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	<updated>2026-04-17T04:51:24Z</updated>
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		<id>https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=17898</id>
		<title>Mecha Ritz: Steel Rondo</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=17898"/>
		<updated>2022-11-05T10:46:58Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mecharitzlogo.png|400px|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Mecha Ritz: Steel Rondo&lt;br /&gt;
|image = MechaTitle.png&lt;br /&gt;
|imagecaption = titlescreen of the classic version&lt;br /&gt;
|officialsite = [https://www.hanaji.com/mecha-ritz hanaji.com]&lt;br /&gt;
|releasedate = '''classic: '''2016.5.18&amp;lt;br /&amp;gt;'''2.0''': 2022.11.2&lt;br /&gt;
|developer = HEY&lt;br /&gt;
|publisher = Hanaji Games, Gamera Game&lt;br /&gt;
|music = HEY&lt;br /&gt;
|program = HEY&lt;br /&gt;
|art = HEY&lt;br /&gt;
}}&lt;br /&gt;
'''Mecha Ritz: Steel Rondo''' is the upgraded commercial version of the freeware [[doujin]] game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
The game can be purchased on [https://store.steampowered.com/app/463070/Mecha_Ritz_Steel_Rondo/ Steam] , DRM-free on the [https://www.hanaji.com/mecha-ritz official site] and on the [https://www.nintendo.com/store/products/mecha-ritz-steel-rondo-switch/ Nintendo Switch].&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the time requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes/Switches weapon type when playing CBP training&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
[[File:MechaRitzHud.png|thumb|250px|right]]&lt;br /&gt;
----&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&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;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Choice.png|150px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce once. Veloce can only be reached if the player can reach the final stage without having the time drop to 0. If the time ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
Players can hop between A and B route until they're out of Time and locked to be on Route A&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time until the player reaches 10 hours of play (Which have to be played either on CBP Training or Standard) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
Mecha Ritz Steel Rondo has 6 &amp;quot;Side-A&amp;quot; Mechas and then 6 more mechas of the &amp;quot;Side-B&amp;quot; the names of the Mechas are just their order of choice and behave differently from the Side-A Mechas&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
[[File:Carriers.png|thumb|150px|left|]]&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death. Rank increases gradually and by performing certain actions and decreases every time the player gets hit or loses a life.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
There are multiple aspects to scoring in Mecha Ritz: Steel Rondo, with the most the prominent one being '''speed killing'''. When an enemy is destroyed, a bit of text will appear which determines the '''multiplier''' applied on the enemy's point value. The possible values from highest to lowest are: '''Grande (Flashing), Grande, Tall and Short'''. In order to get the '''highest multiplier, you must destroy the enemy before the timer (usually located at the bottom right of the enemy) expires'''.&lt;br /&gt;
&lt;br /&gt;
Also throughout the stages, are green item carriers. Upon destroying one, it will drop a '''Bonus item''', which will give '''8000, 5000 or 2000 points''' depending on how close you are when destroying the carrier.&lt;br /&gt;
&lt;br /&gt;
Emptying a boss' healthbar before the timer runs out will give you a '''time bonus''' of '''10,000 points (100,000 points for the TLB)'''.&lt;br /&gt;
&lt;br /&gt;
Located on different parts of each boss, are circles that increases in size the closer you are to them. They will flash white upon damaging them and destroying them will give you a '''destruction bonus''' which '''varies from 1000-5000 points each'''.&lt;br /&gt;
&lt;br /&gt;
At the end of each stage, you will be rewarded with an end stage bonus which gives you more points depending on your resources. The formula used is:&lt;br /&gt;
&lt;br /&gt;
 Left = (current amount of lives + 1) * 50&lt;br /&gt;
 Bomb = current amount of bombs x 10&lt;br /&gt;
 Shield = current amount of shields x 20&lt;br /&gt;
 Basis Point = Left + Bomb + Shield&lt;br /&gt;
 Multiplier = current Rank value + current Time left&lt;br /&gt;
 '''Clear Bonus = Basis Point x Multiplier'''&lt;br /&gt;
&lt;br /&gt;
The B variant TLB's final attack has orbiting circles that cancel bullets around when shot and also give a ton of points when activated. This pattern can be milked by remaining on either the left or right side of the screen and shooting the circles while avoiding the boss. The circles give a ton of points and can be milked for '''~ 5 million points''' if done right.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'Taken from the game description on Steam and Switch'&lt;br /&gt;
&lt;br /&gt;
Set in a mechanized world, the story begins with a world-renowned young scientist named Veloce. One day she invented &amp;quot;Mecha&amp;quot; and eradicated humankind with her creation, recreating a metallic world filled with Mechas. Pilot humanity's last hope, a Mecha imbued with human will, through the onslaught of enemy waves. Yet as the tides of battles turn and the world reveals itself, perhaps there's more than what meets the eye.&lt;br /&gt;
&lt;br /&gt;
== Version 2.0 and Switch Release ==&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz Steel Rondo will have a 2.0 release, releasing on November 3rd. The release also means the publication of the game on the Nintendo Switch and will act as an upgrade for the people that already own Mecha Ritz Steel Rondo on PC. The arrange of new features include, and is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Formal title screen &lt;br /&gt;
* HUD update &lt;br /&gt;
* Gallery of illustrations and entries of the lore&lt;br /&gt;
* Button mapping&lt;br /&gt;
* Adjustments on stage development&lt;br /&gt;
=== New scoring bonuses ===&lt;br /&gt;
* Sweet Spot Bonus&lt;br /&gt;
 Sweet Spot Bonus is a bonus given to breaking vulnerable spots on bosses and big regular enemies. Starts at 100 points and scales on formula: (a*s)*100 (Where a is sweet spot streak and s is shield charges) If all Sweet &lt;br /&gt;
 Spots have been destroyed on a boss, get 100k points as Perfect Sweets Bonus. Resets on hit back to (a=1) &lt;br /&gt;
&lt;br /&gt;
* Secret Bonus &lt;br /&gt;
&lt;br /&gt;
 All stages now have secret spots to shoot and give Sweet Spot Bonus on discovery &lt;br /&gt;
&lt;br /&gt;
* Remaining Boss Time Bonus&lt;br /&gt;
&lt;br /&gt;
 Now Boss Time Bonus scales according to remaining time in a t*1000 for bosses and t*10000 for main bosses where t is the remaining time in the clock. &lt;br /&gt;
 [NEED TESTING IN GAME] Remaining Final Boss Time Bonus is given by t*100000 &lt;br /&gt;
&lt;br /&gt;
* Performance Bonus&lt;br /&gt;
&lt;br /&gt;
 Doing a NoMiss will yield 10k on bosses, so does performing a NoBomb. Achieving NoMiss and NoBomb gives 100k score. &lt;br /&gt;
&lt;br /&gt;
=== Improvements and balancing on the Mechas. ===&lt;br /&gt;
TBA&lt;br /&gt;
* New BGM.&lt;br /&gt;
* Probable bug fixes.&lt;br /&gt;
* New Scoring item of 12000 points that does considerable damage on breaking while also cancelling bullets&lt;br /&gt;
&lt;br /&gt;
Users that already had Mecha Ritz Steel Rondo on Steam get the 2.0 update free of charge on release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Due to an error made in the latest patch, the boss info screens are always in Chinese no matter what language you choose.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gal1.png&lt;br /&gt;
File:Gal2.png&lt;br /&gt;
File:Gal3.png&lt;br /&gt;
File:Gal4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Sucaiking/common.js&amp;diff=17880</id>
		<title>User:Sucaiking/common.js</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Sucaiking/common.js&amp;diff=17880"/>
		<updated>2022-11-05T03:39:50Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Sucaiking/common.js&amp;diff=17878</id>
		<title>User:Sucaiking/common.js</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Sucaiking/common.js&amp;diff=17878"/>
		<updated>2022-11-05T03:38:28Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;$(&amp;quot;#ca-view&amp;quot;).after('&amp;lt;li id=&amp;quot;u-editTopSection&amp;quot; class=&amp;quot;collapsible&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=' + mw.config.get('wgPageName') + '&amp;amp;action=edit&amp;amp;section=0&amp;quot; title=&amp;quot;编辑序言&amp;quot;&amp;gt;编辑序言&amp;lt;/a&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;');&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Sucaiking/common.js&amp;diff=17877</id>
		<title>User:Sucaiking/common.js</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Sucaiking/common.js&amp;diff=17877"/>
		<updated>2022-11-05T03:37:01Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: oh user js is not supported(maybe)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Sucaiking/common.js&amp;diff=17876</id>
		<title>User:Sucaiking/common.js</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Sucaiking/common.js&amp;diff=17876"/>
		<updated>2022-11-05T03:34:52Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;$(&amp;quot;#ca-view&amp;quot;).after('&amp;lt;li id=&amp;quot;u-editTopSection&amp;quot; class=&amp;quot;collapsible&amp;quot;&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=' + mw.config.get('wgPageName') + '&amp;amp;action=edit&amp;amp;section=0&amp;quot; title=&amp;quot;编辑序言&amp;quot;&amp;gt;编辑序言&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;');&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Sucaiking/common.js&amp;diff=17875</id>
		<title>User:Sucaiking/common.js</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Sucaiking/common.js&amp;diff=17875"/>
		<updated>2022-11-05T03:30:35Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;$(&amp;quot;#ca-edit&amp;quot;).after('&amp;lt;li id=&amp;quot;u-editTopSection&amp;quot; class=&amp;quot;collapsible&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=' + mw.config.get('wgPageName') + 'action=edit&amp;amp;section=0&amp;quot; title=&amp;quot;编辑序言&amp;quot;&amp;gt;编辑序言&amp;lt;/a&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;');&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Sucaiking/common.js&amp;diff=17874</id>
		<title>User:Sucaiking/common.js</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Sucaiking/common.js&amp;diff=17874"/>
		<updated>2022-11-05T03:28:33Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;$(&amp;quot;#ca-edit&amp;quot;).after('&amp;lt;li id=&amp;quot;u-editTopSection&amp;quot; class=&amp;quot;collapsible&amp;quot;&amp;gt;&amp;lt;span&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=' + mw.config.get('wgPageName') + 'action=edit&amp;amp;section=0 title=&amp;quot;编辑序言&amp;quot;&amp;gt;编辑序言&amp;lt;/a&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/li&amp;gt;');&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Template:GameInfobox&amp;diff=17873</id>
		<title>Template:GameInfobox</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Template:GameInfobox&amp;diff=17873"/>
		<updated>2022-11-05T03:07:05Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: /* code */&lt;/p&gt;
&lt;hr /&gt;
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    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Publisher: &amp;lt;/th&amp;gt;&lt;br /&gt;
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    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{officialsite}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{director|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
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    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{director}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{producer|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Producer: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{producer}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{planning|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Planning: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{planning}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{music|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Music: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{music}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{program|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Program: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{program}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{art|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Art: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{art}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{designer|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Designer: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{designer}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{releasedate|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Release date: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{releasedate}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{previousgame|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Previous game:&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{previousgame}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{nextgame|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Next game:&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{nextgame}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Optional parameters for the infobox ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''{{{bordercolor}}}''' ||The color of the infobox border and header. Try to choose something related to the game's theme.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{background}}}''' || The main color/background color of the infobox. Try to choose something ''light'' and related to the game's theme that won't make the content hard to read.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{innerbordercolor}}}''' || Color for a very faint border around the game's image. Try to choose a highlight color related to the game or just use the {{{background}}} color.&amp;lt;br /&amp;gt;Wikimedia software uses standard #RRGGBB (R = red, G = green, B = blue) web color values. FF = highest, 00 = lowest. It's pretty hard to read anything on a background darker than say d5 in all fields.&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| '''{{{officialsite}}}''' || A link to the game's official website if any. &amp;lt;br /&amp;gt;For instance, &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;|officialsite = [https://www.8ing.co.jp/museum/prd/sipu/ 8ing Museum]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{releasedate}}}''' || For release date info including different regions if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{previousgame}}}''' || An internal wikilink to the previous game in the series or by this dev.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{nextgame}}}''' || An internal wikilink to the next game in the series or by this dev.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{developer}}}''' || Game credits if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{publisher}}}''' || Game credits if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{producer}}}''' || Game credits if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{planning}}}''' || Game credits if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{music}}}''' || Game credits if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{program}}}''' || Game credits if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{art}}}''' || Game credits if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{designer}}}''' || Game credits if available.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== code ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = &lt;br /&gt;
|background = &lt;br /&gt;
|innerbordercolor = &lt;br /&gt;
|width = &lt;br /&gt;
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|image = &lt;br /&gt;
|imagecaption = &lt;br /&gt;
|officialsite = &lt;br /&gt;
|releasedate = &lt;br /&gt;
|previousgame = &lt;br /&gt;
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|developer = &lt;br /&gt;
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}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=17872</id>
		<title>Mecha Ritz: Steel Rondo</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=17872"/>
		<updated>2022-11-05T03:06:54Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: need someone check the infomation in infobox, i'm not so good at english&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mecharitzlogo.png|400px|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Mecha Ritz: Steel Rondo&lt;br /&gt;
|image = MechaTitle.png&lt;br /&gt;
|imagecaption = titlescreen of the classic version&lt;br /&gt;
|officialsite = [https://www.hanaji.com/mecha-ritz hanaji.com]&lt;br /&gt;
|releasedate = 2016.5.18&lt;br /&gt;
|developer = HEY&lt;br /&gt;
|publisher = Hanaji Games, Gamera Game&lt;br /&gt;
|music = HEY&lt;br /&gt;
|program = HEY&lt;br /&gt;
|art = HEY&lt;br /&gt;
}}&lt;br /&gt;
'''Mecha Ritz: Steel Rondo''' is the upgraded commercial version of the freeware [[doujin]] game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
The game can be purchased on [https://store.steampowered.com/app/463070/Mecha_Ritz_Steel_Rondo/ Steam] , DRM-free on the [https://www.hanaji.com/mecha-ritz official site] and on the [https://www.nintendo.com/store/products/mecha-ritz-steel-rondo-switch/ Nintendo Switch].&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the time requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes/Switches weapon type when playing CBP training&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
[[File:MechaRitzHud.png|thumb|250px|right]]&lt;br /&gt;
----&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&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;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Choice.png|150px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce once. Veloce can only be reached if the player can reach the final stage without having the time drop to 0. If the time ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
Players can hop between A and B route until they're out of Time and locked to be on Route A&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time until the player reaches 10 hours of play (Which have to be played either on CBP Training or Standard) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
Mecha Ritz Steel Rondo has 6 &amp;quot;Side-A&amp;quot; Mechas and then 6 more mechas of the &amp;quot;Side-B&amp;quot; the names of the Mechas are just their order of choice and behave differently from the Side-A Mechas&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
[[File:Carriers.png|thumb|150px|left|]]&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death. Rank increases gradually and by performing certain actions and decreases every time the player gets hit or loses a life.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
There are multiple aspects to scoring in Mecha Ritz: Steel Rondo, with the most the prominent one being '''speed killing'''. When an enemy is destroyed, a bit of text will appear which determines the '''multiplier''' applied on the enemy's point value. The possible values from highest to lowest are: '''Grande (Flashing), Grande, Tall and Short'''. In order to get the '''highest multiplier, you must destroy the enemy before the timer (usually located at the bottom right of the enemy) expires'''.&lt;br /&gt;
&lt;br /&gt;
Also throughout the stages, are green item carriers. Upon destroying one, it will drop a '''Bonus item''', which will give '''8000, 5000 or 2000 points''' depending on how close you are when destroying the carrier.&lt;br /&gt;
&lt;br /&gt;
Emptying a boss' healthbar before the timer runs out will give you a '''time bonus''' of '''10,000 points (100,000 points for the TLB)'''.&lt;br /&gt;
&lt;br /&gt;
Located on different parts of each boss, are circles that increases in size the closer you are to them. They will flash white upon damaging them and destroying them will give you a '''destruction bonus''' which '''varies from 1000-5000 points each'''.&lt;br /&gt;
&lt;br /&gt;
At the end of each stage, you will be rewarded with an end stage bonus which gives you more points depending on your resources. The formula used is:&lt;br /&gt;
&lt;br /&gt;
 Left = (current amount of lives + 1) * 50&lt;br /&gt;
 Bomb = current amount of bombs x 10&lt;br /&gt;
 Shield = current amount of shields x 20&lt;br /&gt;
 Basis Point = Left + Bomb + Shield&lt;br /&gt;
 Multiplier = current Rank value + current Time left&lt;br /&gt;
 '''Clear Bonus = Basis Point x Multiplier'''&lt;br /&gt;
&lt;br /&gt;
The B variant TLB's final attack has orbiting circles that cancel bullets around when shot and also give a ton of points when activated. This pattern can be milked by remaining on either the left or right side of the screen and shooting the circles while avoiding the boss. The circles give a ton of points and can be milked for '''~ 5 million points''' if done right.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'Taken from the game description on Steam and Switch'&lt;br /&gt;
&lt;br /&gt;
Set in a mechanized world, the story begins with a world-renowned young scientist named Veloce. One day she invented &amp;quot;Mecha&amp;quot; and eradicated humankind with her creation, recreating a metallic world filled with Mechas. Pilot humanity's last hope, a Mecha imbued with human will, through the onslaught of enemy waves. Yet as the tides of battles turn and the world reveals itself, perhaps there's more than what meets the eye.&lt;br /&gt;
&lt;br /&gt;
== Version 2.0 and Switch Release ==&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz Steel Rondo will have a 2.0 release, releasing on November 3rd. The release also means the publication of the game on the Nintendo Switch and will act as an upgrade for the people that already own Mecha Ritz Steel Rondo on PC. The arrange of new features include, and is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Formal title screen &lt;br /&gt;
* HUD update &lt;br /&gt;
* Gallery of illustrations and entries of the lore&lt;br /&gt;
* Button mapping&lt;br /&gt;
* Adjustments on stage development&lt;br /&gt;
=== New scoring bonuses ===&lt;br /&gt;
* Sweet Spot Bonus&lt;br /&gt;
 Sweet Spot Bonus is a bonus given to breaking vulnerable spots on bosses and big regular enemies. Starts at 100 points and scales on formula: (a*s)*100 (Where a is sweet spot streak and s is shield charges) If all Sweet &lt;br /&gt;
 Spots have been destroyed on a boss, get 100k points as Perfect Sweets Bonus. Resets on hit back to (a=1) &lt;br /&gt;
&lt;br /&gt;
* Secret Bonus &lt;br /&gt;
&lt;br /&gt;
 All stages now have secret spots to shoot and give Sweet Spot Bonus on discovery &lt;br /&gt;
&lt;br /&gt;
* Remaining Boss Time Bonus&lt;br /&gt;
&lt;br /&gt;
 Now Boss Time Bonus scales according to remaining time in a t*1000 for bosses and t*10000 for main bosses where t is the remaining time in the clock. &lt;br /&gt;
 [NEED TESTING IN GAME] Remaining Final Boss Time Bonus is given by t*100000 &lt;br /&gt;
&lt;br /&gt;
* Performance Bonus&lt;br /&gt;
&lt;br /&gt;
 Doing a NoMiss will yield 10k on bosses, so does performing a NoBomb. Achieving NoMiss and NoBomb gives 100k score. &lt;br /&gt;
&lt;br /&gt;
=== Improvements and balancing on the Mechas. ===&lt;br /&gt;
TBA&lt;br /&gt;
* New BGM.&lt;br /&gt;
* Probable bug fixes.&lt;br /&gt;
* New Scoring item of 12000 points that does considerable damage on breaking while also cancelling bullets&lt;br /&gt;
&lt;br /&gt;
Users that already had Mecha Ritz Steel Rondo on Steam get the 2.0 update free of charge on release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Due to an error made in the latest patch, the boss info screens are always in Chinese no matter what language you choose.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gal1.png&lt;br /&gt;
File:Gal2.png&lt;br /&gt;
File:Gal3.png&lt;br /&gt;
File:Gal4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Template:GameInfobox&amp;diff=17871</id>
		<title>Template:GameInfobox</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Template:GameInfobox&amp;diff=17871"/>
		<updated>2022-11-05T02:49:56Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: try to make the documation sorted in wikitable.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot; &lt;br /&gt;
style=&amp;quot;float:right; &lt;br /&gt;
border:solid {{{bordercolor|black}}} 2px; &lt;br /&gt;
padding: 9px; &lt;br /&gt;
margin: 10px; &lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
width: {{{width|300px}}};&lt;br /&gt;
background: {{{background|#f8f8f8}}};&lt;br /&gt;
text-align: center;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&lt;br /&gt;
style=&amp;quot;text-align:center;&lt;br /&gt;
padding: 5px;&lt;br /&gt;
margin: 8px;&lt;br /&gt;
margin-left: -9px;&lt;br /&gt;
margin-top: -9px;&lt;br /&gt;
margin-right: -9px;&lt;br /&gt;
color: white;&lt;br /&gt;
background-color: {{{bordercolor|black}}};&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;{{{title|{{PAGENAME}}}}}&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;'''&amp;lt;/div&amp;gt;{{#if:{{{image|}}}|&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&lt;br /&gt;
style=&amp;quot;display: inline-block;&lt;br /&gt;
height: auto;&lt;br /&gt;
width: auto;&lt;br /&gt;
text-align:center;&lt;br /&gt;
margin:auto;&lt;br /&gt;
border: solid {{{innerbordercolor|}}} 2px;&lt;br /&gt;
&amp;quot;&amp;gt;&lt;br /&gt;
[[File:{{{image}}}|{{{imagescalepx|200px}}}]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;small&amp;gt;{{{imagecaption|Game title screen}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{#if:{{{developer|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Developer: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{developer}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{publisher|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Publisher: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{publisher}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{officialsite|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Official site:&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{officialsite}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{director|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Director: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{director}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{producer|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Producer: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{producer}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{planning|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Planning: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{planning}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{music|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Music: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{music}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{program|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Program: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{program}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{art|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Art: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{art}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{designer|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Designer: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{designer}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{releasedate|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Release date: &amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{releasedate}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{previousgame|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Previous game:&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{previousgame}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}{{#if:{{{nextgame|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;text-align: left;&amp;quot;&amp;gt;Next game:&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;td style=&amp;quot;text-align: left;&amp;quot;&amp;gt;{{{nextgame}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Optional parameters for the infobox ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''{{{bordercolor}}}''' ||The color of the infobox border and header. Try to choose something related to the game's theme.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{background}}}''' || The main color/background color of the infobox. Try to choose something ''light'' and related to the game's theme that won't make the content hard to read.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{innerbordercolor}}}''' || Color for a very faint border around the game's image. Try to choose a highlight color related to the game or just use the {{{background}}} color.&amp;lt;br /&amp;gt;Wikimedia software uses standard #RRGGBB (R = red, G = green, B = blue) web color values. FF = highest, 00 = lowest. It's pretty hard to read anything on a background darker than say d5 in all fields.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{width}}}''' || The width of the infobox in pixels. Probably just leave it as is.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{title}}}''' || Probably just leave it as is as it will automatically be filled in with the page name.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{image}}}''' || An image that will be placed in the center of the box.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{imagecaption}}}''' || A caption for the central image&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{officialsite}}}''' || A link to the game's official website if any. &amp;lt;br /&amp;gt;For instance, &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;|officialsite = [https://www.8ing.co.jp/museum/prd/sipu/ 8ing Museum]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{releasedate}}}''' || For release date info including different regions if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{previousgame}}}''' || An internal wikilink to the previous game in the series or by this dev.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{nextgame}}}''' || An internal wikilink to the next game in the series or by this dev.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{developer}}}''' || Game credits if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{publisher}}}''' || Game credits if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{producer}}}''' || Game credits if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{planning}}}''' || Game credits if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{music}}}''' || Game credits if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{program}}}''' || Game credits if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{art}}}''' || Game credits if available.&lt;br /&gt;
|-&lt;br /&gt;
| '''{{{designer}}}''' || Game credits if available.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== code ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = &lt;br /&gt;
|background = &lt;br /&gt;
|innerbordercolor = &lt;br /&gt;
|width = &lt;br /&gt;
|title = &lt;br /&gt;
|image = &lt;br /&gt;
|imagecaption = &lt;br /&gt;
|officalsite = &lt;br /&gt;
|releasedate = &lt;br /&gt;
|previousgame = &lt;br /&gt;
|nextgame = &lt;br /&gt;
|developer = &lt;br /&gt;
|publisher = &lt;br /&gt;
|producer = &lt;br /&gt;
|planning = &lt;br /&gt;
|music = &lt;br /&gt;
|program = &lt;br /&gt;
|art = &lt;br /&gt;
|designer = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Sucaiking&amp;diff=17781</id>
		<title>User:Sucaiking</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Sucaiking&amp;diff=17781"/>
		<updated>2022-11-04T02:55:42Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a guy new to stg, not good at english, but good at wikitext.&lt;br /&gt;
&lt;br /&gt;
time zone:UTC(+8)&lt;br /&gt;
&lt;br /&gt;
[[User:Sucaiking/Sandbox]] [[User:Sucaiking/MoS]]&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Sucaiking/MoS&amp;diff=17780</id>
		<title>User:Sucaiking/MoS</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Sucaiking/MoS&amp;diff=17780"/>
		<updated>2022-11-03T23:49:28Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MoS (Manual of Style) is the style manual for all articles in ns=0. However this subpage is written just for '''''me''''', cause I'm new to here and don't know how to write articles in a shmups-wiki style.&lt;br /&gt;
&lt;br /&gt;
yeah [[Shmups_Wiki:Template_Page]] is great.&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Sucaiking/MoS&amp;diff=17779</id>
		<title>User:Sucaiking/MoS</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Sucaiking/MoS&amp;diff=17779"/>
		<updated>2022-11-03T23:33:16Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: Created page with &amp;quot;MoS (Manual of Style) is the style manual for all articles in ns=0. However this subpage is written just for '''''me''''', cause I'm new to here and don't know how to write ar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MoS (Manual of Style) is the style manual for all articles in ns=0. However this subpage is written just for '''''me''''', cause I'm new to here and don't know how to write articles in a shmups-wiki style.&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Sucaiking&amp;diff=17778</id>
		<title>User:Sucaiking</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Sucaiking&amp;diff=17778"/>
		<updated>2022-11-03T23:28:02Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a guy new to stg, but good at wikitext.&lt;br /&gt;
&lt;br /&gt;
[[User:Sucaiking/Sandbox]] [[User:Sucaiking/MoS]]&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Sucaiking&amp;diff=17732</id>
		<title>User:Sucaiking</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Sucaiking&amp;diff=17732"/>
		<updated>2022-11-03T14:40:38Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: Created page with &amp;quot;a guy new to stg, but good at wikitext.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a guy new to stg, but good at wikitext.&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=17730</id>
		<title>Mecha Ritz: Steel Rondo</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mecha_Ritz:_Steel_Rondo&amp;diff=17730"/>
		<updated>2022-11-03T11:03:21Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: /* Mecha Ritz: Steel Rondo */ try to format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mecharitzlogo.png|large|center]]&lt;br /&gt;
[[File:MechaTitle.png|200px|thumb|right]]&lt;br /&gt;
'''Mecha Ritz: Steel Rondo''' is the upgraded commercial version of the freeware [[doujin]] game [[Mecha Ritz]] developed by [[HEY]]. Like its original freeware version, Mecha Ritz: Steel Rondo has a heavy emphasis on rank and encourages the player to raise it as high as they can possibly handle it, while also providing the player with tons of resources to ensure they survive the ever increasing difficulty. As a result, this creates a highly dynamic game where each playthrough differs from the last.&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo also introduces new stages, music, story, mechanics and more.&lt;br /&gt;
&lt;br /&gt;
The game can be purchased on [https://store.steampowered.com/app/463070/Mecha_Ritz_Steel_Rondo/ Steam] , DRM-free on the [https://www.hanaji.com/mecha-ritz official site] and on the [https://www.nintendo.com/store/products/mecha-ritz-steel-rondo-switch/ Nintendo Switch].&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mecha Ritz: Steel Rondo is a simple two button game (with some additional function buttons) with '''12 playable mechas''' (4 are available from the start, 2 new mechas are unlockable and 6 extra variants are also unlockable). &lt;br /&gt;
&lt;br /&gt;
New to Steel Rondo are branching stages, where after each stage's cutscene (as long as the time requirement is met and the player has already cleared the game), the player is presented with two choices. The top choice will lead the player to stages from the original Mecha Ritz while the bottom choice will bring the player to new and harder stages (with more scoring potential). &lt;br /&gt;
&lt;br /&gt;
From now on, top choice stages will be referred to as '''A variant''' and bottom choice stages as '''B variant'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z (Tap):''' Fires the mecha's standard shot.&lt;br /&gt;
* '''Z (Hold):''' Fires the mecha's focused shot.&lt;br /&gt;
* '''X:''' Activates the mecha's bomb.&lt;br /&gt;
* '''C:''' Skips cutscenes/Switches weapon type when playing CBP training&lt;br /&gt;
* '''Z+X+C (Hold):''' Self-destructs your mecha and instantly game over (Can be used to restart the game).&lt;br /&gt;
* '''V:''' Pauses the game ('''NOTE:''' You cannot self-destruct while the game is paused).&lt;br /&gt;
* '''Esc:''' Exits the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== HUD ===&lt;br /&gt;
[[File:MechaRitzHud.png|thumb|250px|right]]&lt;br /&gt;
----&lt;br /&gt;
* '''Left:''' Current amount of lives. Increases by shooting 1up items. Decreases when hit without a shield. Maxes out at 10 lives.&lt;br /&gt;
* '''Bomb:''' Current amount of bombs in stock. Increases by shooting bomb or double items. You can use a bomb by pressing '''X'''. Maxes out at 10 bombs.&lt;br /&gt;
* '''Shields:''' Current amount of shields in stock. Increases by shooting shield or double items. A shield will protect your mecha from losing a life when hit. Upon respawning after losing a life, the amount replenished will match the amount of '''Heat'''. Maxes out at 5 shields.&lt;br /&gt;
* '''Heat:''' Determines your mecha's shot power and the amount of shields you will respawn with. Maxes out at 5.&lt;br /&gt;
* '''Time:''' Amount of time left to reach Veloce and stage branches. Increases after killing bosses and at the end of every stage. Decreases gradually over the course of the game. Locks player into A variant stages and fake TLB if it reaches 0.&lt;br /&gt;
* '''Rank:''' Current game difficulty. Represented by a number from 0 to 500. The higher the number, the higher the diffculty. See the Rank section for more info.&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;
=== Unlockables ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Choice.png|150px|thumb|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz: Steel Rondo has a numerous amount of unlockables. &lt;br /&gt;
&lt;br /&gt;
Stage branches must be unlocked by beating the game's TLB, Veloce once. Veloce can only be reached if the player can reach the final stage without having the time drop to 0. If the time ever drops to 0, the game will lock the player into A variant stages and the last stage will have a fake TLB which kills off the player's mecha upon death, giving the player a bad ending.&lt;br /&gt;
Players can hop between A and B route until they're out of Time and locked to be on Route A&lt;br /&gt;
&lt;br /&gt;
When unlocked, the stage branches will allow players to pick stage variants in whatever order they prefer as long as they still have time left in the timer. B variant Veloce can still be accessed even if the player decided to go all A variants until then.&lt;br /&gt;
&lt;br /&gt;
Other unlockables include the different mecha types, higher starting ranks as well as bullet/explosion colors. These unlock over time until the player reaches 10 hours of play (Which have to be played either on CBP Training or Standard) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mechas ===&lt;br /&gt;
----&lt;br /&gt;
Mecha Ritz Steel Rondo has 6 &amp;quot;Side-A&amp;quot; Mechas and then 6 more mechas of the &amp;quot;Side-B&amp;quot; the names of the Mechas are just their order of choice and behave differently from the Side-A Mechas&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
There are three types of items that can be dropped by an item carrier. The type of item a carrier will drop is indicated by the color of the ship as well as how close the player is to the carrier when destroyed (doesn't apply to white carriers). You can collect an item by shooting at it until it becomes &amp;quot;broken&amp;quot;. If you do not collect the item fast enough, it will start switching between whichever items are within that type.&lt;br /&gt;
&lt;br /&gt;
[[File:Carriers.png|thumb|150px|left|]]&lt;br /&gt;
&lt;br /&gt;
* White carriers will always drop a '''1up''' regardless of distance.&lt;br /&gt;
* Green carriers will drop '''bonus items'''.&lt;br /&gt;
* Purple carriers will drop '''resource items'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Bonus items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''8000/5000/2500 pts. items:''' Gives you extra points and increases rank. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Resource items'''&amp;lt;/big&amp;gt;&lt;br /&gt;
* '''Bomb:''' Grants the player an additional bomb&lt;br /&gt;
* '''Shield:''' Grants the player an additional shield&lt;br /&gt;
* '''Double:''' Gives the player both a bomb and a shield. Only dropped if the player is very close to the carrier upon destruction.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank plays a huge role within this game. You can always check what rank you are currently at by checking it in the HUD. Upon starting the game up, you can select your starting rank from 0 to 500. Rank affects bullet speed, bullet density as well enemy types. Rank affects the game significantly with every hundred it increases by.  Starting from rank 150, all enemies will start shooting out suicide bullets upon death. Rank increases gradually and by performing certain actions and decreases every time the player gets hit or loses a life.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
There are multiple aspects to scoring in Mecha Ritz: Steel Rondo, with the most the prominent one being '''speed killing'''. When an enemy is destroyed, a bit of text will appear which determines the '''multiplier''' applied on the enemy's point value. The possible values from highest to lowest are: '''Grande (Flashing), Grande, Tall and Short'''. In order to get the '''highest multiplier, you must destroy the enemy before the timer (usually located at the bottom right of the enemy) expires'''.&lt;br /&gt;
&lt;br /&gt;
Also throughout the stages, are green item carriers. Upon destroying one, it will drop a '''Bonus item''', which will give '''8000, 5000 or 2000 points''' depending on how close you are when destroying the carrier.&lt;br /&gt;
&lt;br /&gt;
Emptying a boss' healthbar before the timer runs out will give you a '''time bonus''' of '''10,000 points (100,000 points for the TLB)'''.&lt;br /&gt;
&lt;br /&gt;
Located on different parts of each boss, are circles that increases in size the closer you are to them. They will flash white upon damaging them and destroying them will give you a '''destruction bonus''' which '''varies from 1000-5000 points each'''.&lt;br /&gt;
&lt;br /&gt;
At the end of each stage, you will be rewarded with an end stage bonus which gives you more points depending on your resources. The formula used is:&lt;br /&gt;
&lt;br /&gt;
 Left = (current amount of lives + 1) * 50&lt;br /&gt;
 Bomb = current amount of bombs x 10&lt;br /&gt;
 Shield = current amount of shields x 20&lt;br /&gt;
 Basis Point = Left + Bomb + Shield&lt;br /&gt;
 Multiplier = current Rank value + current Time left&lt;br /&gt;
 '''Clear Bonus = Basis Point x Multiplier'''&lt;br /&gt;
&lt;br /&gt;
The B variant TLB's final attack has orbiting circles that cancel bullets around when shot and also give a ton of points when activated. This pattern can be milked by remaining on either the left or right side of the screen and shooting the circles while avoiding the boss. The circles give a ton of points and can be milked for '''~ 5 million points''' if done right.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
'Taken from the game description on Steam and Switch'&lt;br /&gt;
&lt;br /&gt;
Set in a mechanized world, the story begins with a world-renowned young scientist named Veloce. One day she invented &amp;quot;Mecha&amp;quot; and eradicated humankind with her creation, recreating a metallic world filled with Mechas. Pilot humanity's last hope, a Mecha imbued with human will, through the onslaught of enemy waves. Yet as the tides of battles turn and the world reveals itself, perhaps there's more than what meets the eye.&lt;br /&gt;
&lt;br /&gt;
== Version 2.0 and Switch Release ==&lt;br /&gt;
&lt;br /&gt;
Mecha Ritz Steel Rondo will have a 2.0 release, releasing on November 3rd. The release also means the publication of the game on the Nintendo Switch and will act as an upgrade for the people that already own Mecha Ritz Steel Rondo on PC. The arrange of new features include, and is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Formal title screen &lt;br /&gt;
* HUD update &lt;br /&gt;
* Gallery of illustrations and entries of the lore&lt;br /&gt;
* Button mapping&lt;br /&gt;
* Adjustments on stage development&lt;br /&gt;
=== New scoring bonuses ===&lt;br /&gt;
* Sweet Spot Bonus&lt;br /&gt;
 Sweet Spot Bonus is a bonus given to breaking vulnerable spots on bosses and big regular enemies. Starts at 100 points and scales on formula: (a*s)*100 (Where a is sweet spot streak and s is shield charges) If all Sweet &lt;br /&gt;
 Spots have been destroyed on a boss, get 100k points as Perfect Sweets Bonus. Resets on hit back to (a=1) &lt;br /&gt;
&lt;br /&gt;
* Secret Bonus &lt;br /&gt;
&lt;br /&gt;
 All stages now have secret spots to shoot and give Sweet Spot Bonus on discovery &lt;br /&gt;
&lt;br /&gt;
* Remaining Boss Time Bonus&lt;br /&gt;
&lt;br /&gt;
 Now Boss Time Bonus scales according to remaining time in a t*1000 for bosses and t*10000 for main bosses where t is the remaining time in the clock. &lt;br /&gt;
 [NEED TESTING IN GAME] Remaining Final Boss Time Bonus is given by t*100000 &lt;br /&gt;
&lt;br /&gt;
* Performance Bonus&lt;br /&gt;
&lt;br /&gt;
 Doing a NoMiss will yield 10k on bosses, so does performing a NoBomb. Achieving NoMiss and NoBomb gives 100k score. &lt;br /&gt;
&lt;br /&gt;
=== Improvements and balancing on the Mechas. ===&lt;br /&gt;
TBA&lt;br /&gt;
* New BGM.&lt;br /&gt;
* Probable bug fixes.&lt;br /&gt;
* New Scoring item of 12000 points that does considerable damage on breaking while also cancelling bullets&lt;br /&gt;
&lt;br /&gt;
Users that already had Mecha Ritz Steel Rondo on Steam get the 2.0 update free of charge on release.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Due to an error made in the latest patch, the boss info screens are always in Chinese no matter what language you choose.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gal1.png&lt;br /&gt;
File:Gal2.png&lt;br /&gt;
File:Gal3.png&lt;br /&gt;
File:Gal4.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* Primary info contributed by [[User:NElectron256|NElectron256]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Bullet_Hell_Monday&amp;diff=17729</id>
		<title>Bullet Hell Monday</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Bullet_Hell_Monday&amp;diff=17729"/>
		<updated>2022-11-03T11:00:53Z</updated>

		<summary type="html">&lt;p&gt;Sucaiking: add a title in infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bullet_Hell_Monday_logo.jpg|center|500px]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #0077dd&lt;br /&gt;
|title = Bullet Hell Monday&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Bullet_Hell_Monday_title.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Masayuki Ito&lt;br /&gt;
|&lt;br /&gt;
|releasedate =  	October 3rd, 2016 (Mobile), Late 2022 (PC/Steam)&lt;br /&gt;
|&lt;br /&gt;
|previousgame = .Decluster (Dot Decluster)&lt;br /&gt;
|nextgame = Bullet Hell Monday Black&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Why don't we play a bullet hell shooter? I made it for you who think bullet hell shooters are hard.&amp;quot; - Masayuki Ito''&lt;br /&gt;
&lt;br /&gt;
Bullet Hell Monday, as the name implies, is a bullet hell style shmup game that aims to appeal to both hardcore players, and newcomers to the genre alike. Developed by [Masayuki Ito] and released on October 3rd, 2016 on the Android Play Store, it has since garnered great success, with over 500,000 downloads, and a 4.7/5 star rating of roughly 15,000 reviews. The game is developed in the Unity Engine.&lt;br /&gt;
&lt;br /&gt;
The game is a fairly straightforward bullet hell/danmaku style STG, however one of its most defining features is its Chapter select design. Instead of the common handful of stages played sequentially, the player is initially tasked with completing missions to progress through the game by completing specific objectives. Additionally, the game has a total of 9 unique ships to play as (2 unlocked by default) and focuses on rewarding the player with AP points from completing levels in order to spend on unlocking and upgrading ships.&lt;br /&gt;
&lt;br /&gt;
Most of these mission objectives, referred to as Bonuses by the game, are achieved by clearing levels with under certain conditions. Conditions can range from as simple as clearing a level without taking damage, clearing it with a certain score or multiplier, defeating a certain number of enemies, beating a level within a certain time limit, and so on. Some objectives are hidden from the player until they are completed, adding a bit of a puzzle and exploration elements to the gameplay. Additionally, the game keeps track of how many bonuses were cleared, showing a completion percentage for each chapter. &lt;br /&gt;
&lt;br /&gt;
Other modes such as Challenge and Extra are unlocked by progressing through the game, and offer more challenges for dedicated players, as well as online leaderboards via the Play Store.&lt;br /&gt;
&lt;br /&gt;
On May 24th, 2022, Masayuki Ito announced on their Twitter page that a PC/Steam port of the game would be releasing sometime later that year, and on August 12th, 2022, the beta Playtest for the PC port was opened.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls (Mobile) ===&lt;br /&gt;
----&lt;br /&gt;
* '''Touch/Mouse/Arrowkeys:''' Move (and Shoot)&lt;br /&gt;
* '''Touch/Z:''' Shot &lt;br /&gt;
* '''Bomb/X:'''Bomb&lt;br /&gt;
* '''Switch/C:''' Switch Shot Type&lt;br /&gt;
* '''Left Shift (PC Only):''' Low-Speed Movement&lt;br /&gt;
&lt;br /&gt;
As the game is designed for mobile devices, the game has a very simple control scheme. Shooting is automatic whenever you are touching the screen, and you move your ship by sliding along the screen. &lt;br /&gt;
The game supports a wide range of customizable options, allowing one to tailor their control scheme to their liking. For example, the Bomb and Switch actions can be changed from a 2 Finger Tap, Button, or Double Tap control scheme, with options for adjusting sensitivity of ship movement, double tap inputs, and button placement on the screen as well. &lt;br /&gt;
&lt;br /&gt;
Additionally, the PC port was designed with multiple control schemes in mind. The controls are fully customizable, as well as offering more options than the original. The ability to play with Mous, Keyboard, Controller, or any combination of such are all supported simultaneously in gameplay. This allows for much more freedom of movement and control of the player's ship than most other shmups, and opens up the ability for advanced strategies to develop from these combinations of gameplay control styles (for example, using Mouse controls for fast quick movement across the screen, while using digital Keyboard input for careful and planned movement without using shot during dense patterns)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
=== Challenge and Extra Modes ===&lt;br /&gt;
Two modes named Challenge and Extra can be unlocked by progressing through the game. Challenge mode offers a gameplay style more akin to traditional arcade shmups with 5 sequential levels to be played for a high score. Extra Mode actually has two distinct sub-type modes: Endless and Accel. &lt;br /&gt;
&lt;br /&gt;
Endless 1 and 2 are endless modes, where the game increases in difficulty, with the goal being to survive the longest, and score the highest.&lt;br /&gt;
Accel 1 and 2 are similar to Endless, however the difference is that the game speed increases over time along with difficulty. Like Endless, the goal is to survive the longest, and score the highest.&lt;br /&gt;
In both modes, the player can select the starting difficulty/speed of the game before beginning. Setting the difficulty higher will increase the amount of multiplier gained from enemies, but at the expense of the bullet patterns being more difficult (or playing at a faster game speed in Accel).&lt;br /&gt;
&lt;br /&gt;
=== Music Box ===&lt;br /&gt;
A Music Box option can be unlocked in the Shop once certain conditions are met (Clearing Chapter 510 {{unconfirmed?}}) The Music Box costs 200AP, and when unlocked, will add a new option on the main menu, indicated by a music note. Tapping the new option will then bring up a screen where you can unlock every soundtrack in the game for various AP costs. Once a track is unlocked, it can be listened to at any time from this menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
There are 9 unique Ship Types in the game, with 2 unlocked at the beginning (Laser and Wide shot type). Each type can be upgraded in exchange for AP points in various ways from Level 1 to Level 10. Such upgrades include a stronger main shot, adding additional options, stronger bombs, a larger bomb stock, and an Item Auto-collect feature. &lt;br /&gt;
&lt;br /&gt;
The 9 Ship Types are as follows:&lt;br /&gt;
* '''Laser:''' A ship with a powerful narrow shot (Unlocked by default)&lt;br /&gt;
* '''Wide:''' A ship with a weaker wide-spread shot (Unlocked by default)&lt;br /&gt;
* '''Phantom:''' A ship that can place a decoy of itself to misdirect bullets while dealing powerful damage&lt;br /&gt;
* '''Homing:''' A ship with powerful missiles that home in on enemies&lt;br /&gt;
* '''Shielding:''' A ship that can shield itself from damage&lt;br /&gt;
* '''Time:''' A ship with a a shot that will lock-on and destroy enemies after a short delay&lt;br /&gt;
* '''Search:''' A ship with a shot that can sway form side to side, with options that will aim towards enemies.&lt;br /&gt;
* '''Lock-On:''' A ship with a shot that will lock-on directly to nearby enemies&lt;br /&gt;
* '''Blade:''' A ship with a powerful short range shot, and a sweeping blade that turns bullets into items.&lt;br /&gt;
&lt;br /&gt;
Each Ship Type also has a unique bomb as well, themed after its shot type.&lt;br /&gt;
&lt;br /&gt;
The player is able to equip 2 different Ship Types at a time, and switch between them freely at any time when in a level. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
Items are geometric shapes dropped by enemies when defeated, or when converted to from cancelled bullets. Items act as the primary source of score in the game. Their value is affected by the current score Multiplier, &lt;br /&gt;
* Small Items are worth a small amount of score. They are pentagon shaped&lt;br /&gt;
* Large items are worth a larger amount of score. They are hexagon shaped&lt;br /&gt;
&lt;br /&gt;
Items can be collected by moving into them with your ship, by using a bomb, or by using the Auto-Collect function when unlocked on an upgraded ship. &lt;br /&gt;
&lt;br /&gt;
Bomb Items can also occasionally be rewarded by fulfilling certain conditions, such as destroying specific enemies, defeating a boss phase, or reaching a certain multiplier/item threshold in the Challenge and Extra Modes. These are indicated by a large box appearing with an audio cue. Once the box is destroyed, the player can collect it in the same manner as score items.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
While the game does not have a traditional Rank system, the Extra Modes do to an extent, as the better and longer you play in Endless or Accel mode, the more difficult the game will become, either by increasing bullet pattern difficulty, or increasing the overall game speed.&lt;br /&gt;
&lt;br /&gt;
In normal Chapter stages and Challenge Mode, there is no Rank system.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in Bullet Hell Monday is relatively straightforward. Destroying enemies and collecting as many items as possible increases your score. &lt;br /&gt;
However, score gained from these sources is affected by the Multiplier. &lt;br /&gt;
&lt;br /&gt;
The Multiplier is a percentage number on the top of the screen that increases as you destroy enemies and obstacles. Destroying an enemy quickly will reward the maximum amount of Multiplier from them, with the multiplier gain decreasing the longer the enemy is on screen. &lt;br /&gt;
Destroying enemies with a Bomb rewards double the amount of multiplier from them, however as the player has a limited supply of resources, strategic bomb use is required to maximize your scoring potential. &lt;br /&gt;
&lt;br /&gt;
While Chapter Mode does not have a focus on scoring, the Challenge and Extra Modes are designed with high scoring in mind, reinforced by those scores being tracked on the Google Play leaderboards. Score is still important in Chapter mode however, both in order to achieve certain bonus requirements, as well your best scores being tracked on the result screens and in stage select in detail. &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;
=== '''Extends'''  ===&lt;br /&gt;
PC/Steam Playtest:&lt;br /&gt;
* Challenge 1: 10 Million, then every 20 Million&lt;br /&gt;
&lt;br /&gt;
Mobile: &lt;br /&gt;
* Challenge All: Every 20,000,000&lt;br /&gt;
* Extra Endless 1: Every 500% Multiplier&lt;br /&gt;
* Extra Accel 1: Every N Items (Depends on game speed, starts at ~1000 items at 1.00x-1.10 speed)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(WIP)&lt;br /&gt;
General strategy for the game is simply increasing your Multiplier as high as possible through defeating enemies quickly, using all resources available to double multiplier gain from defeated enemies, and collecting as many score Items as one is able to before the end of a stage. This is easier said than done, and discovering optimal bomb usage is necessary to reach the highest scores. Besides that, survival is generally the best way to increase your score, as surviving longer means more multiplier and items gained from defeated enemies, which means more score regardless of play. On some stages, specific enemies will drop Bomb Items for the player to pick up and replenish their bomb supply. Knowing when these occur and under what conditions is key to both scoring and survival play. In many cases, defeating a phase of the orb boss will commonly drop a spare bomb item in many stages of the game. Some other large ships and obstacles will also drop bomb items when destroyed.&lt;br /&gt;
&lt;br /&gt;
For Challenge mode, The above applies, but routing your resource usage to gain the maximum amount of score from each stage is even more important. Particularly when attempting an All Stage clear, which requires the player to clear all 5 challenge stages in a row without life or bomb refills in between, similar to a traditional arcade shmup experience. An extend, or extra life, is gained every 20 million points when playing through the Challenge All Stage. This can be critical to high scoring routes as an extra life gives 3 more bombs to use to help build Multiplier and convert bullets into score items.&lt;br /&gt;
&lt;br /&gt;
For the Extra Modes, survival is the most important in acquiring a high score. As the modes continue endlessly, scoring potential is much higher (theoretically infinite). Because the levels do not end, focusing on pure survival is ideal, as again, surviving longer means more opportunity to gain more score and higher multiplier. &lt;br /&gt;
&lt;br /&gt;
Additionally, Extra Modes offer 1 continue by exchanging AP, or by watching an ad, which does not invalidate or reset your score. As such, players only seeking to achieve a high score should make use of this option on particularly good attempts of the modes. For those interested in a more pure &amp;quot;1cc&amp;quot; style challenge alongside scoring however, this can be ignored to simply go tot he result screen with whatever score was obtained. Challenge Mode does not allow the player to use a continue however once defeated. &lt;br /&gt;
&lt;br /&gt;
An important thing to note is that there are separate leaderboards for not using the Shield Ship Type. If you do not select the Shield type, your score will be updated to both leaderboards, with respective ranking for each. It should be noted that the in-game leaderboard icon will display your ranking for the overall leaderboard, regardless of if Shield was used or not in that playthrough. &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;
== Story ==&lt;br /&gt;
While Bullet Hell Monday on its own did not contain a story at all really, as of the release of Bullet Hell Monday Black, and Bullet Hell Monday Finale, the story of the game has been expanded upon slightly, but left vague and open to interpretation.&lt;br /&gt;
&lt;br /&gt;
The following interpretation is subjective, however it can be interpreted that the goal of the player in this game is to power up their ship, and learn to battle against bullet hell patterns. Thematically, this fits with the game being intended to introduce newcomers to the shmup genre, while still having a challenge in the mission bonuses and unlockable extra modes as the player improves. &lt;br /&gt;
From here, the story continues either in Bullet Hell Monday Black or Finale. As Bullet Hell Monday Black has a True Final Boss, with an ending that appears more conclusive (in addition to the Stage Subtitles in both games hinting at a story), It can be thought of as the games going in the following order chronologically for the story: BHMB1, BHM Finale, BHM Black. This is also loosely supported due to the increasing of overall game difficulty being roughly in that order, as well as Bullet Hell Monday Black being intended for the most hardcore fans of shmups and the series, stated often both in game and on the store page (which recommends playing Bullet Hell Monday before Black if it is too difficult for the player.) Additionally, BHMB offers the player the maximum amount of special abilities alongside their main weapons, that being all 6 at the same time (when they were first introduced), while Finale allows only 4 at a time, with the original Bullet Hell Monday having no special abilities at all. The theme of powering up your ship is supported in that way, as your ship increases in power alongside your skill as a player.&lt;br /&gt;
&lt;br /&gt;
The story represented in this way, even if very sparse, can be a good metaphor to the core concept of the game, that being introducing newcomers to the shmup genre with a game that they can enjoy without needing a high level of skill to play, and eventually growing into being a much more skilled player that enjoys the shmup genre as a whole. &lt;br /&gt;
Of course, this is still all subjective and speculation, as a story is only vaguely hinted at in the game directly. Masaykui Ito has not confirmed any interpretations of a story for the game, or if there even is one at all.&lt;br /&gt;
&lt;br /&gt;
In a way, the story is the player's personal journey through the game, and with the shmup genre in general. &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;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
* The Bullet Hell Monday Playtest for the PC/Steam version was opened on August 12th, 2022. In this version most modes are locked, only the Tutorial and Challenge 1 being available. Additionally, all ship types were unlocked at max level for the player. The intent was to test the stability of the game, particularly concerning general gameplay, replays, and the leaderboard. &lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
Masayuki Ito's Twitter:&lt;br /&gt;
https://twitter.com/dot_decluster&lt;br /&gt;
Masayuki Ito's Youtube&lt;br /&gt;
https://www.youtube.com/masayukiito&lt;br /&gt;
&lt;br /&gt;
US Google Android Play Store Page:&lt;br /&gt;
https://play.google.com/store/apps/details?id=com.msykit.Stg1u&amp;amp;gl=US&lt;br /&gt;
&lt;br /&gt;
PC/Steam port announcement:&lt;br /&gt;
https://twitter.com/dot_decluster/status/1529041828447928320&lt;br /&gt;
Steam Page: &lt;br /&gt;
https://store.steampowered.com/app/2003660/Bullet_Hell_Monday/&lt;br /&gt;
&lt;br /&gt;
Contributors:&lt;br /&gt;
[[User:Xeirla|Xeirla]]&lt;br /&gt;
Also special thanks to the players who have posted gameplay footage and guides on Youtube, as well as Masayuki Ito as the developer of the game, as well as publicly uploading the OST to be listened to freely as well! &lt;br /&gt;
~Xeirla&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sucaiking</name></author>
		
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