is raised in an attempt to counteract the increasing amount of time this takes.  This means that the double bonus is not achievable on some loops as the bonus will have finished counting and have been deactivated before the player is able to respawn.  The loops for which this is the case are loops 1-3 and loops 6-7.&lt;br /&gt;
&lt;br /&gt;
=== Invisible player ===&lt;br /&gt;
As noted, when a player switches to a different weapon, they will be unable to fire the weapon until all the bullets of the previous weapon have left the screen or collided with a target, and attempting to do so will delay the firing of the new weapon until this is the case.  This highly debilitating bug occurs when the player switches to the red weapon and dies during the delay period.  This results in firing the red weapon while dead, an unintended behaviour which corrupts the player's sprite address so that it is identical to that of the very first enemy bullet.  This has the effect that whenever that bullet appears it will overwrite the player's sprite, making the player invisible.  This bug can be repeatedly performed to alleviate the negative effects to some extent, by raising the address to match that of a lower priority bullet, so that it takes increasing numbers of bullets to be fired before the sprite disappears.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Game system information guide provided by smc | via STG Rev. 2020 Discord&lt;br /&gt;
# Transferring to wiki format provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=17101</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=17101"/>
		<updated>2022-10-09T08:15:08Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases the ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used to protect the player ship from enemy fire, although diagonally aimed shots may be able to sneak past the options and hit the player.  Each power level gained will cause the options to increase in size.  &lt;br /&gt;
&lt;br /&gt;
When navigating confined spaces or passing by a large enemy, the options will draw in closer to the player.  This can be caused deliberately by using clever positioning in order to increase the concentration of fire within a certain vertical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but as both the power level and weapon are numerically limited to very low values the vast majority of the effect comes directly from the rank level itself.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
The presence of HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking, the actual value being derived by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise in an unpredictable way.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames based on the player's actions, this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  &lt;br /&gt;
&lt;br /&gt;
After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
Very rarely, attacks may disregard rank and the standard timing methods entirely and trigger only when the frame counter that continually increases from the start of the player's current life reaches certain cyclical values.  Some midboss attacks may behave in this way, such as those of the first stage's midboss.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score until the enemy is destroyed by colliding with some other object.  In this case, it is worth the same number of points as when destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Some midbosses and bosses also award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The stage 5 midboss gives 15,000 points, where it previously did not give any points due to a bug.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously was not worth any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
There is a test mode with the ability to level select, change power level, become invincible, and view the endings. Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
Though also triggered by the stage 7 boss, this bug prevents the final eighth stage from ending after the boss escapes, leaving the player only the option to crash into the ground to restart from the final checkpoint.  This softlock is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
=== Missing Penalty Bullets? ===&lt;br /&gt;
&lt;br /&gt;
The homing [[Help:Glossary#Popcorn|zako]] enemies which appear in stages 1, 3 and 6, and the larger dragon-like enemies which appear in stage 7, may have been intended to fire the same loop-based [[#Penalty Bullets | penalty bullets]] that are fired by many other enemies in the game.  However, for these enemies specifically, the timers controlling their attacks are reset after performing their standard single-bullet attacks which occur in all loops of the game.  As it is the same timer which is tested for the penalty attack immediately after being tested for the normal attack, the conditions for firing the penalty attack are never able to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=17100</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=17100"/>
		<updated>2022-10-09T08:12:57Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases the ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used to protect the player ship from enemy fire, although diagonally aimed shots may be able to sneak past the options and hit the player.  Each power level gained will cause the options to increase in size.  &lt;br /&gt;
&lt;br /&gt;
When navigating confined spaces or passing by a large enemy, the options will draw in closer to the player.  This can be caused deliberately by using clever positioning in order to increase the concentration of fire within a certain vertical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but as both the power level and weapon are numerically limited to very low values the vast majority of the effect comes directly from the rank level itself.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
The presence of HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking, the actual value being derived by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise in an unpredictable way.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames based on the player's actions, this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  &lt;br /&gt;
&lt;br /&gt;
After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
Very rarely, attacks may disregard rank and the standard timing methods entirely and trigger only when the frame counter that continually increases from the start of the player's current life reaches certain cyclical values.  Some midboss attacks may behave in this way, such as those of the first stage's midboss.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score until the enemy is destroyed by colliding with some other object.  In this case, it is worth the same number of points as when destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Some midbosses and bosses also award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The stage 5 midboss gives 15,000 points, where it previously did not give any points due to a bug.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously was not worth any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
There is a test mode with the ability to level select, change power level, become invincible, and view the endings. Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
=== Missing Penalty Bullets? ===&lt;br /&gt;
&lt;br /&gt;
The homing [[Help:Glossary#Popcorn|zako]] enemies which appear in stages 1, 3 and 6, and the larger dragon-like enemies which appear in stage 7, may have been intended to fire the same loop-based [[#Penalty Bullets | penalty bullets]] that are fired by many other enemies in the game.  However, for these enemies specifically, the timers controlling their attacks are reset after performing their standard single-bullet attacks which occur in all loops of the game.  As it is the same timer which is tested for the penalty attack immediately after being tested for the normal attack, the conditions for firing the penalty attack are never able to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=17099</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=17099"/>
		<updated>2022-10-09T08:08:01Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases the ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used to protect the player ship from enemy fire, although diagonally aimed shots may be able to sneak past the options and hit the player.  Each power level gained will cause the options to increase in size.  &lt;br /&gt;
&lt;br /&gt;
When navigating confined spaces or passing by a large enemy, the options will draw in closer to the player.  This can be caused deliberately by using clever positioning in order to increase the concentration of fire within a certain vertical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but as both the power level and weapon are numerically limited to very low values the vast majority of the effect comes directly from the rank level itself.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
The presence of HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking, the actual value being derived by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise in an unpredictable way.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames based on the player's actions, this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  &lt;br /&gt;
&lt;br /&gt;
After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
Very rarely, attacks may disregard rank and the standard timing methods entirely and trigger only when the frame counter that continually increases from the start of the player's current life reaches certain cyclical values.  Some midboss attacks may behave in this way, such as those of the first stage's midboss.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score until the enemy is destroyed by colliding with some other object.  In this case, it is worth the same number of points as when destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Some midbosses and bosses also award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The stage 5 midboss gives 15,000 points, where it previously did not give any points due to a bug.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously was not worth any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
There is a test mode with the ability to level select, change power level, become invincible, and view the endings. Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
=== Missing Penalty Bullets? ===&lt;br /&gt;
&lt;br /&gt;
The homing [[Help:Glossary#Popcorn|zako]] enemies which appear in stages 1, 3 and 6, and the larger dragon-like enemies which appear in stage 7, may have been intended to fire the same loop-based [[#Penalty Bullets | penalty bullets]] that are fired by many other enemies in the game.  However, for these enemies specifically, the timers controlling their attacks are reset after performing their standard single-bullet attack which occurs in all loops of the game.  As it is the same timer which is tested for the penalty attack immediately after being tested for the normal attack, the conditions for firing the penalty attack are never able to be fulfilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=17098</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=17098"/>
		<updated>2022-10-09T07:52:32Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases the ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used to protect the player ship from enemy fire, although diagonally aimed shots may be able to sneak past the options and hit the player.  Each power level gained will cause the options to increase in size.  &lt;br /&gt;
&lt;br /&gt;
When navigating confined spaces or passing by a large enemy, the options will draw in closer to the player.  This can be caused deliberately by using clever positioning in order to increase the concentration of fire within a certain vertical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but as both the power level and weapon are numerically limited to very low values the vast majority of the effect comes directly from the rank level itself.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
The presence of HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking, the actual value being derived by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise in an unpredictable way.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames based on the player's actions, this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  &lt;br /&gt;
&lt;br /&gt;
After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
Very rarely, attacks may disregard rank and the standard timing methods entirely and trigger only when the frame counter that continually increases from the start of the player's current life reaches certain cyclical values.  Some midboss attacks may behave in this way, such as those of the first stage's midboss.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score until the enemy is destroyed by colliding with some other object.  In this case, it is worth the same number of points as when destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Some midbosses and bosses also award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The stage 5 midboss gives 15,000 points, where it previously did not give any points due to a bug.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously was not worth any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
There is a test mode with the ability to level select, change power level, become invincible, and view the endings. Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=17097</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=17097"/>
		<updated>2022-10-09T06:10:33Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used to protect the player ship from enemy fire, although diagonally aimed shots may be able to sneak past the options and hit the player.  Each power level gained will cause the options to increase in size.  &lt;br /&gt;
&lt;br /&gt;
When navigating confined spaces or passing by a large enemy, the options will draw in closer to the player.  This can be caused deliberately by using clever positioning in order to increase the concentration of fire within a certain vertical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The stage 5 midboss gives 15,000 points, where it previously did not give any points due to a bug.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously was not worth any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16942</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16942"/>
		<updated>2022-09-30T18:01:51Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used to protect the player ship from enemy fire, although diagonally aimed shots may be able to sneak past the options and hit the player.  Each power level gained will cause the options to increase in size.  &lt;br /&gt;
&lt;br /&gt;
When navigating confined spaces or passing by a large enemy, the options will draw in closer to the player.  This can be caused deliberately by using clever positioning in order to increase the concentration of fire within a certain vertical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16941</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16941"/>
		<updated>2022-09-30T18:00:04Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player  Each power level gained will cause the options to increase in size.&lt;br /&gt;
When navigating confined spaces or passing by a large enemy, the options will draw in closer to the player.  This can be caused deliberately by using clever positioning in order to increase the concentration of fire within a certain vertical range.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16940</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16940"/>
		<updated>2022-09-30T17:49:38Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Valcan Unit&amp;lt;/span&amp;gt;''' ''(sic)'': Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser Unit&amp;lt;/span&amp;gt;:''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Homing Unit&amp;lt;/span&amp;gt;:''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||40px]] &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||40px]] '''Weapon''':  can be collected to either switch between weapons or to power up the ship by one level. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||40px]] '''Super Bomb:''' &lt;br /&gt;
In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||40px]] '''Speed Up:'''&lt;br /&gt;
Increases the ship's speed by one level, up to four times.&lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||40px]]  '''Special:'''&lt;br /&gt;
Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16939</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16939"/>
		<updated>2022-09-30T17:26:21Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Zw weapon.png|320px|thumb|right|How the three weapons behave at each power level.  The final column shows the effect of the secret [[#Special Power Up | special powerup]]]]&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||70px]]&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|240px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Zw_weapon.png&amp;diff=16938</id>
		<title>File:Zw weapon.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Zw_weapon.png&amp;diff=16938"/>
		<updated>2022-09-30T17:22:51Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: Smc stg uploaded a new version of File:Zw weapon.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The three weapons at each power level.&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Zw_weapon.png&amp;diff=16937</id>
		<title>File:Zw weapon.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Zw_weapon.png&amp;diff=16937"/>
		<updated>2022-09-30T17:12:24Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The three weapons at each power level.&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16930</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16930"/>
		<updated>2022-09-30T06:00:14Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||70px]]&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|60px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|300px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16927</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16927"/>
		<updated>2022-09-30T05:48:54Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Zerowing logo.gif|center]]&lt;br /&gt;
== Introduction ==&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|240px|Title screen of the 2-player arcade version.]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Fires continuous shots of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
The built-in continuous fire is very slow and will not be sufficient in many cases, so an external autofire setup is recommended.  While Zero Wing has a shot limit, it is not evenly divided - the main ship is given priority with respect to the shot limit and once it has consumed all the available player projectiles, very few to none will be fired by the options.  The lower option has minimum priority and will often fire nothing at all if using a high autofire frequency.  For this reason, there will be many situations where it is better to tap rapidly the A button manually, to allow for an even distribution of projectiles between the main ship and the two options.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||70px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||70px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping.   With each stage cleared, the [[#Rank | rank]], and therefore the speed of bullets, increases unchecked.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to rise to a near-impossible level.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|300px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right).]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop, will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While most enemy types encountered do not have these penalty bullets, the ones that do tend to appear in large groups.  This causes the game difficulty to rise dramatically at the start of the third and fourth loops as the number of penalty bullets increases.  The player is fortunately given some respite as these enemy types are largely concentrated in the early stages, with both stages 6 and 7 being devoid of them entirely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly will provide some additional enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a message of thanks from Toaplan's mascot, Pipiru.&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is an intentional part of the game and not a video error.  The flashing effect was removed in the home versions of the game. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints, returning the player to one of several points in a stage upon losing a life.  The player is returned to the default red weapon, at minimum power and minimum speed and with no options.&lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints - the player's next life begins in the same place the last one ended.  Like the 1P version, all speed and power is lost upon death, but the player keeps the pod options and weapon they were using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1, 2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game, even while using the green weapon.&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so-called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16925</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16925"/>
		<updated>2022-09-30T01:23:53Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to reach a level impossible to survive for any player.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
[[File:Penalty.png|thumb|right|200px|A stage 2 enemy demonstrates the varying number of penalty bullets in each loop, from loop 1 (top-left), to loop 4 and beyond (bottom-right)]]&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game difficulty rises dramatically at the start of the third and fourth loops as the number of penalty bullets increases.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1,2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Penalty.png&amp;diff=16924</id>
		<title>File:Penalty.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Penalty.png&amp;diff=16924"/>
		<updated>2022-09-30T01:20:28Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A stage 2 enemy demonstrated the variable number of penalty bullets fired in each loop.&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16923</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16923"/>
		<updated>2022-09-29T23:55:56Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to reach a level impossible to survive for any player.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game difficulty rises dramatically at the start of the third and fourth loops as the number of penalty bullets increases.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1,2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introduced a small amount of so called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16922</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16922"/>
		<updated>2022-09-29T22:56:11Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to reach a level impossible to survive for any player.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game difficulty rises dramatically at the start of the third and fourth loops as the number of penalty bullets increases.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1,2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introducted a small amount of so called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is returned to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16921</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16921"/>
		<updated>2022-09-29T22:42:47Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to reach a level impossible to survive for any player.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game difficulty rises dramatically at the start of the third and fourth loops as the number of penalty bullets increases.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1,2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introducted a small amount of so called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
At the start of each loop the player is return to minimum power and speed, as if they had died.  The player is also given the default red weapon and the item cycle is returned to the start.  This is in contrast to the arcade version, in which the player retains the weapon, power, speed and position in the item cycle that they had at the end of the previous loop.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16920</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16920"/>
		<updated>2022-09-29T22:22:39Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to reach a level impossible to survive for any player.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game difficulty rises dramatically at the start of the third and fourth loops as the number of penalty bullets increases.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1,2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introducted a small amount of so called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss as the boss alone can award over 200,000 points, enough to earn two extends for every life spent to re-fight the boss.  This turns the final checkpoint of the final stage into an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
==== PC Engine CD Port ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16919</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16919"/>
		<updated>2022-09-29T22:18:27Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. The player controls the ZIG-01 ship through a total of eight different stages.  Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.  On default settings, the player starts with 2 extra lives in stock with [[Help:Glossary#Extend|Extends]] awarded after the first 200,000 points and every subsequent 500,000 points earned.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second [[Help:Glossary#Loop|loop]], the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The [[Help:Glossary#Hitbox|hit box]] of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two [[Help:Glossary#Option|options]] of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
[[Help:Glossary#Rank|Rank]], along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions [[Help:Glossary#Loop|loop infinitely]] as do the Mega Drive versions. The PC Engine CD version does not loop.  In addition to the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, the lack of any upper limit to restrain the bullet speed will eventually cause the difficulty to reach a level impossible to survive for any player.&lt;br /&gt;
&lt;br /&gt;
==== Penalty Bullets ====&lt;br /&gt;
In addition to the increasing rank, many enemies, including those that did not fire at all in the first loop will begin firing additional bullets in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | Bullets&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game difficulty rises dramatically at the start of the third and fourth loops as the number of penalty bullets increases.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award [[Help:Glossary#Tick Points|tick points]], repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the [[Help:Glossary#Mid-Boss|mid-boss]] enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1,2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
==== Mega Drive Port  ====&lt;br /&gt;
This version is a fairly faithful port of the 1P arcade version, albeit with a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. The Japanese release contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unlike the arcade version, the full height of the playable area is not all on screen at once, instead scrolling with the player as they move vertically. This seems to have introducted a small amount of so called [[Help:Glossary#Bullet wobble|bullet wobble]], in which the enemy bullets appear to move with the screen as it scrolls.  &lt;br /&gt;
&lt;br /&gt;
The difficulty has been reduced drastically from the arcade version, which is especially noticeable in the durability of enemies and in the speed of their bullets.  There are now three difficulty levels to choose from - the higher the difficulty selected, the greater the starting amount of rank, which now increases every two stages instead of every stage and has a maximum limit of 16.  Even the hardest difficulty level in the Mega Drive port is much easier than the arcade version.&lt;br /&gt;
&lt;br /&gt;
Score [[Help:Glossary#Extend|extends]] are given much more frequently in the Mega Drive port.  The first is awarded at 70,000 points, instead of 200,000, and additional extends are awarded every 100,000 points instead of 500,000.  This unfortunately created an infinite pattern at the final boss.  As the boss can award over 200,000 points, enough to earn two extends, the final checkpoint of the final stage can be used as an infinite source of both score and extra lives.&lt;br /&gt;
&lt;br /&gt;
The multi-directional [[#Penalty Bullets | penalty bullets]] fired by enemies after the first loop have been toned down.  In the third loop, penalty atttacks contain two bullets instead of three, and contain three bullets instead of five in the fourth loop.  Instead of reaching a permanent maximum density in the fourth loop, the number of bullets fired follows a four-loop cycle, returning to zero in the fifth loop.&lt;br /&gt;
&lt;br /&gt;
The [[ #Special Power Up | Special ]] item no longer requires the player to reach maximum speed to appear, only standard maximum power.  It also only ever appears randomly rather than after a specific number of items under certain conditions.  The random [[#Extend Items | 10-up and 1-up bonuses]] are also no longer limited to one occurence per game as in the arcade version and may occur multiple times per game.&lt;br /&gt;
&lt;br /&gt;
* '''PC Engine CD version:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16892</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16892"/>
		<updated>2022-09-26T23:25:56Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second loop, the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The hit box of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two options of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank, along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions loop infinitely as do the Mega Drive versions. The PC Engine CD version does not loop.  The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, it is inevitable that the continual rise in speed of the enemies' bullets will eventually render the game unmanageable for even the most skilled player.&lt;br /&gt;
&lt;br /&gt;
In addition to the increasing rank, many enemies that did not fire at all in the first loop will begin firing in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth loop:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | N-way bullet spread&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | N&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having to deal with these additional bullet spreads, often from enemies that appear in great numbers, produces the most dramatic difficulty spikes in the game, during the transition between the second and third loops, and between the third and fourth loops.&lt;br /&gt;
&lt;br /&gt;
As well as the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award points, repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the mid-boss enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1,2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.  The side parts fire in pairs instead of all four parts firing independently - the top left and bottom right parts fire simultaneously, alternating with the top right and bottom left parts.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
* '''Japanese Mega Drive version:''' This version is a fairly faithful arcade port. It has a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. It contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''European Mega Drive version:''' &amp;quot;All Your Base Are Belong To Us&amp;quot;. This is the version with that famous meme and broken story introduction translation. It is similar to the Japanese version but with a tad more &amp;quot;great justice&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''PC Engine CD version:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Tatsujin_Ou&amp;diff=16891</id>
		<title>Tatsujin Ou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Tatsujin_Ou&amp;diff=16891"/>
		<updated>2022-09-26T23:13:53Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tatsujin Ou title.PNG|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #913b16&lt;br /&gt;
|innerbordercolor = #913b16&lt;br /&gt;
|title = Tatsujin Ou&lt;br /&gt;
|background = #ffe9aa&lt;br /&gt;
|image = Tatsujin Ou Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&lt;br /&gt;
|&lt;br /&gt;
|art = Naoki Ogiwara &amp;lt;/br&amp;gt; Tomonobu Kagawa&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Arcade:''' June 1992 &amp;lt;/br&amp;gt; '''FM Towns:''' April 1993&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Tatsujin Ou''''' &amp;lt;small&amp;gt;(達人王 &amp;quot;Master King&amp;quot;, also known as ''Truxton II'')&amp;lt;/small&amp;gt; is a vertical [[Shooting game|shooting game]] developed and published by [[Toaplan]] in 1992. It was ported to the FM Towns computer by Ving Co., Ltd. exclusively in Japan in 1993. It is the sequel to ''[[Tatsujin]]''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Tatsujin Ou'' primarily uses an eight-way joystick and two buttons (with a third debug button that typically goes unused). It also includes an autofire DIP switch that's enabled by default.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Fires the main weapon and whichever sub-weapon the player has equipped&lt;br /&gt;
* '''B:''' Uses a bomb&lt;br /&gt;
* '''C (Debug):''' Greatly increases the scrolling speed (unused)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
''Tatsujin Ou'' features a main weapon, three sub-weapons indicated by color, and a bomb weapon.&lt;br /&gt;
&lt;br /&gt;
'''Main Shot:''' The HyperFighter's primary shot. It's made up of four pink shots split into two hitboxes, and travels straight up the screen. Each increase in power causes the shot to become wider and longer. Five of these shots can be fired at once.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Napalm Bomb&amp;lt;/span&amp;gt; (Red):''' Fires red bombs on either side of the player, which leave behind lingering explosions that can damage enemies. At power levels 1 and 2, they shoot diagonally up, with the bombs traveling further at level 2. At power levels 3 and 4, they also shoot to the left and right, with the bombs traveling further at level 4. At max power, they also shoot diagonally down.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Search Laser&amp;lt;/span&amp;gt; (Blue):''' Fires two blue lasers up the entire length of the screen which lock onto enemies and damage them.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Green):''' Fires green pellets in an arch that becomes wider with each increase in power level, up to a maximum of five pellets on either side of the player.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' Releases a large orange bomb that slowly travels up the screen from where the player deployed it and deals major damage to enemies and bosses.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Tatsujin Ou'' features four unique item types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WeaponRed.png|center]] [[File:WeaponBlue.png|center]] [[File:WeaponGreen.png|center]] || '''Power Ups:''' Indicated by the flashing circle in the center. These periodically alternate between the colors red, blue, and green (in that order, changing every 180 frames) and grabbing one when it's a certain color will equip the player with the corresponding sub-weapon. Grabbing a power up of the same type already equipped will increase the power of both the main shot and the sub-weapon, with max power being achieved after five Power Ups of the same color have been collected.  At this point collecting power ups of the same weapon currently equipped will award 5000 points.  The initial color of each item is determined by RNG with red being twice as likely as the other two colors.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Speedup.png|center]] || '''Speed Ups:''' Indicated by the flashing S. These will increase the player's movement speed, with max speed being achieved after five have been collected.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TatsujinOuBomb.png|center]] || '''Bombs:''' Indicated by the B in the center. Grabbing one will add a bomb to the player's stock. Up to five bombs can be held in stock at once.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TatsujinOu1up.png|center]] || '''1up:''' These are located in specially-colored containers in certain stages, requiring a bomb use and the corresponding sub-weapon to access. Grants the player an extra life. These will only appear if the player has five or fewer extra lives, and if these are on screen while the player has six or more extra lives, these will instead award 5,000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All excess items award 5,000 points when collected.'''&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Tatsujin Ou'' is tied to the player's power level - the more powered up the player is, the harder the game gets.  In the Japanese version each power level gained adds 4 to the base level rank while in the international version each power level adds 2.  Rank exclusively determines the frequency of enemy attacks and represents the amount to be added to the enemy attack timer. &lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game contains six stages and loops infinitely. From the second loop onwards many enemies have more difficult attacks.  Exactly how the difficulty progresses depends on the region and difficulty dipswitch settings.  There are four preset difficulty levels for each version of the game, with level '''0''' being the easiest and '''3''' being the hardest.  The same numeric level is not equivalent across different versions and represents an easier difficulty in the international version compared to the Japanese version.  These difficulty levels are assigned to the first four loops of the game (loop 5 is treated the same as loop 4) and contain preset values for the base rank level, the base amount of damage each weapon inflicts and how much additional damage each weapon gains at each power level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Japan&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | DIP&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Loop&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
| 0 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 1 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Hard &lt;br /&gt;
| 2 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Very Hard&lt;br /&gt;
| 3 || 3 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | International&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | DIP&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Loop&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
| 0 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 1 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Hard &lt;br /&gt;
| 2 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Very Hard&lt;br /&gt;
| 3 || 3 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It can be seen that on normal settings the international version reaches maximum difficulty at the third loop, while the Japanese version reaches it at the second.&lt;br /&gt;
&lt;br /&gt;
==== Enemy changes after the first loop ====&lt;br /&gt;
&lt;br /&gt;
* The green zako enemies in stage 1 fire a constant stream of aimed bullets instead of not firing at all.&lt;br /&gt;
* The opening and closing turrets in the purple area of stage 1 shoot more bullets in their attacks.&lt;br /&gt;
* The enemies at the end of stage 1 shoot an aimed 3-way attack in addition to their vertical shots.&lt;br /&gt;
* The stage 1 boss's homing fireballs increase in number by twice as many or greater for each part destroyed and home in on the player for much longer.&lt;br /&gt;
* The enemies that come from behind at the start of stage 2 shoot longer arcs of bullets in each attack.&lt;br /&gt;
* The large yellow enemies near the end of stage 2 shoot six destructible homing bullets instead of four&lt;br /&gt;
* The stage 2 boss's side parts both attack at the same time instead of taking turns between sides.&lt;br /&gt;
* The large buildings at the beginning of stage 3 shoot solid walls of bullets instead of simple 3-way spreads.&lt;br /&gt;
* The homing missiles fired by the purple enemies in the middle of stage 4 home in on the player for slightly longer&lt;br /&gt;
* The enemies at the end of stage 4 shoot single aimed shots in addition to the bullets shot by the large missiles they release.&lt;br /&gt;
* The lasers of the stage 4 boss fire simultaneously instead of firing the left laser shortly after the right.&lt;br /&gt;
* The yellow enemies near the end of stage 5 shoot a fast 4-way spread on top of the slower 5-way spread they fired in loop 1.&lt;br /&gt;
* The stage 5 boss's homing projectiles home in on the player for far longer.&lt;br /&gt;
* The green zako enemies in stages 5 and 6 fire double aimed shots.&lt;br /&gt;
* The stage 6 boss's bullet speed increases twice as quickly, while retaining the same maximum speed.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Because ''Tatsujin Ou'' loops infinitely, the primary method of scoring is by simply playing through the game and clearing multiple loops. There are no stage end score bonuses like in some previous Toaplan shmups, so the best way of scoring more quickly is by collecting as many excess Power Ups as possible, since each one gives 5,000 points. The third and final way of scoring is milking tick points. Unlike most other shmups, tick points in ''Tatsujin Ou'' are not earned from the damage dealt to an enemy. They are instead earned from how long an enemy is being damaged. In order to score more points sooner, the player can use a sub-weapon (most commonly, the napalm bombs) to slowly damage and milk as many tick points off of enemies as they can before destroying them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Tatsujin Ou)/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;
WIP&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
The plot involves '''Dogurava''' and his evil '''Gidan''' army, who were originally defeated in ''Tatsujin'', being resurrected and invading the galaxy once more. It is up to the player, aboard the '''HyperFighter''' spacecraft, to put a stop to them and restore peace to outer space.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
WIP&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== International ===&lt;br /&gt;
[[File:Truxton2-200921-201452.png|150px|thumb|right|Truxton II title screen]]&lt;br /&gt;
&lt;br /&gt;
Outside of Asian territories, ''Tatsujin Ou'' was released under the name '''''Truxton II'''''. &lt;br /&gt;
In this international release, the player's weapons deal more damage, and the enemies shoot less frequently than in ''Tatsujin Ou''. &lt;br /&gt;
The difficulty increase from loop 1 to loop 2 is also not as high.&lt;br /&gt;
&lt;br /&gt;
=== New Version ===&lt;br /&gt;
&lt;br /&gt;
A romhack of ''Tatsujin Ou'' was released by shmups community member mycophobia, in an effort to adjust overall game balance and improve playability. This romhack is available for download via [http://romhacking.net romhacking.net]. Although there were no bug fixes made to the game, the following changes are applied:&lt;br /&gt;
&lt;br /&gt;
* More bomb drops.&lt;br /&gt;
* Higher bomb capacity.&lt;br /&gt;
* 1up items will spawn and will award actual 1ups no matter how many lives you have.&lt;br /&gt;
* The order of item drops is reset after each death, continue or new game.&lt;br /&gt;
* Weapon power levels are at least at ''Truxton 2'' Normal first loop levels across all regions, difficulty settings and loops.&lt;br /&gt;
* The main shot and Red weapon are buffed at low levels.&lt;br /&gt;
* Green and Blue weapons receive overall strength buffs.&lt;br /&gt;
* High score screen copyright text now includes “NEW VERSION”&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* The player's speed is reset to minimum when respawning at the start of each loop.  This is presumably only supposed to happen when the player respawns on the next life after dying, but the speed is always reset on any respawn regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
* While the player is in the right-most region of the screen, enemies that are on the left will try to attack the player from the wrong side, shooting or travelling to the left instead.  This can be used to despawn certain enemies by having them throw themselves off the screen in an attempt to reach the player.&lt;br /&gt;
&lt;br /&gt;
* The explosion effect of certain bosses' death animations is bugged.  A bullet fired by the boss may be mistakenly treated as a graphical element of the explosion effect, appearing in various positions before finally being released at its original angle from one of these positions when the animation is over, potentially hitting the unsuspecting player.&lt;br /&gt;
&lt;br /&gt;
* Destroying a side part of the stage 2 boss just before it descends will permanently prevent the main part from attacking, rendering the boss completely harmless once both side parts are destroyed.  When a side part descends in order to perform its own attack, it is flagged as such to prevent the boss itself from attacking at the same time.  The flag is then removed when the part is raised again after its attack, allowing the boss's main attack to resume.  The 'descended' flag is also removed when the part is destroyed, but this is done at the ''beginning'' of the part's destruction animation instead of the end.  If the part starts to descend again before the destruction sequence ends, the flag will be set again, leaving it permanently set after the part has been fully removed and leaving the boss unable to resume its attacks.&lt;br /&gt;
&lt;br /&gt;
* Some of the bosses can cause bugs with the game's scrolling speed.  This bug is caused by the two bosses that appear against a looping background in stage 1 and stage 3.   The background will loop a set number of times, using a counter value to count down the number of remaining loops.  When the counter reaches 0, the game will continue normally past the loop point while the boss begins to escape.  Destroying the boss will set the counter to 1, indicating the final repeat of the looping section, before the game continues to progress as normal.  This effectively ends the stage when the boss is destroyed at any point during its time limit, without the player having to complete the full set of background loops.  Regardless of where the boss is destroyed, the loop counter will be set to 1.  These bosses can also be destroyed just before they escape, after already going through the full set of background loops and reaching the next non-looping section.  This will also set the background loop counter to 1, but as this is after the looping section has ended, this 1 will never be counted down.  This is unnoticeable until the next change in scrolling speed, when the game either speeds up at the midpoint of stage 3, or slows back down after the stage 3 boss.  For some reason the background loop counter is required to be 0 for the speed change to take effect, and the value of 1 left in the counter by the boss will prevent any speed change from occuring.  Losing a life will also empty the counter, allowing the speed changes to occur again.  Destroying the stage 1 boss just before it escapes will therefore cause the high speed section in stage 3 to scroll extremely slowly, and destroying the stage 3 boss after the final background loop but before the speed returns to normal will cause the high scrolling speed to be maintained into the next stage until the player loses a life.  As the speed decreases in several discrete stages at the end of stage 3, the amount of speed preserved can vary with the timing of the boss' destruction.&lt;br /&gt;
&lt;br /&gt;
* There are some enemies that may attack more frequently at lower rank than at higher rank.  This is because at higher rank the attack rate may be sufficiently high that the next attack occurs before the animation of the previous attack has completed.  The effect of this is that original time of the second attack is cancelled and the second attack will actually come at the time of what would have been the third attack.  At lower rank the attack animation has had time to complete so the second attack is able to come at the original time.&lt;br /&gt;
&lt;br /&gt;
* The attack frequency of the left spread gun of the stage 4 boss is undefined.  This results in the right gun attacking at a rate consistent with the rank level, while the left gun will always attack at the fastest possible rate allowed by the opening and closing animation of the cover.  The spread patterns of both sides will therefore align differently depending on the current rank level.&lt;br /&gt;
&lt;br /&gt;
* Destroying the stage 4 boss while either of its lasers are firing will cause the laser's hitbox to remain activated throughout its destruction animation, until the boss has fully been removed from the screen.  This persisent laser hitbox is not visible but still very much a hazard to the player.  It is therefore good practice to stay away from the areas in which a laser was last seen to fire throughout this period.&lt;br /&gt;
&lt;br /&gt;
* Under certain circumstances the homing projectiles of the stage 5 boss may perform a 'screen wrap', reappearing on the opposite side of the screen after exiting and hitting the player from the other side.  &lt;br /&gt;
&lt;br /&gt;
* After destroying the stage 6 boss, one of its hitboxes still remains activated and an invisible collision hazard until the stage has fully ended.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* There is an unused item left inside the game that gives either 1000 or 5000 points when collected.&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 [[(Tatsujin Ou)/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;
== Other ==&lt;br /&gt;
&lt;br /&gt;
WIP&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;
# Primary info provided by [[User:Flobeamer1922|Flobeamer1922]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Logo Toaplan.png|center]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Tatsujin_Ou&amp;diff=16890</id>
		<title>Tatsujin Ou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Tatsujin_Ou&amp;diff=16890"/>
		<updated>2022-09-26T23:03:01Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tatsujin Ou title.PNG|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #913b16&lt;br /&gt;
|innerbordercolor = #913b16&lt;br /&gt;
|title = Tatsujin Ou&lt;br /&gt;
|background = #ffe9aa&lt;br /&gt;
|image = Tatsujin Ou Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&lt;br /&gt;
|&lt;br /&gt;
|art = Naoki Ogiwara &amp;lt;/br&amp;gt; Tomonobu Kagawa&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Arcade:''' June 1992 &amp;lt;/br&amp;gt; '''FM Towns:''' April 1993&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Tatsujin Ou''''' &amp;lt;small&amp;gt;(達人王 &amp;quot;Master King&amp;quot;, also known as ''Truxton II'')&amp;lt;/small&amp;gt; is a vertical [[Shooting game|shooting game]] developed and published by [[Toaplan]] in 1992. It was ported to the FM Towns computer by Ving Co., Ltd. exclusively in Japan in 1993. It is the sequel to ''[[Tatsujin]]''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Tatsujin Ou'' primarily uses an eight-way joystick and two buttons (with a third debug button that typically goes unused). It also includes an autofire DIP switch that's enabled by default.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Fires the main weapon and whichever sub-weapon the player has equipped&lt;br /&gt;
* '''B:''' Uses a bomb&lt;br /&gt;
* '''C (Debug):''' Greatly increases the scrolling speed (unused)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
''Tatsujin Ou'' features a main weapon, three sub-weapons indicated by color, and a bomb weapon.&lt;br /&gt;
&lt;br /&gt;
'''Main Shot:''' The HyperFighter's primary shot. It's made up of four pink shots split into two hitboxes, and travels straight up the screen. Each increase in power causes the shot to become wider and longer. Five of these shots can be fired at once.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Napalm Bomb&amp;lt;/span&amp;gt; (Red):''' Fires red bombs on either side of the player, which leave behind lingering explosions that can damage enemies. At power levels 1 and 2, they shoot diagonally up, with the bombs traveling further at level 2. At power levels 3 and 4, they also shoot to the left and right, with the bombs traveling further at level 4. At max power, they also shoot diagonally down.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Search Laser&amp;lt;/span&amp;gt; (Blue):''' Fires two blue lasers up the entire length of the screen which lock onto enemies and damage them.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Green):''' Fires green pellets in an arch that becomes wider with each increase in power level, up to a maximum of five pellets on either side of the player.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' Releases a large orange bomb that slowly travels up the screen from where the player deployed it and deals major damage to enemies and bosses.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Tatsujin Ou'' features four unique item types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WeaponRed.png|center]] [[File:WeaponBlue.png|center]] [[File:WeaponGreen.png|center]] || '''Power Ups:''' Indicated by the flashing circle in the center. These periodically alternate between the colors red, blue, and green (in that order, changing every 180 frames) and grabbing one when it's a certain color will equip the player with the corresponding sub-weapon. Grabbing a power up of the same type already equipped will increase the power of both the main shot and the sub-weapon, with max power being achieved after five Power Ups of the same color have been collected.  At this point collecting power ups of the same weapon currently equipped will award 5000 points.  The initial color of each item is determined by RNG with red being twice as likely as the other two colors.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Speedup.png|center]] || '''Speed Ups:''' Indicated by the flashing S. These will increase the player's movement speed, with max speed being achieved after five have been collected.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TatsujinOuBomb.png|center]] || '''Bombs:''' Indicated by the B in the center. Grabbing one will add a bomb to the player's stock. Up to five bombs can be held in stock at once.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TatsujinOu1up.png|center]] || '''1up:''' These are located in specially-colored containers in certain stages, requiring a bomb use and the corresponding sub-weapon to access. Grants the player an extra life. These will only appear if the player has five or fewer extra lives, and if these are on screen while the player has six or more extra lives, these will instead award 5,000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All excess items award 5,000 points when collected.'''&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Tatsujin Ou'' is tied to the player's power level - the more powered up the player is, the harder the game gets.  In the Japanese version each power level gained adds 4 to the base level rank while in the international version each power level adds 2.  Rank exclusively determines the frequency of enemy attacks and represents the amount to be added to the enemy attack timer. &lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game contains six stages and loops infinitely. From the second loop onwards many enemies have more difficult attacks.  Exactly how the difficulty progresses depends on the region and difficulty dipswitch settings.  There are four preset difficulty levels for each version of the game, with level '''0''' being the easiest and '''3''' being the hardest.  The same numeric level is not equivalent across different versions and represents an easier difficulty in the international version compared to the Japanese version.  These difficulty levels are assigned to the first four loops of the game (loop 5 is treated the same as loop 4) and contain preset values for the base rank level, the base amount of damage each weapon inflicts and how much additional damage each weapon gains at each power level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Japan&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | DIP&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Loop&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
| 0 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 1 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Hard &lt;br /&gt;
| 2 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Very Hard&lt;br /&gt;
| 3 || 3 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | International&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | DIP&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Loop&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
| 0 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 1 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Hard &lt;br /&gt;
| 2 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Very Hard&lt;br /&gt;
| 3 || 3 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It can be seen that on normal settings the international version reaches maximum difficulty at the third loop, while the Japanese version reaches it at the second.&lt;br /&gt;
&lt;br /&gt;
==== Enemy changes after the first loop ====&lt;br /&gt;
&lt;br /&gt;
* The opening and closing turrets in the purple area of stage 1 shoot more bullets in their attacks.&lt;br /&gt;
* The enemies at the end of stage 1 shoot an aimed 3-way attack in addition to their vertical shots.&lt;br /&gt;
* The stage 1 boss's homing fireballs increase in number by twice as many or greater for each part destroyed and home in on the player for much longer.&lt;br /&gt;
* The enemies that come from behind at the start of stage 2 shoot longer arcs of bullets in each attack.&lt;br /&gt;
* The large yellow enemies near the end of stage 2 shoot six destructible homing bullets instead of four&lt;br /&gt;
* The stage 2 boss's side parts both attack at the same time instead of taking turns between sides.&lt;br /&gt;
* The large buildings at the beginning of stage 3 shoot solid walls of bullets instead of simple 3-way spreads.&lt;br /&gt;
* The homing missiles fired by the purple enemies in the middle of stage 4 home in on the player for slightly longer&lt;br /&gt;
* The enemies at the end of stage 4 shoot single aimed shots in addition to the bullets shot by the large missiles they release.&lt;br /&gt;
* The lasers of the stage 4 boss fire simultaneously instead of firing the left laser shortly after the right.&lt;br /&gt;
* The yellow enemies near the end of stage 5 shoot a fast 4-way spread on top of the slower 5-way spread they fired in loop 1.&lt;br /&gt;
* The stage 5 boss's homing projectiles home in on the player for far longer.&lt;br /&gt;
* The green zako enemies in stages 5 and 6 fire double aimed shots.&lt;br /&gt;
* The stage 6 boss's bullet speed increases twice as quickly, while retaining the same maximum speed.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Because ''Tatsujin Ou'' loops infinitely, the primary method of scoring is by simply playing through the game and clearing multiple loops. There are no stage end score bonuses like in some previous Toaplan shmups, so the best way of scoring more quickly is by collecting as many excess Power Ups as possible, since each one gives 5,000 points. The third and final way of scoring is milking tick points. Unlike most other shmups, tick points in ''Tatsujin Ou'' are not earned from the damage dealt to an enemy. They are instead earned from how long an enemy is being damaged. In order to score more points sooner, the player can use a sub-weapon (most commonly, the napalm bombs) to slowly damage and milk as many tick points off of enemies as they can before destroying them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Tatsujin Ou)/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;
WIP&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
The plot involves '''Dogurava''' and his evil '''Gidan''' army, who were originally defeated in ''Tatsujin'', being resurrected and invading the galaxy once more. It is up to the player, aboard the '''HyperFighter''' spacecraft, to put a stop to them and restore peace to outer space.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
WIP&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== International ===&lt;br /&gt;
[[File:Truxton2-200921-201452.png|150px|thumb|right|Truxton II title screen]]&lt;br /&gt;
&lt;br /&gt;
Outside of Asian territories, ''Tatsujin Ou'' was released under the name '''''Truxton II'''''. &lt;br /&gt;
In this international release, the player's weapons deal more damage, and the enemies shoot less frequently than in ''Tatsujin Ou''. &lt;br /&gt;
The difficulty increase from loop 1 to loop 2 is also not as high.&lt;br /&gt;
&lt;br /&gt;
=== New Version ===&lt;br /&gt;
&lt;br /&gt;
A romhack of ''Tatsujin Ou'' was released by shmups community member mycophobia, in an effort to adjust overall game balance and improve playability. This romhack is available for download via [http://romhacking.net romhacking.net]. Although there were no bug fixes made to the game, the following changes are applied:&lt;br /&gt;
&lt;br /&gt;
* More bomb drops.&lt;br /&gt;
* Higher bomb capacity.&lt;br /&gt;
* 1up items will spawn and will award actual 1ups no matter how many lives you have.&lt;br /&gt;
* The order of item drops is reset after each death, continue or new game.&lt;br /&gt;
* Weapon power levels are at least at ''Truxton 2'' Normal first loop levels across all regions, difficulty settings and loops.&lt;br /&gt;
* The main shot and Red weapon are buffed at low levels.&lt;br /&gt;
* Green and Blue weapons receive overall strength buffs.&lt;br /&gt;
* High score screen copyright text now includes “NEW VERSION”&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* The player's speed is reset to minimum when respawning at the start of each loop.  This is presumably only supposed to happen when the player respawns on the next life after dying, but the speed is always reset on any respawn regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
* While the player is in the right-most region of the screen, enemies that are on the left will try to attack the player from the wrong side, shooting or travelling to the left instead.  This can be used to despawn certain enemies by having them throw themselves off the screen in an attempt to reach the player.&lt;br /&gt;
&lt;br /&gt;
* The explosion effect of certain bosses' death animations is bugged.  A bullet fired by the boss may be mistakenly treated as a graphical element of the explosion effect, appearing in various positions before finally being released at its original angle from one of these positions when the animation is over, potentially hitting the unsuspecting player.&lt;br /&gt;
&lt;br /&gt;
* Destroying a side part of the stage 2 boss just before it descends will permanently prevent the main part from attacking, rendering the boss completely harmless once both side parts are destroyed.  When a side part descends in order to perform its own attack, it is flagged as such to prevent the boss itself from attacking at the same time.  The flag is then removed when the part is raised again after its attack, allowing the boss's main attack to resume.  The 'descended' flag is also removed when the part is destroyed, but this is done at the ''beginning'' of the part's destruction animation instead of the end.  If the part starts to descend again before the destruction sequence ends, the flag will be set again, leaving it permanently set after the part has been fully removed and leaving the boss unable to resume its attacks.&lt;br /&gt;
&lt;br /&gt;
* Some of the bosses can cause bugs with the game's scrolling speed.  This bug is caused by the two bosses that appear against a looping background in stage 1 and stage 3.   The background will loop a set number of times, using a counter value to count down the number of remaining loops.  When the counter reaches 0, the game will continue normally past the loop point while the boss begins to escape.  Destroying the boss will set the counter to 1, indicating the final repeat of the looping section, before the game continues to progress as normal.  This effectively ends the stage when the boss is destroyed at any point during its time limit, without the player having to complete the full set of background loops.  Regardless of where the boss is destroyed, the loop counter will be set to 1.  These bosses can also be destroyed just before they escape, after already going through the full set of background loops and reaching the next non-looping section.  This will also set the background loop counter to 1, but as this is after the looping section has ended, this 1 will never be counted down.  This is unnoticeable until the next change in scrolling speed, when the game either speeds up at the midpoint of stage 3, or slows back down after the stage 3 boss.  For some reason the background loop counter is required to be 0 for the speed change to take effect, and the value of 1 left in the counter by the boss will prevent any speed change from occuring.  Losing a life will also empty the counter, allowing the speed changes to occur again.  Destroying the stage 1 boss just before it escapes will therefore cause the high speed section in stage 3 to scroll extremely slowly, and destroying the stage 3 boss after the final background loop but before the speed returns to normal will cause the high scrolling speed to be maintained into the next stage until the player loses a life.  As the speed decreases in several discrete stages at the end of stage 3, the amount of speed preserved can vary with the timing of the boss' destruction.&lt;br /&gt;
&lt;br /&gt;
* There are some enemies that may attack more frequently at lower rank than at higher rank.  This is because at higher rank the attack rate may be sufficiently high that the next attack occurs before the animation of the previous attack has completed.  The effect of this is that original time of the second attack is cancelled and the second attack will actually come at the time of what would have been the third attack.  At lower rank the attack animation has had time to complete so the second attack is able to come at the original time.&lt;br /&gt;
&lt;br /&gt;
* The attack frequency of the left spread gun of the stage 4 boss is undefined.  This results in the right gun attacking at a rate consistent with the rank level, while the left gun will always attack at the fastest possible rate allowed by the opening and closing animation of the cover.  The spread patterns of both sides will therefore align differently depending on the current rank level.&lt;br /&gt;
&lt;br /&gt;
* Destroying the stage 4 boss while either of its lasers are firing will cause the laser's hitbox to remain activated throughout its destruction animation, until the boss has fully been removed from the screen.  This persisent laser hitbox is not visible but still very much a hazard to the player.  It is therefore good practice to stay away from the areas in which a laser was last seen to fire throughout this period.&lt;br /&gt;
&lt;br /&gt;
* Under certain circumstances the homing projectiles of the stage 5 boss may perform a 'screen wrap', reappearing on the opposite side of the screen after exiting and hitting the player from the other side.  &lt;br /&gt;
&lt;br /&gt;
* After destroying the stage 6 boss, one of its hitboxes still remains activated and an invisible collision hazard until the stage has fully ended.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* There is an unused item left inside the game that gives either 1000 or 5000 points when collected.&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 [[(Tatsujin Ou)/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;
== Other ==&lt;br /&gt;
&lt;br /&gt;
WIP&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;
# Primary info provided by [[User:Flobeamer1922|Flobeamer1922]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Logo Toaplan.png|center]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Tatsujin_Ou&amp;diff=16889</id>
		<title>Tatsujin Ou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Tatsujin_Ou&amp;diff=16889"/>
		<updated>2022-09-26T18:58:52Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tatsujin Ou title.PNG|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #913b16&lt;br /&gt;
|innerbordercolor = #913b16&lt;br /&gt;
|title = Tatsujin Ou&lt;br /&gt;
|background = #ffe9aa&lt;br /&gt;
|image = Tatsujin Ou Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&lt;br /&gt;
|&lt;br /&gt;
|art = Naoki Ogiwara &amp;lt;/br&amp;gt; Tomonobu Kagawa&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Arcade:''' June 1992 &amp;lt;/br&amp;gt; '''FM Towns:''' April 1993&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Tatsujin Ou''''' &amp;lt;small&amp;gt;(達人王 &amp;quot;Master King&amp;quot;, also known as ''Truxton II'')&amp;lt;/small&amp;gt; is a vertical [[Shooting game|shooting game]] developed and published by [[Toaplan]] in 1992. It was ported to the FM Towns computer by Ving Co., Ltd. exclusively in Japan in 1993. It is the sequel to ''[[Tatsujin]]''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Tatsujin Ou'' primarily uses an eight-way joystick and two buttons (with a third debug button that typically goes unused). It also includes an autofire DIP switch that's enabled by default.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Fires the main weapon and whichever sub-weapon the player has equipped&lt;br /&gt;
* '''B:''' Uses a bomb&lt;br /&gt;
* '''C (Debug):''' Greatly increases the scrolling speed (unused)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
''Tatsujin Ou'' features a main weapon, three sub-weapons indicated by color, and a bomb weapon.&lt;br /&gt;
&lt;br /&gt;
'''Main Shot:''' The HyperFighter's primary shot. It's made up of four pink shots split into two hitboxes, and travels straight up the screen. Each increase in power causes the shot to become wider and longer. Five of these shots can be fired at once.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Napalm Bomb&amp;lt;/span&amp;gt; (Red):''' Fires red bombs on either side of the player, which leave behind lingering explosions that can damage enemies. At power levels 1 and 2, they shoot diagonally up, with the bombs traveling further at level 2. At power levels 3 and 4, they also shoot to the left and right, with the bombs traveling further at level 4. At max power, they also shoot diagonally down.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Search Laser&amp;lt;/span&amp;gt; (Blue):''' Fires two blue lasers up the entire length of the screen which lock onto enemies and damage them.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Green):''' Fires green pellets in an arch that becomes wider with each increase in power level, up to a maximum of five pellets on either side of the player.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' Releases a large orange bomb that slowly travels up the screen from where the player deployed it and deals major damage to enemies and bosses.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Tatsujin Ou'' features four unique item types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WeaponRed.png|center]] [[File:WeaponBlue.png|center]] [[File:WeaponGreen.png|center]] || '''Power Ups:''' Indicated by the flashing circle in the center. These periodically alternate between the colors red, blue, and green (in that order, changing every 180 frames) and grabbing one when it's a certain color will equip the player with the corresponding sub-weapon. Grabbing a power up of the same type already equipped will increase the power of both the main shot and the sub-weapon, with max power being achieved after five Power Ups of the same color have been collected.  At this point collecting power ups of the same weapon currently equipped will award 5000 points.  The initial color of each item is determined by RNG with red being twice as likely as the other two colors.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Speedup.png|center]] || '''Speed Ups:''' Indicated by the flashing S. These will increase the player's movement speed, with max speed being achieved after five have been collected.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TatsujinOuBomb.png|center]] || '''Bombs:''' Indicated by the B in the center. Grabbing one will add a bomb to the player's stock. Up to five bombs can be held in stock at once.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TatsujinOu1up.png|center]] || '''1up:''' These are located in specially-colored containers in certain stages, requiring a bomb use and the corresponding sub-weapon to access. Grants the player an extra life. These will only appear if the player has five or fewer extra lives, and if these are on screen while the player has six or more extra lives, these will instead award 5,000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All excess items award 5,000 points when collected.'''&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Tatsujin Ou'' is tied to the player's power level - the more powered up the player is, the harder the game gets.  In the Japanese version each power level gained adds 4 to the base level rank while in the international version each power level adds 2.  Rank exclusively determines the frequency of enemy attacks and represents the amount to be added to the enemy attack timer. &lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game contains six stages and loops infinitely. From the second loop onwards many enemies have more difficult attacks.  Exactly how the difficulty progresses depends on the region and difficulty dipswitch settings.  There are four preset difficulty levels for each version of the game, with level '''0''' being the easiest and '''3''' being the hardest.  The same numeric level is not equivalent across different versions and represents an easier difficulty in the international version compared to the Japanese version.  These difficulty levels are assigned to the first four loops of the game (loop 5 is treated the same as loop 4) and contain preset values for the base rank level, the base amount of damage each weapon inflicts and how much additional damage each weapon gains at each power level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Japan&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | DIP&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Loop&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
| 0 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 1 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Hard &lt;br /&gt;
| 2 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Very Hard&lt;br /&gt;
| 3 || 3 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | International&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | DIP&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Loop&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
| 0 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 1 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Hard &lt;br /&gt;
| 2 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Very Hard&lt;br /&gt;
| 3 || 3 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It can be seen that on normal settings the international version reaches maximum difficulty at the third loop, while the Japanese version reaches it at the second.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Because ''Tatsujin Ou'' loops infinitely, the primary method of scoring is by simply playing through the game and clearing multiple loops. There are no stage end score bonuses like in some previous Toaplan shmups, so the best way of scoring more quickly is by collecting as many excess Power Ups as possible, since each one gives 5,000 points. The third and final way of scoring is milking tick points. Unlike most other shmups, tick points in ''Tatsujin Ou'' are not earned from the damage dealt to an enemy. They are instead earned from how long an enemy is being damaged. In order to score more points sooner, the player can use a sub-weapon (most commonly, the napalm bombs) to slowly damage and milk as many tick points off of enemies as they can before destroying them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Tatsujin Ou)/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;
WIP&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
The plot involves '''Dogurava''' and his evil '''Gidan''' army, who were originally defeated in ''Tatsujin'', being resurrected and invading the galaxy once more. It is up to the player, aboard the '''HyperFighter''' spacecraft, to put a stop to them and restore peace to outer space.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
WIP&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== International ===&lt;br /&gt;
[[File:Truxton2-200921-201452.png|150px|thumb|right|Truxton II title screen]]&lt;br /&gt;
&lt;br /&gt;
Outside of Asian territories, ''Tatsujin Ou'' was released under the name '''''Truxton II'''''. &lt;br /&gt;
In this international release, the player's weapons deal more damage, and the enemies shoot less frequently than in ''Tatsujin Ou''. &lt;br /&gt;
The difficulty increase from loop 1 to loop 2 is also not as high.&lt;br /&gt;
&lt;br /&gt;
=== New Version ===&lt;br /&gt;
&lt;br /&gt;
A romhack of ''Tatsujin Ou'' was released by shmups community member mycophobia, in an effort to adjust overall game balance and improve playability. This romhack is available for download via [http://romhacking.net romhacking.net]. Although there were no bug fixes made to the game, the following changes are applied:&lt;br /&gt;
&lt;br /&gt;
* More bomb drops.&lt;br /&gt;
* Higher bomb capacity.&lt;br /&gt;
* 1up items will spawn and will award actual 1ups no matter how many lives you have.&lt;br /&gt;
* The order of item drops is reset after each death, continue or new game.&lt;br /&gt;
* Weapon power levels are at least at ''Truxton 2'' Normal first loop levels across all regions, difficulty settings and loops.&lt;br /&gt;
* The main shot and Red weapon are buffed at low levels.&lt;br /&gt;
* Green and Blue weapons receive overall strength buffs.&lt;br /&gt;
* High score screen copyright text now includes “NEW VERSION”&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* The player's speed is reset to minimum when respawning at the start of each loop.  This is presumably only supposed to happen when the player respawns on the next life after dying, but the speed is always reset on any respawn regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
* While the player is in the right-most region of the screen, enemies that are on the left will try to attack the player from the wrong side, shooting or travelling to the left instead.  This can be used to despawn certain enemies by having them throw themselves off the screen in an attempt to reach the player.&lt;br /&gt;
&lt;br /&gt;
* The explosion effect of certain bosses' death animations is bugged.  A bullet fired by the boss may be mistakenly treated as a graphical element of the explosion effect, appearing in various positions before finally being released at its original angle from one of these positions when the animation is over, potentially hitting the unsuspecting player.&lt;br /&gt;
&lt;br /&gt;
* Destroying a side part of the stage 2 boss just before it descends will permanently prevent the main part from attacking, rendering the boss completely harmless once both side parts are destroyed.  When a side part descends in order to perform its own attack, it is flagged as such to prevent the boss itself from attacking at the same time.  The flag is then removed when the part is raised again after its attack, allowing the boss's main attack to resume.  The 'descended' flag is also removed when the part is destroyed, but this is done at the ''beginning'' of the part's destruction animation instead of the end.  If the part starts to descend again before the destruction sequence ends, the flag will be set again, leaving it permanently set after the part has been fully removed and leaving the boss unable to resume its attacks.&lt;br /&gt;
&lt;br /&gt;
* Some of the bosses can cause bugs with the game's scrolling speed.  This bug is caused by the two bosses that appear against a looping background in stage 1 and stage 3.   The background will loop a set number of times, using a counter value to count down the number of remaining loops.  When the counter reaches 0, the game will continue normally past the loop point while the boss begins to escape.  Destroying the boss will set the counter to 1, indicating the final repeat of the looping section, before the game continues to progress as normal.  This effectively ends the stage when the boss is destroyed at any point during its time limit, without the player having to complete the full set of background loops.  Regardless of where the boss is destroyed, the loop counter will be set to 1.  These bosses can also be destroyed just before they escape, after already going through the full set of background loops and reaching the next non-looping section.  This will also set the background loop counter to 1, but as this is after the looping section has ended, this 1 will never be counted down.  This is unnoticeable until the next change in scrolling speed, when the game either speeds up at the midpoint of stage 3, or slows back down after the stage 3 boss.  For some reason the background loop counter is required to be 0 for the speed change to take effect, and the value of 1 left in the counter by the boss will prevent any speed change from occuring.  Losing a life will also empty the counter, allowing the speed changes to occur again.  Destroying the stage 1 boss just before it escapes will therefore cause the high speed section in stage 3 to scroll extremely slowly, and destroying the stage 3 boss after the final background loop but before the speed returns to normal will cause the high scrolling speed to be maintained into the next stage until the player loses a life.  As the speed decreases in several discrete stages at the end of stage 3, the amount of speed preserved can vary with the timing of the boss' destruction.&lt;br /&gt;
&lt;br /&gt;
* There are some enemies that may attack more frequently at lower rank than at higher rank.  This is because at higher rank the attack rate may be sufficiently high that the next attack occurs before the animation of the previous attack has completed.  The effect of this is that original time of the second attack is cancelled and the second attack will actually come at the time of what would have been the third attack.  At lower rank the attack animation has had time to complete so the second attack is able to come at the original time.&lt;br /&gt;
&lt;br /&gt;
* The attack frequency of the left spread gun of the stage 4 boss is undefined.  This results in the right gun attacking at a rate consistent with the rank level, while the left gun will always attack at the fastest possible rate allowed by the opening and closing animation of the cover.  The spread patterns of both sides will therefore align differently depending on the current rank level.&lt;br /&gt;
&lt;br /&gt;
* Destroying the stage 4 boss while either of its lasers are firing will cause the laser's hitbox to remain activated throughout its destruction animation, until the boss has fully been removed from the screen.  This persisent laser hitbox is not visible but still very much a hazard to the player.  It is therefore good practice to stay away from the areas in which a laser was last seen to fire throughout this period.&lt;br /&gt;
&lt;br /&gt;
* Under certain circumstances the homing projectiles of the stage 5 boss may perform a 'screen wrap', reappearing on the opposite side of the screen after exiting and hitting the player from the other side.  &lt;br /&gt;
&lt;br /&gt;
* After destroying the stage 6 boss, one of its hitboxes still remains activated and an invisible collision hazard until the stage has fully ended.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* There is an unused item left inside the game that gives either 1000 or 5000 points when collected.&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 [[(Tatsujin Ou)/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;
== Other ==&lt;br /&gt;
&lt;br /&gt;
WIP&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;
# Primary info provided by [[User:Flobeamer1922|Flobeamer1922]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Logo Toaplan.png|center]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Tatsujin_Ou&amp;diff=16888</id>
		<title>Tatsujin Ou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Tatsujin_Ou&amp;diff=16888"/>
		<updated>2022-09-26T18:52:44Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tatsujin Ou title.PNG|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #913b16&lt;br /&gt;
|innerbordercolor = #913b16&lt;br /&gt;
|title = Tatsujin Ou&lt;br /&gt;
|background = #ffe9aa&lt;br /&gt;
|image = Tatsujin Ou Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&lt;br /&gt;
|&lt;br /&gt;
|art = Naoki Ogiwara &amp;lt;/br&amp;gt; Tomonobu Kagawa&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Arcade:''' June 1992 &amp;lt;/br&amp;gt; '''FM Towns:''' April 1993&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Tatsujin Ou''''' &amp;lt;small&amp;gt;(達人王 &amp;quot;Master King&amp;quot;, also known as ''Truxton II'')&amp;lt;/small&amp;gt; is a vertical [[Shooting game|shooting game]] developed and published by [[Toaplan]] in 1992. It was ported to the FM Towns computer by Ving Co., Ltd. exclusively in Japan in 1993. It is the sequel to ''[[Tatsujin]]''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Tatsujin Ou'' primarily uses an eight-way joystick and two buttons (with a third debug button that typically goes unused). It also includes an autofire DIP switch that's enabled by default.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Fires the main weapon and whichever sub-weapon the player has equipped&lt;br /&gt;
* '''B:''' Uses a bomb&lt;br /&gt;
* '''C (Debug):''' Greatly increases the scrolling speed (unused)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
''Tatsujin Ou'' features a main weapon, three sub-weapons indicated by color, and a bomb weapon.&lt;br /&gt;
&lt;br /&gt;
'''Main Shot:''' The HyperFighter's primary shot. It's made up of four pink shots split into two hitboxes, and travels straight up the screen. Each increase in power causes the shot to become wider and longer. Five of these shots can be fired at once.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Napalm Bomb&amp;lt;/span&amp;gt; (Red):''' Fires red bombs on either side of the player, which leave behind lingering explosions that can damage enemies. At power levels 1 and 2, they shoot diagonally up, with the bombs traveling further at level 2. At power levels 3 and 4, they also shoot to the left and right, with the bombs traveling further at level 4. At max power, they also shoot diagonally down.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Search Laser&amp;lt;/span&amp;gt; (Blue):''' Fires two blue lasers up the entire length of the screen which lock onto enemies and damage them.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Green):''' Fires green pellets in an arch that becomes wider with each increase in power level, up to a maximum of five pellets on either side of the player.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' Releases a large orange bomb that slowly travels up the screen from where the player deployed it and deals major damage to enemies and bosses.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Tatsujin Ou'' features four unique item types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WeaponRed.png|center]] [[File:WeaponBlue.png|center]] [[File:WeaponGreen.png|center]] || '''Power Ups:''' Indicated by the flashing circle in the center. These periodically alternate between the colors red, blue, and green (in that order, changing every 180 frames) and grabbing one when it's a certain color will equip the player with the corresponding sub-weapon. Grabbing a power up of the same type already equipped will increase the power of both the main shot and the sub-weapon, with max power being achieved after five Power Ups of the same color have been collected.  At this point collecting power ups of the same weapon currently equipped will award 5000 points.  The initial color of each item is determined by RNG with red being twice as likely as the other two colors.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Speedup.png|center]] || '''Speed Ups:''' Indicated by the flashing S. These will increase the player's movement speed, with max speed being achieved after five have been collected.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TatsujinOuBomb.png|center]] || '''Bombs:''' Indicated by the B in the center. Grabbing one will add a bomb to the player's stock. Up to five bombs can be held in stock at once.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TatsujinOu1up.png|center]] || '''1up:''' These are located in specially-colored containers in certain stages, requiring a bomb use and the corresponding sub-weapon to access. Grants the player an extra life. These will only appear if the player has five or fewer extra lives, and if these are on screen while the player has six or more extra lives, these will instead award 5,000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All excess items award 5,000 points when collected.'''&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Tatsujin Ou'' is tied to the player's power level - the more powered up the player is, the harder the game gets.  In the Japanese version each power level gained adds 4 to the base level rank while in the international version each power level adds 2.  Rank exclusively determines the frequency of enemy attacks and represents the amount to be added to the enemy attack timer. &lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game contains six stages and loops infinitely. From the second loop onwards many enemies have more difficult attacks.  Exactly how the difficulty progresses depends on the region and difficulty dipswitch settings.  There are four preset difficulty levels for each version of the game, with level '''0''' being the easiest and '''3''' being the hardest.  The same numeric level is not equivalent across different versions and represents an easier difficulty in the international version compared to the Japanese version.  These difficulty levels are assigned to the first four loops of the game (loop 5 is treated the same as loop 4) and contain preset values for the base rank level, the base amount of damage each weapon inflicts and how much additional damage each weapon gains at each power level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Japan&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | DIP&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Loop&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
| 0 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 1 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Hard &lt;br /&gt;
| 2 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Very Hard&lt;br /&gt;
| 3 || 3 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | International&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | DIP&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Loop&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
| 0 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 1 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Hard &lt;br /&gt;
| 2 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Very Hard&lt;br /&gt;
| 3 || 3 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It can be seen that on normal settings the international version reaches maximum difficulty at the third loop, while the Japanese version reaches it at the second.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Because ''Tatsujin Ou'' loops infinitely, the primary method of scoring is by simply playing through the game and clearing multiple loops. There are no stage end score bonuses like in some previous Toaplan shmups, so the best way of scoring more quickly is by collecting as many excess Power Ups as possible, since each one gives 5,000 points. The third and final way of scoring is milking tick points. Unlike most other shmups, tick points in ''Tatsujin Ou'' are not earned from the damage dealt to an enemy. They are instead earned from how long an enemy is being damaged. In order to score more points sooner, the player can use a sub-weapon (most commonly, the napalm bombs) to slowly damage and milk as many tick points off of enemies as they can before destroying them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Tatsujin Ou)/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;
WIP&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
The plot involves '''Dogurava''' and his evil '''Gidan''' army, who were originally defeated in ''Tatsujin'', being resurrected and invading the galaxy once more. It is up to the player, aboard the '''HyperFighter''' spacecraft, to put a stop to them and restore peace to outer space.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
WIP&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== International ===&lt;br /&gt;
[[File:Truxton2-200921-201452.png|150px|thumb|right|Truxton II title screen]]&lt;br /&gt;
&lt;br /&gt;
Outside of Asian territories, ''Tatsujin Ou'' was released under the name '''''Truxton II'''''. &lt;br /&gt;
In this international release, the player's weapons deal more damage, and the enemies shoot less frequently than in ''Tatsujin Ou''. &lt;br /&gt;
The difficulty increase from loop 1 to loop 2 is also not as high.&lt;br /&gt;
&lt;br /&gt;
=== New Version ===&lt;br /&gt;
&lt;br /&gt;
A romhack of ''Tatsujin Ou'' was released by shmups community member mycophobia, in an effort to adjust overall game balance and improve playability. This romhack is available for download via [http://romhacking.net romhacking.net]. Although there were no bug fixes made to the game, the following changes are applied:&lt;br /&gt;
&lt;br /&gt;
* More bomb drops.&lt;br /&gt;
* Higher bomb capacity.&lt;br /&gt;
* 1up items will spawn and will award actual 1ups no matter how many lives you have.&lt;br /&gt;
* The order of item drops is reset after each death, continue or new game.&lt;br /&gt;
* Weapon power levels are at least at ''Truxton 2'' Normal first loop levels across all regions, difficulty settings and loops.&lt;br /&gt;
* The main shot and Red weapon are buffed at low levels.&lt;br /&gt;
* Green and Blue weapons receive overall strength buffs.&lt;br /&gt;
* High score screen copyright text now includes “NEW VERSION”&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* The player's speed is reset to minimum when respawning at the start of each loop.  This is presumably only supposed to happen when the player respawns on the next life after dying, but the speed is always reset on any respawn regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
* While the player is in the right-most region of the screen, enemies that are on the left will try to attack the player from the wrong side, shooting or travelling to the left instead.  This can be used to despawn certain enemies by having them throw themselves off the screen in an attempt to reach the player.&lt;br /&gt;
&lt;br /&gt;
* The explosion effect of certain bosses' death animations is bugged.  A bullet fired by the boss may be mistakenly treated as a graphical element of the explosion effect, appearing in various positions before finally being released at its original angle from one of these positions when the animation is over, potentially hitting the unsuspecting player.&lt;br /&gt;
&lt;br /&gt;
* Destroying a side part of the stage 2 boss just before it descends will permanently prevent the main part from attacking, rendering the boss completely harmless once both side parts are destroyed.  When a side part descends in order to perform its own attack, it is flagged as such to prevent the boss itself from attacking at the same time.  The flag is then removed when the part is raised again after its attack, allowing the boss's main attack to resume.  The 'descended' flag is also removed when the part is destroyed, but this is done at the ''beginning'' of the part's destruction animation instead of the end.  If the part starts to descend again before the destruction sequence ends, the flag will be set again, leaving it permanently set after the part has been fully removed and leaving the boss unable to resume its attacks.&lt;br /&gt;
&lt;br /&gt;
* Some of the bosses can cause bugs with the game's scrolling speed.  This bug is caused by the two bosses that appear against a looping background in stage 1 and stage 3.   The background will loop a set number of times, using a counter value to count down the number of remaining loops.  When the counter reaches 0, the game will continue normally past the loop point while the boss begins to escape.  Destroying the boss will set the counter to 1, indicating the final repeat of the looping section, before the game continues to progress as normal.  This effectively ends the stage when the boss is destroyed at any point during its time limit, without the player having to complete the full set of background loops.  Regardless of where the boss is destroyed, the loop counter will be set to 1.  These bosses can also be destroyed just before they escape, after already going through the full set of background loops and reaching the next non-looping section.  This will also set the background loop counter to 1, but as this is after the looping section has ended, this 1 will never be counted down.  This is unnoticeable until the next change in scrolling speed, when the game either speeds up at the midpoint of stage 3, or slows back down after the stage 3 boss.  For some reason requires this background loop counter to be 0 for the speed change to take effect, and the value of 1 left in the counter by the boss will prevent any speed change from occuring.  Losing a life will also empty the counter, allowing the speed changes to occur again.  Destroying the stage 1 boss just before it escapes will therefore cause the high speed section in stage 3 to scroll extremely slowly, and destroying the stage 3 boss after the final background loop but before the speed returns to normal will cause the high scrolling speed to be maintained into the next stage until the player loses a life.  As the speed decreases in several discrete stages at the end of stage 3, the amount of speed preserved can vary with the timing of the boss' destruction.&lt;br /&gt;
&lt;br /&gt;
* There are some enemies that may attack more frequently at lower rank than at higher rank.  This is because at higher rank the attack rate may be sufficiently high that the next attack occurs before the animation of the previous attack has completed.  The effect of this is that original time of the second attack is cancelled and the second attack will actually come at the time of what would have been the third attack.  At lower rank the attack animation has had time to complete so the second attack is able to come at the original time.&lt;br /&gt;
&lt;br /&gt;
* The attack frequency of the left spread gun of the stage 4 boss is undefined.  This results in the right gun attacking at a rate consistent with the rank level, while the left gun will always attack at the fastest possible rate allowed by the opening and closing animation of the cover.  The spread patterns of both sides will therefore align differently depending on the current rank level.&lt;br /&gt;
&lt;br /&gt;
* Destroying the stage 4 boss while either of its lasers are firing will cause the laser's hitbox to remain activated throughout its destruction animation, until the boss has fully been removed from the screen.  This persisent laser hitbox is not visible but still very much a hazard to the player.  It is therefore good practice to stay away from the areas in which a laser was last seen to fire throughout this period.&lt;br /&gt;
&lt;br /&gt;
* Under certain circumstances the homing projectiles of the stage 5 boss may perform a 'screen wrap', reappearing on the opposite side of the screen after exiting and hitting the player from the other side.  &lt;br /&gt;
&lt;br /&gt;
* After destroying the stage 6 boss, one of its hitboxes still remains activated and an invisible collision hazard until the stage has fully ended.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* There is an unused item left inside the game that gives either 1000 or 5000 points when collected.&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 [[(Tatsujin Ou)/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;
== Other ==&lt;br /&gt;
&lt;br /&gt;
WIP&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;
# Primary info provided by [[User:Flobeamer1922|Flobeamer1922]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Logo Toaplan.png|center]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16885</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16885"/>
		<updated>2022-09-26T12:54:24Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second loop, the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The hit box of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two options of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank, along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions loop infinitely as do the Mega Drive versions. The PC Engine CD version does not loop.  The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, it is inevitable that the continual rise in speed of the enemies' bullets will eventually render the game unmanageable for even the most skilled player.&lt;br /&gt;
&lt;br /&gt;
In addition to the increasing rank, many enemies that did not fire at all in the first loop will begin firing in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth loop:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | N-way bullet spread&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | N&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having to deal with these additional bullet spreads, often from enemies that appear in great numbers, produces the most dramatic difficulty spikes in the game, during the transition between the second and third loops, and between the third and fourth loops.&lt;br /&gt;
&lt;br /&gt;
As well as the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award points, repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the mid-boss enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
=== Arcade Versions ===&lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Changes made in the 2P version ====&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
* The number of shots each player can fire at once is lower.&lt;br /&gt;
* The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
* The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
* The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
* The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
* The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
===== Items =====&lt;br /&gt;
* The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
* Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
* Dying does not reset the item drop cycle to the start.&lt;br /&gt;
* The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
&lt;br /&gt;
===== Difficulty =====&lt;br /&gt;
* [[#Rank | Rank]] is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
* HP is scaled differently - for a single player the HP is multiplied by 1,2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
* The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.&lt;br /&gt;
&lt;br /&gt;
===== Tractor Beam =====&lt;br /&gt;
* The capturing range of the Tractor beam has been reduced.&lt;br /&gt;
* Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
* Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
&lt;br /&gt;
===== Score =====&lt;br /&gt;
* The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
* Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
* Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
* Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
* When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
* The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
* The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
&lt;br /&gt;
===Home Console Versions===&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
* '''Japanese Mega Drive version:''' This version is a fairly faithful arcade port. It has a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. It contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''European Mega Drive version:''' &amp;quot;All Your Base Are Belong To Us&amp;quot;. This is the version with that famous meme and broken story introduction translation. It is similar to the Japanese version but with a tad more &amp;quot;great justice&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''PC Engine CD version:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 boss Softlock ===&lt;br /&gt;
Destroying the main part of the stage 7 boss before damaging the arm enough to trigger the second phase, and before the first phase time limit expires, will softlock the game, leaving the player unable to advance to the next stage.&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16884</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16884"/>
		<updated>2022-09-26T12:31:42Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second loop, the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The hit box of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two options of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank, along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions loop infinitely as do the Mega Drive versions. The PC Engine CD version does not loop.  The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, it is inevitable that the continual rise in speed of the enemies' bullets will eventually render the game unmanageable for even the most skilled player.&lt;br /&gt;
&lt;br /&gt;
In addition to the increasing rank, many enemies that did not fire at all in the first loop will begin firing in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth loop:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | N-way bullet spread&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | N&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having to deal with these additional bullet spreads, often from enemies that appear in great numbers, produces the most dramatic difficulty spikes in the game, during the transition between the second and third loops, and between the third and fourth loops.&lt;br /&gt;
&lt;br /&gt;
As well as the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award points, repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the mid-boss enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
'''''Arcade Versions''''' &lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &amp;lt;/br&amp;gt; Some additional changes in the 2P version:&lt;br /&gt;
** The number of shots each player can fire at once is lower.&lt;br /&gt;
** The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
** The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
** The player's minimum speed is increased by 4 and the player's maximum speed is decreased by 4, meaning that the maximum speed is reached after just three speed items instead of four.&lt;br /&gt;
** Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
** Rank is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
** HP is scaled differently - for a single player the HP is multiplied by 1,2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
** Dying does not reset the item drop cycle to the start.&lt;br /&gt;
** The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
** Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
** Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
** The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
** Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
** Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
** Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
** When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
** The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
** The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
** The stage 5 boss's side parts are indestructible, meaning that the player must deal with their attacks throughout.&lt;br /&gt;
** The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
** The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
** The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
'''''Home Console Versions'''''&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
* '''Japanese Mega Drive version:''' This version is a fairly faithful arcade port. It has a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. It contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''European Mega Drive version:''' &amp;quot;All Your Base Are Belong To Us&amp;quot;. This is the version with that famous meme and broken story introduction translation. It is similar to the Japanese version but with a tad more &amp;quot;great justice&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''PC Engine CD version:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Glitches, Bugs and Oddities ==&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16872</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16872"/>
		<updated>2022-09-24T18:53:21Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second loop, the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The hit box of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two options of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank, along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
==== Attack timing ====&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions loop infinitely as do the Mega Drive versions. The PC Engine CD version does not loop.  The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, it is inevitable that the continual rise in speed of the enemies' bullets will eventually render the game unmanageable for even the most skilled player.&lt;br /&gt;
&lt;br /&gt;
In addition to the increasing rank, many enemies that did not fire at all in the first loop will begin firing in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth loop:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | N-way bullet spread&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | N&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having to deal with these additional bullet spreads, often from enemies that appear in great numbers, produces the most dramatic difficulty spikes in the game, during the transition between the second and third loops, and between the third and fourth loops.&lt;br /&gt;
&lt;br /&gt;
As well as the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award points, repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the mid-boss enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
'''''Arcade Versions''''' &lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &amp;lt;/br&amp;gt; Some additional changes in the 2P version:&lt;br /&gt;
** The number of shots each player can fire at once is lower.&lt;br /&gt;
** The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
** The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
** Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
** Rank is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
** HP is scaled differently - for a single player the HP is multiplied by 1,2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
** Dying does not reset the item drop cycle to the start.&lt;br /&gt;
** The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
** Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
** Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
** The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
** Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
** Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
** Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
** When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
** The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
** The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
** The stage 5 boss's side parts are indestructible.&lt;br /&gt;
** The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
** The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
** The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
'''''Home Console Versions'''''&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
* '''Japanese Mega Drive version:''' This version is a fairly faithful arcade port. It has a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. It contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''European Mega Drive version:''' &amp;quot;All Your Base Are Belong To Us&amp;quot;. This is the version with that famous meme and broken story introduction translation. It is similar to the Japanese version but with a tad more &amp;quot;great justice&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''PC Engine CD version:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Glitches, Bugs and Oddities ==&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16871</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16871"/>
		<updated>2022-09-24T18:50:19Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second loop, the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The hit box of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two options of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank, along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
==== HP scaling ====&lt;br /&gt;
Enemy HP is affected by the weapon the player is using when the enemy appears.  The corresponding multiplier for each weapon is applied to be the base value HP:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 3 or 5 *&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; For some enemy types, such as grounded turrets, several types of zako enemies and the various parts of the stage 5 boss, the blue weapon multiplier is x3.  For others, the multiplier is x5 like the green weapon.&lt;br /&gt;
&lt;br /&gt;
HP scaling opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions loop infinitely as do the Mega Drive versions. The PC Engine CD version does not loop.  The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, it is inevitable that the continual rise in speed of the enemies' bullets will eventually render the game unmanageable for even the most skilled player.&lt;br /&gt;
&lt;br /&gt;
In addition to the increasing rank, many enemies that did not fire at all in the first loop will begin firing in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth loop:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | N-way bullet spread&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | N&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having to deal with these additional bullet spreads, often from enemies that appear in great numbers, produces the most dramatic difficulty spikes in the game, during the transition between the second and third loops, and between the third and fourth loops.&lt;br /&gt;
&lt;br /&gt;
As well as the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award points, repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the mid-boss enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
'''''Arcade Versions''''' &lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &amp;lt;/br&amp;gt; Some additional changes in the 2P version:&lt;br /&gt;
** The number of shots each player can fire at once is lower.&lt;br /&gt;
** The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
** The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
** Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
** Rank is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
** HP is scaled differently - for a single player the HP is multiplied by 1,2 or 3 for the red, blue and green weapons respectively.  With two players the HP is calculated as base * 1P weapon + base * 2P weapon / 4&lt;br /&gt;
** Dying does not reset the item drop cycle to the start.&lt;br /&gt;
** The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
** Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
** Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
** The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
** Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
** Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
** Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
** When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
** The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
** The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
** The stage 5 boss's side parts are indestructible.&lt;br /&gt;
** The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
** The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
** The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
'''''Home Console Versions'''''&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
* '''Japanese Mega Drive version:''' This version is a fairly faithful arcade port. It has a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. It contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''European Mega Drive version:''' &amp;quot;All Your Base Are Belong To Us&amp;quot;. This is the version with that famous meme and broken story introduction translation. It is similar to the Japanese version but with a tad more &amp;quot;great justice&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''PC Engine CD version:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Glitches, Bugs and Oddities ==&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16870</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16870"/>
		<updated>2022-09-24T15:49:45Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second loop, the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The hit box of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two options of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank, along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
Enemy HP is also affected by the weapon the player is using when the enemy appears.  The HP is multiplied by the corresponding value for each weapon:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! HP *&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions loop infinitely as do the Mega Drive versions. The PC Engine CD version does not loop.  The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, it is inevitable that the continual rise in speed of the enemies' bullets will eventually render the game unmanageable for even the most skilled player.&lt;br /&gt;
&lt;br /&gt;
In addition to the increasing rank, many enemies that did not fire at all in the first loop will begin firing in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth loop:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | N-way bullet spread&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | N&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having to deal with these additional bullet spreads, often from enemies that appear in great numbers, produces the most dramatic difficulty spikes in the game, during the transition between the second and third loops, and between the third and fourth loops.&lt;br /&gt;
&lt;br /&gt;
As well as the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award points, repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the mid-boss enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
'''''Arcade Versions''''' &lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &amp;lt;/br&amp;gt; Some additional changes in the 2P version:&lt;br /&gt;
** The number of shots each player can fire at once is lower.&lt;br /&gt;
** The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
** The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
** Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
** Rank is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
** Dying does not reset the item drop cycle to the start.&lt;br /&gt;
** The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
** Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
** Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
** The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
** Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
** Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
** Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
** When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
** The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
** The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
** The stage 5 boss's side parts are indestructible.&lt;br /&gt;
** The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
** The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
** The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
'''''Home Console Versions'''''&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
* '''Japanese Mega Drive version:''' This version is a fairly faithful arcade port. It has a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. It contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''European Mega Drive version:''' &amp;quot;All Your Base Are Belong To Us&amp;quot;. This is the version with that famous meme and broken story introduction translation. It is similar to the Japanese version but with a tad more &amp;quot;great justice&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''PC Engine CD version:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Glitches, Bugs and Oddities ==&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16869</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16869"/>
		<updated>2022-09-24T15:49:07Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second loop, the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The hit box of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two options of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank, along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
Enemy HP is also affected by the weapon the player is using when the enemy appears.  The HP is multiplied by the corresponding value for each weapon:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! HP *&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions loop infinitely as do the Mega Drive versions. The PC Engine CD version does not loop.  The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, it is inevitable that the continual rise in speed of the enemies' bullets will eventually render the game unmanageable for even the most skilled player.&lt;br /&gt;
&lt;br /&gt;
In addition to the increasing rank, many enemies that did not fire at all in the first loop will begin firing in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth loop:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | N-way bullet spread&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | N&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having to deal with these additional bullet spreads, often from enemies that appear in great numbers, produces the most dramatic difficulty spikes in the game, during the transition between the second and third loops, and between the third and fourth loops.&lt;br /&gt;
&lt;br /&gt;
As well as the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award points, repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the mid-boss enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
'''''Arcade Versions''''' &lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &amp;lt;/br&amp;gt; Some additional changes in the 2P version:&lt;br /&gt;
** The number of shots each player can fire at once is lower.&lt;br /&gt;
** The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
** The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
** Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
** Rank is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
** Dying does not reset the item drop cycle to the start.&lt;br /&gt;
** The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
** Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
** Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
** The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
** Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
** Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
** Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
** When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself.&lt;br /&gt;
 ** The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
** The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
** The stage 5 boss's side parts are indestructible.&lt;br /&gt;
** The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
** The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
** The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
'''''Home Console Versions'''''&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
* '''Japanese Mega Drive version:''' This version is a fairly faithful arcade port. It has a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. It contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''European Mega Drive version:''' &amp;quot;All Your Base Are Belong To Us&amp;quot;. This is the version with that famous meme and broken story introduction translation. It is similar to the Japanese version but with a tad more &amp;quot;great justice&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''PC Engine CD version:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Glitches, Bugs and Oddities ==&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16868</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16868"/>
		<updated>2022-09-24T14:04:27Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second loop, the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The hit box of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two options of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank, along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
Enemy HP is also affected by the weapon the player is using when the enemy appears.  The HP is multiplied by the corresponding value for each weapon:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! HP *&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions loop infinitely as do the Mega Drive versions. The PC Engine CD version does not loop.  The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, it is inevitable that the continual rise in speed of the enemies' bullets will eventually render the game unmanageable for even the most skilled player.&lt;br /&gt;
&lt;br /&gt;
In addition to the increasing rank, many enemies that did not fire at all in the first loop will begin firing in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth loop:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | N-way bullet spread&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | N&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having to deal with these additional bullet spreads, often from enemies that appear in great numbers, produces the most dramatic difficulty spikes in the game, during the transition between the second and third loops, and between the third and fourth loops.&lt;br /&gt;
&lt;br /&gt;
As well as the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award points, repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the mid-boss enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
'''''Arcade Versions''''' &lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &amp;lt;/br&amp;gt; Some additional changes in the 2P version:&lt;br /&gt;
** The number of shots each player can fire at once is lower.&lt;br /&gt;
** The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
** The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
** Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
** Rank is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
** Dying does not reset the item drop cycle to the start.&lt;br /&gt;
** The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
** Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
** Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
** The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
** Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
** Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
** Item carriers are now worth 0 points instead of 300 points.&lt;br /&gt;
** When destroying the main part of an enemy composed of multiple parts, the points of any remaining secondary parts are no longer awarded, only the points of the main part itself. ** The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
** The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
** The stage 5 boss's side parts are indestructible.&lt;br /&gt;
** The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
** The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
** The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
'''''Home Console Versions'''''&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
* '''Japanese Mega Drive version:''' This version is a fairly faithful arcade port. It has a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. It contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''European Mega Drive version:''' &amp;quot;All Your Base Are Belong To Us&amp;quot;. This is the version with that famous meme and broken story introduction translation. It is similar to the Japanese version but with a tad more &amp;quot;great justice&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''PC Engine CD version:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Glitches, Bugs and Oddities ==&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16867</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16867"/>
		<updated>2022-09-24T13:34:24Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second loop, the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The hit box of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two options of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank, along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
Enemy HP is also affected by the weapon the player is using when the enemy appears.  The HP is multiplied by the corresponding value for each weapon:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! HP *&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions loop infinitely as do the Mega Drive versions. The PC Engine CD version does not loop.  The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, it is inevitable that the continual rise in speed of the enemies' bullets will eventually render the game unmanageable for even the most skilled player.&lt;br /&gt;
&lt;br /&gt;
In addition to the increasing rank, many enemies that did not fire at all in the first loop will begin firing in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth loop:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | N-way bullet spread&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | N&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having to deal with these additional bullet spreads, often from enemies that appear in great numbers, produces the most dramatic difficulty spikes in the game, during the transition between the second and third loops, and between the third and fourth loops.&lt;br /&gt;
&lt;br /&gt;
As well as the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from collecting an item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award points, repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the mid-boss enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
'''''Arcade Versions''''' &lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &amp;lt;/br&amp;gt; Some additional changes in the 2P version:&lt;br /&gt;
** The number of shots each player can fire at once is lower.&lt;br /&gt;
** The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
** The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
** Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
** Rank is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
** Dying does not reset the item drop cycle to the start.&lt;br /&gt;
** The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
** Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
** Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
** The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
** Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
** Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
** The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
** The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
** The stage 5 boss's side parts are indestructible.&lt;br /&gt;
** The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
** The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
** The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
'''''Home Console Versions'''''&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
* '''Japanese Mega Drive version:''' This version is a fairly faithful arcade port. It has a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. It contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''European Mega Drive version:''' &amp;quot;All Your Base Are Belong To Us&amp;quot;. This is the version with that famous meme and broken story introduction translation. It is similar to the Japanese version but with a tad more &amp;quot;great justice&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''PC Engine CD version:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Glitches, Bugs and Oddities ==&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16866</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16866"/>
		<updated>2022-09-24T13:32:12Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second loop, the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The hit box of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two options of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank, along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
Enemy HP is also affected by the weapon the player is using when the enemy appears.  The HP is multiplied by the corresponding value for each weapon:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! HP *&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions loop infinitely as do the Mega Drive versions. The PC Engine CD version does not loop.  The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, it is inevitable that the continual rise in speed of the enemies' bullets will eventually render the game unmanageable for even the most skilled player.&lt;br /&gt;
&lt;br /&gt;
In addition to the increasing rank, many enemies that did not fire at all in the first loop will begin firing in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth loop:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | N-way bullet spread&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | N&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having to deal with these additional bullet spreads, often from enemies that appear in great numbers, produces the most dramatic difficulty spikes in the game, during the transition between the second and third loops, and between the third and fourth loops.&lt;br /&gt;
&lt;br /&gt;
As well as the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from a power item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award points, repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the mid-boss enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
'''''Arcade Versions''''' &lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &amp;lt;/br&amp;gt; Some additional changes in the 2P version:&lt;br /&gt;
** The number of shots each player can fire at once is lower.&lt;br /&gt;
** The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
** The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
** Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
** Rank is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
** Dying does not reset the item drop cycle to the start.&lt;br /&gt;
** The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
** Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
** Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
** The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
** Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
** Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
** The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
** The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
** The stage 5 boss's side parts are indestructible.&lt;br /&gt;
** The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
** The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
** The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
&lt;br /&gt;
'''''Home Console Versions'''''&lt;br /&gt;
&lt;br /&gt;
For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
&lt;br /&gt;
* '''Japanese Mega Drive version:''' This version is a fairly faithful arcade port. It has a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. It contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''European Mega Drive version:''' &amp;quot;All Your Base Are Belong To Us&amp;quot;. This is the version with that famous meme and broken story introduction translation. It is similar to the Japanese version but with a tad more &amp;quot;great justice&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''PC Engine CD version:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Glitches, Bugs and Oddities ==&lt;br /&gt;
&lt;br /&gt;
=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16859</id>
		<title>Zero Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zero_Wing&amp;diff=16859"/>
		<updated>2022-09-23T00:47:13Z</updated>

		<summary type="html">&lt;p&gt;Smc stg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Zero Wing ==&lt;br /&gt;
[[File:Zerowing logo.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zerowing-start screen.png|thumb|left|100px]]&lt;br /&gt;
'''Zero Wing''' is a horizontally scrolling [[shoot-em up]] that was developed by [[Toaplan]] and released to the arcades in 1989 by [[Taito]] in Japan. Zero Wing is one of few and the last horizontal shmup that [[Toaplan]] developed. It is a slight departure from a typical Toaplan shooter as the spaceship does not have bombs but rather is equipped with a tractor beam that can grab some enemies. Mostly arcade faithful ports were made for the PC Engine CD-ROM in Japan and the Sega Mega Drive in Japan and Europe that added more story elements.  &lt;br /&gt;
&lt;br /&gt;
While Zero Wing is a decent and worthwhile game, most people know of it by the meme &amp;quot;All Your Base Are Belong To Us&amp;quot;. The English translation of the European Mega Drive version with the added story elements was done very poorly and the opening story sequence became one of the most popular internet memes of all time.&amp;lt;ref&amp;gt;https://www.thrillist.com/entertainment/nation/best-memes-of-all-time&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Zero Wing has 8 way directional controls with 2 buttons for shot and tractor beam. Small enemies can be captured by the tractor beam. Captured enemies can be held and used as front shields or launched forward at other enemies. The tractor beam can also be used to collect items.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Shoots a single shot&lt;br /&gt;
* '''A (Hold):''' Rapid shot of blue laser and homing missiles&lt;br /&gt;
* '''B (Press):''' Fires captured enemy forward&lt;br /&gt;
* '''B (Hold):''' Activates tractor beam&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
Each weapon can be powered up to maximum of level 3. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Red):''' Fires red bullets. Does not auto-fire by holding down the shot button. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser&amp;lt;/span&amp;gt; (Blue):''' Fires blue laser beams. Auto-fires by holding down the shot button. Can shoot through enemies but not walls.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile&amp;lt;/span&amp;gt; (Green):''' Auto-fires by holding down the shot button. Fires homing missiles that lock on to the nearest target&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Weapon items can be collected to either switch between weapons or to power up the equipped weapon one level. &lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Normal Shot weapon power up&amp;lt;/span&amp;gt; (Red):''' &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Laser weapon power up&amp;lt;/span&amp;gt; (Blue):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Search Missile weapon power up&amp;lt;/span&amp;gt; (Green):'''&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' In order to be used, it has to be launched with the tractor beam button. It can be used as a front shield as well, and will go off after it takes three hits or collides with an enemy or obstacle. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing bomb icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Speed Up:''' Increases the ship's speed by one level, up to four times. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing speed up icon small.png||100px]]&lt;br /&gt;
&lt;br /&gt;
'''Special:''' Only appears under certain conditions.  Increases your ship's power once more, beyond the normal level 3 cap.  While in this state the option pods are greatly increased in size, enabling them to block bullets and enemies more effectively.  &lt;br /&gt;
&lt;br /&gt;
[[File:Zero_Wing_Special_Item.png||100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Cycle ====&lt;br /&gt;
&lt;br /&gt;
Items always appear in repeating sets of four, the second set ending with a bomb instead of a speed item,  creating a simple 16-item cycle.  Upon death, the cycle returns to the start.  Unlike some other Toaplan games, the cycle only advances when an item itself appears, not when its carrier appears. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 2 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 3 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 4 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 6 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 7 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 8 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing bomb icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 9 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 10 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 11 &lt;br /&gt;
| &lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 12 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|-&lt;br /&gt;
! 13 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing red weapon icon small.png||30px]]&lt;br /&gt;
! 14 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing blue weapon icon small.png||30px]]&lt;br /&gt;
! 15 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing green weapon icon small.png||30px]]&lt;br /&gt;
! 16 &lt;br /&gt;
|&lt;br /&gt;
[[File:Zero wing speed up icon small.png||30px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The number of item-carrying enemies varies between stages, and within the stages the exact number of carriers that appear may vary depending on the speed with which certain large enemies are eliminated.&lt;br /&gt;
Starting at the second loop, the first stage contains two fewer item carriers.  This is because the player enters the stage at a slightly later point in comparison with the first loop. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Stage&lt;br /&gt;
| 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8&lt;br /&gt;
|-&lt;br /&gt;
! Carriers&lt;br /&gt;
| 14 (12) || 15 || 10  || 2 || 15 || 12 || 26 || 11&lt;br /&gt;
|}&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
&lt;br /&gt;
In order for the special power up item to appear, the following conditions must be met when destroying an item carrier:&lt;br /&gt;
&lt;br /&gt;
* The player must have reached the standard maximum power.&lt;br /&gt;
* The player must have reached maximum speed.&lt;br /&gt;
* The player must not already have the special power up.&lt;br /&gt;
&lt;br /&gt;
And either of the two sets of conditions below must also be true:&lt;br /&gt;
&lt;br /&gt;
A&lt;br /&gt;
* The item released is the 40th item from the start of the game or since the last death.&lt;br /&gt;
* The player is either carrying or currently using a bomb (otherwise a bomb will be dropped by the carrier instead).&lt;br /&gt;
&lt;br /&gt;
B&lt;br /&gt;
* The item released would have been a power up of the weapon the player is currently using.&lt;br /&gt;
* The number of frames the player has survived for is a multiple of 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Extend Items ====&lt;br /&gt;
&lt;br /&gt;
Collecting extra items beyond maximum power or speed usually provides a 5000 point bonus instead. Occasionally, instead of a point bonus, the item will grant a 1-up, awarding an extra life to the player, or even a 10-up awarding 10 extra lives. The latter will be awarded if the number of frames the player has survived upon collection of the item is divisible by 64, while the former is awarded if it is not divisible by 64 but is divisible by 16.  Therefore, each bonus item collected has a 1/64 chance of awarding the 10-up, and 1/16 - 1/64 = 3/64 chance of awarding the 1-up.  This may only happen once per game, and receiving one of these will prevent the player from receiving the other without starting a new game.  Naturally this makes receiving a 1-up item undesirable as it means the 10-up is lost for that game.  It is therefore expected that one will see the 10-up in around a quarter of the games that receive either, with the 1-up appearing in the remaining three quarters.&lt;br /&gt;
&lt;br /&gt;
=== Hit Box ===&lt;br /&gt;
----&lt;br /&gt;
The hit box of the ship in Zero Wing is narrower than the sprite but just about as long as the sprite minus the blue thruster flame. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing hit box.png]]&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
----&lt;br /&gt;
The two options of the ship always fly with one above and one below. They are indestructible and can absorb enemy fire. This can be used as advantage to protect the player ship especially to enemy fire that curves up or down towards the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing ship with options.png|100px]]&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank, along with the [[#Weapons | weapon]] the player is currently using, determines the speed of bullets and the frequency of enemy attacks.  The red weapon contributes the least to the game's difficulty while the green weapon contributes the most.  The player's power level also makes a minor contribution to the difficulty, but the vast majority of the effect comes directly from the rank level.&lt;br /&gt;
&lt;br /&gt;
Rank starts at a base level determined by the difficulty DIP switch setting (starting at 0 for the easiest setting and adding 2 for each higher setting) and increments after each stage.  Unlike most Toaplan games, both the rank and the bullet speed have no upper limit and will increase indefinitely.&lt;br /&gt;
&lt;br /&gt;
Enemy HP is also affected by the weapon the player is using when the enemy appears.  The HP is multiplied by the corresponding value for each weapon:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Weapon&lt;br /&gt;
! HP *&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Red &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
!Blue &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
!Green &lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This opens up a potential strategy of delaying a planned weapon change until after a particular enemy appears in order to influence the amount of HP it receives to the player's advantage.  This will usually consist of taking the red weapon before a particularly dangerous enemy appears so that it receives the minimum amount of HP possible, then immediately switching back to the more powerful green weapon to destroy it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
There is some randomness to how soon after appearing enemies will first attack.  Regardless of the current rank or stage, every enemy that appears will take either 16, 32, 48 or 64 frames before first attacking.  This is determined by combining the current frame counter with an enemy spawn counter.  This makes some of the bosses that consist of multiple parts more challenging, as this randomness will cause the attacks of the various parts to synchronise differently.  After a death, both counters are reset to zero, making it possible to predict enemy behaviour for a while based on where the death occurred. As bosses will last a variable number of frames this predictability is usually lost at the start of the next stage (unless the player makes a deliberate effort to preserve it by waiting for the boss' time limit to expire).  After the random intitial delay, the rank level will then determine the time between subsequent attacks.  Although the bullet speed will continue to increase forever (even to the point where the collision detection begins to fail), the maximum attack frequency that the game allows is once every 64 frames.  This limit will be reached some time into the fourth loop.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Both 1P and 2P arcade versions loop infinitely as do the Mega Drive versions. The PC Engine CD version does not loop.  The difficulty continues to increase indefinitely through looping as each stage cleared increases the [[#Rank | rank]] without any upper limit.  Although the game has no end in theory, it is inevitable that the continual rise in speed of the enemies' bullets will eventually render the game unmanageable for even the most skilled player.&lt;br /&gt;
&lt;br /&gt;
In addition to the increasing rank, many enemies that did not fire at all in the first loop will begin firing in the second, with the number of bullets increasing each loop until reaching a maximum in the fourth loop:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space: nowrap;&amp;quot; | N-way bullet spread&lt;br /&gt;
! style=&amp;quot;width: 30pt;&amp;quot; | Loop&lt;br /&gt;
! style=&amp;quot;width: 10pt;&amp;quot; | N&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4+&lt;br /&gt;
| 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Having to deal with these additional bullet spreads, often from enemies that appear in great numbers, produces the most dramatic difficulty spikes in the game, during the transition between the second and third loops, and between the third and fourth loops.&lt;br /&gt;
&lt;br /&gt;
As well as the gameplay differences brought on by looping, there is a small easter egg to be found in the ending story - the year of the battle increases by 8 (one year per stage), with each successive loop that is cleared. &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The scoring in Zero Wing is very simple - destroying enemies increases your score with stronger enemies providing more points. &lt;br /&gt;
&lt;br /&gt;
After reaching maximum power, each additional power up of the same weapon equipped provides 5000 points, as does collecting a speed up item while at maximum speed.  Dying can cause an immediate loss of up to 35000 points as the items that would have provided these points must go towards restoring the player's power and speed instead.  Holding onto a bomb item without using or losing it will cause the next bomb drop to be replaced with a speed item, which will also provide an extra 5000 points if the player has reached the maximum speed.  Being at maximum speed will also allow the [[#Items | special power up]] item to appear, which provides 50000 points when collected.  A 5000 point loss is incurred when receiving the [[#Extend Items | 10-UP or 1-UP from a power item]], but the benefits of receiving the 10-UP far outweigh this cost.&lt;br /&gt;
&lt;br /&gt;
In most cases, capturing and launching an enemy with the tractor beam does not provide any score, unless you actually kill that enemy by hitting terrain, have it hit by a bullet or collide with another enemy. In this case, you get the same amount of points you would have gotten by destroying it directly.&lt;br /&gt;
&lt;br /&gt;
Simply shooting some midbosses and bosses without destroying them will award points, repeatedly giving 10 points each time the enemy is damaged.  Since the equipped weapon influences enemy HP, it also influences the number of points that can be obtained in this way.  &lt;br /&gt;
It is not necessary to destroy every single destructible part of the stage 4 and stage 5 bosses, as simply destroying the main part will suffice to provide all the points that are obtainable from these bosses.&lt;br /&gt;
&lt;br /&gt;
In the fourth stage there are five instances of Toaplan's mascot, Pipiru, hidden behind scenery throughout the stage.  Capturing Pipiru with the tractor beam awards 10,000 points, while destroying it only provides 100 points.&lt;br /&gt;
&lt;br /&gt;
Destroying some of the mid-boss enemies quickly, perhaps with the help of a bomb, will provide some bonus enemy waves that would not have appeared otherwise, which can be destroyed for some extra points.  On the other hand, the stage 5 mid-boss has no such enemies until very late into its existence, and continuously produces destructible objects, making it more score-efficient to delay the destruction of this mid-boss.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
* Holding up on the controls at the end of stage 4 will result in a special message from Toaplan's mascot&lt;br /&gt;
* There is a warp zone in stage 5, by taking the path above the final upper section of rail.  This warp brings the player straight to the final stage but only exists in the first loop of the game.  Using this warp awards a bonus of 70,000 points, although this is much less than the amount that can be obtained simply by playing through the stages in full.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Creating a new page ====&lt;br /&gt;
There are two ways to create a new entry in the wiki:&lt;br /&gt;
# Reference the new page that you would like to make on a page somewhere ( &amp;lt;nowiki&amp;gt;[[Your Page Name Here]]&amp;lt;/nowiki&amp;gt; ), and then click the red link to be taken to the &amp;quot;missing page&amp;quot; screen. You can then click &amp;quot;create a new page&amp;quot; and start filling it out.&lt;br /&gt;
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'''Arcade versions:''' They do not have an opening story. The ending of the 1st loop in the arcade versions describe that all bases of CATS were destroyed. However, things are not peaceful as CATS is still alive and ZIG-01 must fight CATS again. &lt;br /&gt;
&lt;br /&gt;
'''Mega Drive version:''' This is the infamous opening story where in 2101 A.D. a space war erupted. The Captain has been informed that explosives have been planted in his ship and he receives an incoming transmission. It's CATS! He informs the Captain that he has cooperated with the Federation Government Forces and taken over all the bases. CATS threatens to blow up the Captain's ship and end the lives of the crew. The Captain immediately commands all ZIG fighters to launch and restore hope for the future.&amp;lt;ref&amp;gt;https://en.wikiquote.org/wiki/Zero_Wing&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the previous is a more accurate translation of the story, the original English translation tells it like no one other could:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Zero wing story 1.png|260px]] [[File:Zero wing story 2.png|260px]] [[File:Zero wing story 3b.png|270px]] [[File:Zero wing story 4.png|260px]] [[File:Zero wing story 5.png|280px]] [[File:Zero wing story 6.png|265px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
'''''Arcade Versions''''' &lt;br /&gt;
&lt;br /&gt;
There are two version of the arcade game, a 1P and 2P version. Both play similarly but the 1P version has a higher penalty for dying and is considered the more difficult version. Both versions have a red flash that appears every time an enemy is destroyed. This is a natural part of the game and not a video error. &lt;br /&gt;
&lt;br /&gt;
* '''1P arcade version:''' This more difficult version has checkpoints where you start a part of the stage after you die. You also lose all of your weapons including power ups as well as both of your pod options.  &lt;br /&gt;
&lt;br /&gt;
* '''2P arcade version:''' This version does not have checkpoints and you start where you die. You keep the weapon you had but powered down to the first level. You also keep both of your pod options.  &amp;lt;/br&amp;gt; Some additional changes in the 2P version:&lt;br /&gt;
** The number of shots each player can fire at once is lower.&lt;br /&gt;
** The player begins the game with the pod options activated, instead of having to power up once to activate them.&lt;br /&gt;
** The [[#Item Cycle | item cycle]] begins at the second item in the cycle.  This is presumably to prevent the player from powering up too quickly, due to always starting the player with the two pod options.&lt;br /&gt;
** Bomb drops occur twice as frequently as they do in the 1P version.&lt;br /&gt;
** Rank is summed with the first and second players' power levels (even if only one person is playing) to determine bullet speed and attack frequency, instead of power level and the equipped weapon.&lt;br /&gt;
** Dying does not reset the item drop cycle to the start.&lt;br /&gt;
** The [[#Special Power Up | special power up item]] has been completely removed from the game.&lt;br /&gt;
** Colliding a captured object with another object will only damage the captured object, not both objects involved in the collision.&lt;br /&gt;
** Captured objects that are destroyed in a collision do not award any points, even when launched.&lt;br /&gt;
** The 10,000 point bonus is no longer awarded for capturing any of the five hidden [[#Scoring | Pipiru]] characters in stage 4, only the 100 points given for destroying them with the shot.&lt;br /&gt;
** Points are no longer awarded for damaging certain boss and midboss enemies.  Points are only awarded for destruction of these enemies.&lt;br /&gt;
** Points are no longer awarded whenever the indestructible enemies in stage 6 eat through walls.&lt;br /&gt;
** The enemy waves at the beginning of stage 5 do not fire any bullets in the first loop of the game even when using the green weapon.&lt;br /&gt;
** The secret [[#Secrets | warp zone]] in stage 5 has been removed.&lt;br /&gt;
** The stage 5 boss's side parts are indestructible.&lt;br /&gt;
** The main part of the stage 5 boss awards 10,000 points where it previously did not award any points.&lt;br /&gt;
** The final stage's [[#Final Boss Softlock | softlock bug]] has been eliminated by automatically launching the captured projectile before despawning it upon destruction of the penultimate stage's boss.&lt;br /&gt;
** The hidden [[#Extend Items | extend items]] are no longer purely time-based - the total number of enemies that have appeared so far is also introduced as a factor.&lt;br /&gt;
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'''''Home Console Versions'''''&lt;br /&gt;
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For both Mega Drive versions, there is a test mode where you can level select, change your weapon power, become invincible, and view the endings . Press: C, Up, B, Down, A, Left, Right, B, C, C, Right, Left, Right, A, Down, Start. &lt;br /&gt;
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* '''Japanese Mega Drive version:''' This version is a fairly faithful arcade port. It has a slight graphical downgrade due to the Mega Drive color palette. It has the same checkpoints and power down rules as the 1P arcade version. It provides more story and cut scenes to the beginning of the game. It contains 35 different endings that can be seen at the end of each loop completed. The latter 32 endings all have a picture of CATS with dialog underneath that makes reference to something in 1960's and 1970's Japanese pop culture.&amp;lt;ref&amp;gt;https://legendsoflocalization.com/zero-wing-had-32-weird-secret-endings-in-japan/&amp;lt;/ref&amp;gt;&lt;br /&gt;
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* '''European Mega Drive version:''' &amp;quot;All Your Base Are Belong To Us&amp;quot;. This is the version with that famous meme and broken story introduction translation. It is similar to the Japanese version but with a tad more &amp;quot;great justice&amp;quot;&lt;br /&gt;
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* '''PC Engine CD version:'''&lt;br /&gt;
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== Glitches, Bugs and Oddities ==&lt;br /&gt;
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=== Final Boss Softlock ===&lt;br /&gt;
This is an unfortunate bug that prevents the final stage from ending after the boss, leaving the player only the option to crash into the ground to restart from the final checkpoint.  It is ultimately caused by destroying the stage seven boss while holding one of its orb projectiles with the tractor beam.  When the boss is destroyed these orbs instantly despawn including the one the player has captured.  However the tractor beam is not appropriately updated as empty;  it's still possible to launch this now nonexistent object and a pointer to what was once the location in memory of the captured enemy is maintained.  The final stage is allowed to end only after there are no enemies remaining.  Attempting to use the tractor beam before this point will 'launch' the nonexistent orb, turning on the relevant bit at the former location of the orb, flagging the object as being in a launched state.  However since the object being launched no longer exists, the bit will never be turned off as this requires the object to either leave the screen or crash into something else.  At the end of the final stage the presence of this bit will be counted as an enemy that still exists and the conditions to end the stage will never be met.  &lt;br /&gt;
This bug was fortunately corrected in the [[#Version Differences | 2-Player version]] of the game, as the captured orb will be automatically launched upon destruction of the stage seven boss.&lt;br /&gt;
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== &amp;quot;All Your Base Are Belong To Us&amp;quot; Meme and Trivia ==&lt;br /&gt;
* One of the earliest and most popular versions of the &amp;quot;All Your Base Are Belong To Us&amp;quot; meme was a dance track video hosted by New Grounds.&amp;lt;ref&amp;gt;https://www.newgrounds.com/portal/view/11940&amp;lt;/ref&amp;gt; The music in this video was composed by Jeffrey Ray Roberts and called &amp;quot;Invasion of the Gabber Robots&amp;quot;. It was a remix of Zero Wing game music with robotic voice samples of &amp;quot;All your base are belong to us&amp;quot;. In February 2001,  Bad_CRC created the infamous video using various images from a Something Awful AYB photoshop thread and Roberts' music.&amp;lt;ref&amp;gt;https://en.wikipedia.org/wiki/All_your_base_are_belong_to_us&amp;lt;/ref&amp;gt;&lt;br /&gt;
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* The meme was so popular in 2001 that it made it to local news broadcasts.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cQnDkgdIn_A&amp;lt;/ref&amp;gt; &lt;br /&gt;
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* The meme endures and was referenced in January of 2019 by Congresswoman Alexandria Ocasio-Cortez. &amp;lt;ref&amp;gt;https://mashable.com/article/alexandria-ocasio-cortez-all-your-base-tweet-meme/&amp;lt;/ref&amp;gt;&lt;br /&gt;
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== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Smc stg</name></author>
		
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