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	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
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	<updated>2026-04-19T08:27:23Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://shmups.wiki/index.php?title=Guwange&amp;diff=22667</id>
		<title>Guwange</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Guwange&amp;diff=22667"/>
		<updated>2023-06-21T02:30:05Z</updated>

		<summary type="html">&lt;p&gt;The1truepickaxe: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Guwange Logo.png|190px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #E2522F&lt;br /&gt;
|title = Guwange&lt;br /&gt;
|background = white&lt;br /&gt;
|image = Guwange Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 230px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Masahiro Kusunoki&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kōyama&amp;lt;br/&amp;gt;Takashi Ichimura&lt;br /&gt;
|art = Akira Wakabayashi&amp;lt;br/&amp;gt;Junya Inoue&amp;lt;br/&amp;gt;Hiroyuki Tanaka&amp;lt;br/&amp;gt;Yūko Nakamura&amp;lt;br/&amp;gt;Atsushi Aburano&amp;lt;br/&amp;gt;Tōru Shimazu &lt;br /&gt;
|designer = Akira Wakabayashi&amp;lt;br/&amp;gt;Junya Inoue&lt;br /&gt;
|releasedate = '''Arcade:''' June 24, 1999 / December 30, 2007 (Blue Label)&amp;lt;br/&amp;gt;'''Xbox 360:''' November 10, 2010&lt;br /&gt;
|previousgame = [[Dangun Feveron]]&lt;br /&gt;
|nextgame = [[Progear no Arashi]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Guwange''''' was the last game developed by Cave for Atlus's 68000-based hardware.&lt;br /&gt;
&lt;br /&gt;
It was originally released in the arcades in 1999, and later ported to Xbox 360.&lt;br /&gt;
&lt;br /&gt;
A variation of the game with altered scoring system called &amp;quot;Special Version&amp;quot; or &amp;quot;Blue Label&amp;quot; exists. It is a simple rom swap on PCB, and available in the 360 port.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Guwange is a vertical shooter with a walking character and levels scrolling both vertically and horizontally.&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Shot.&lt;br /&gt;
* '''A (Hold):''' &amp;quot;Shikigami&amp;quot; attack.&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
** When holding '''B''' after bombing, you can move the stick to control the direction of the bomb.&lt;br /&gt;
* '''C:''' A Auto-fire if enabled in the game's test menu.&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Shishin&amp;lt;/span&amp;gt;''': Ninja with mask&lt;br /&gt;
* -- Shot can be aimed left/right a bit when moving.&lt;br /&gt;
* -- Average movement speed&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Hiiragi Kosame&amp;lt;/span&amp;gt;''': Female archer with wolf&lt;br /&gt;
* -- Shots fire straight&lt;br /&gt;
* -- Fast movement speed&lt;br /&gt;
* -- Shikigami attack leave napalm trails&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Kamono Gensuke&amp;lt;/span&amp;gt;''': Pharmacist with glasses&lt;br /&gt;
* -- Shots are wide but straight&lt;br /&gt;
* -- Shots pierce and can hit elevated enemies&lt;br /&gt;
* -- Slow movement speed&lt;br /&gt;
&lt;br /&gt;
=== Health pickups ===&lt;br /&gt;
&lt;br /&gt;
There are three types of health pickups.&lt;br /&gt;
- Small: Restores some health in the current health bar.&lt;br /&gt;
- Medium: Restores one full health bar.&lt;br /&gt;
- Large: Restores all health.&lt;br /&gt;
&lt;br /&gt;
'''Stage 3'''&lt;br /&gt;
&lt;br /&gt;
Destroy the biggest statue first at the end of the horizontally scrolling section (small health pickup)&lt;br /&gt;
&lt;br /&gt;
'''Stage 4'''&lt;br /&gt;
&lt;br /&gt;
Destroy the midboss with shikigami attack (medium health pickup)&lt;br /&gt;
&lt;br /&gt;
'''Stage 5'''&lt;br /&gt;
&lt;br /&gt;
Destroy the tank before the boss (small health pickup)&lt;br /&gt;
&lt;br /&gt;
'''Stage 6'''&lt;br /&gt;
&lt;br /&gt;
On the spider section, killing spiders will grant health pickups. First a small, then a medium and then a large assuming enough spiders are killed.&lt;br /&gt;
&lt;br /&gt;
Each cart at the section towards the end grants a small health pickup.&lt;br /&gt;
&lt;br /&gt;
The right three at the first phase of the boss gives a medium health pickup.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
In Guwange, there are 2 vital parts of scoring, chaining and the 1,000 mode.&lt;br /&gt;
&lt;br /&gt;
=== Skull meter ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The skull meter is an meter made out of ten skulls that is filled by damaging and killing stuff, and emptied by waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As long as skull 1 remains partially filled, the chain can keep going. Otherwise, the chain breaks and resets to 0 coins.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The meter starts flashing after skull 5 is completely filled, and makes the main function of 1,000 mode work, which is explained afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 1,000 mode ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you reach a coin chain of 1,000, something happens. Every shot that hits an enemy produces coins, but it only happens while the skull meter is flashing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You know when you enter this mode because the coin counter flashes yellow instead of the normal blue when it's under 1,000.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Coin counter ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the chaining part that contributes to your score. There is ''no'' malus related to the coin counter during a no-miss chain, but when the skull meter gets emptied, it gets reset to 0, causing the chain to be broken.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is everything that increases the coin counter:&lt;br /&gt;
 thing            counter increase&lt;br /&gt;
 ---------------------------------&lt;br /&gt;
 s.gold air coin pair   2 (1 indiv)&lt;br /&gt;
 l.gold air coin pair   4 (2 indiv)&lt;br /&gt;
 steel air coin                  9&lt;br /&gt;
 pile of ''n'' coins                 ''n''&lt;br /&gt;
 quick snack*                 2000&lt;br /&gt;
 light lunch*                 3000&lt;br /&gt;
 full banquet*                4000&lt;br /&gt;
 ---------------------------------&lt;br /&gt;
 *Only when in perfect health&lt;br /&gt;
&lt;br /&gt;
When you get hurt, you will lose a certain amount of coins depending on the bullet's strength, commonly 200 - 300 coins. Dying outright will halve it; so your score would be hurt quite a lot when dying.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Coin production ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you kill an enemy, it produces a certain amount of coins, dependent on how high the skull meter is; having the payout maxed out with a completely filled skull meter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Secret pots, revealed by walking over their position, also produce coins in a similar fashion to killed enemies. You can produce extra coins by completely filling the skull meter and keeping it on sturdier enemies and bosses, varying from the spirit flux.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Spirit flux =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is one of the things that is easier to do with autofire, but harder to do without it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To do this, hold the A button long enough to make the skull meter start flashing, and then release it to allow the main shots to hit the boss and spawn a stream of coins.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With autofire, quick successive taps of the A button while having the C button held down is just enough to successfully do spirit flux. Without it, the A button must be held longer, resulting in a reduced amount of coins and a more demanding rhythm to maintain. The character movement must also be timed to the A presses to stop excessive spirit movement.&lt;br /&gt;
&lt;br /&gt;
== Console Release Notes ==&lt;br /&gt;
&lt;br /&gt;
'''Xbox 360 / Xbox One'''&lt;br /&gt;
&lt;br /&gt;
* Physical Release? - No, digital download only.&lt;br /&gt;
* Arranged Modes - Yes: 'Guwange Arrange Blue', 'Guwange Arrange 360'[http://www.hardcoregaming101.net/guwange/]&lt;br /&gt;
* Online Leaderboards? - Yes &lt;br /&gt;
* Tate Option? - Yes&lt;br /&gt;
* Original Arcade Graphics - Yes (and Xbox 360 can be forced to output Tate 4:3 ratio at 480p)&lt;br /&gt;
* Internal Scanlines Generator: No (T_T)&lt;br /&gt;
* Graphical Filters: Smoothing On/Off&lt;br /&gt;
* Training mode - Yes&lt;br /&gt;
* Training Mode Configuration:&lt;br /&gt;
 - Save States - No&lt;br /&gt;
 - Level Select - Yes&lt;br /&gt;
 - Customise Resources - Yes, all.&lt;br /&gt;
 - Boss Fight Select - No&lt;br /&gt;
 - Mid Boss Fight Select - No&lt;br /&gt;
 - Save Training Run Replays - No&lt;br /&gt;
* Replay Mode - Yes (&amp;amp; can download high scoring replays from Leaderboards)&lt;br /&gt;
* Replay Options:&lt;br /&gt;
 - Can slow playback to 1/32 speed (!)&lt;br /&gt;
&lt;br /&gt;
[[Category:Guwange]]&lt;/div&gt;</summary>
		<author><name>The1truepickaxe</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_A&amp;diff=16467</id>
		<title>DoDonPachi DaiFukkatsu Arrange A</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Arrange_A&amp;diff=16467"/>
		<updated>2022-08-11T23:22:16Z</updated>

		<summary type="html">&lt;p&gt;The1truepickaxe: Added some gameplay information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Arrange A''' &amp;lt;small&amp;gt;(JP: 怒首領蜂大復活ブラックレーベル)&amp;lt;/small&amp;gt;アレンジA)&amp;lt;/small&amp;gt; is an arranged mode of [[DoDonPachi DaiFukkatsu]] that borrows from [[DoDonPachi DaiOuJou]] the type A ship and the hyper item mechanic, mixing it with DFK's Power style.&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #ff42ae&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Arrange A&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = ArrA_title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|music = Person A&lt;br /&gt;
|&lt;br /&gt;
|program = Person B&lt;br /&gt;
|&lt;br /&gt;
|art = Person C&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Xbox 360''': ____ &amp;lt;/br&amp;gt; '''Steam''': Oct 3, 2016&amp;lt;ref&amp;gt;[https://store.steampowered.com/app/464450/DoDonPachi_Resurrection Steam product page]&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the standard shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the laser weapon&lt;br /&gt;
* '''B:''' Switches between Normal and Boost modes&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot&lt;br /&gt;
* '''D:''' Activate a hyper&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
In Daifukkatsu (DFK) Arrange A, you control a ship similar in appearance to the Type A ship from Dodonpachi Daioujou. However, it functions very differently from that game.&lt;br /&gt;
&lt;br /&gt;
Arrange A has you playing with a '''Power''' type ship, meaning you can change between two ship states, '''Normal''' mode and '''Boost''' mode, by pressing the bomb button. While in Boost, movement speed is reduced but firepower is increased. Additionally, bombs may not be used, although collecting a single bomb item will initiate the MAXIMUM bonus.&lt;br /&gt;
&lt;br /&gt;
=== Hyper Gauge and Hyper Items ===&lt;br /&gt;
----&lt;br /&gt;
Where Arrange A differs significantly is the way hyper mode functions. Unlike the main game, hyper mode is '''not''' immediately available for use when the hyper gauge is filled. Instead, when the hyper gauge fills, a hyper item will appear at the top of the screen and float down. This item must be collected before hyper mode can be used. Up to five hyper items can be spawned and collected. With each additional hyper item, the power level of the ship will be increased proportionally.&lt;br /&gt;
&lt;br /&gt;
When you are in hyper mode, you will still gain hyper gauge, but the hyper items will not drop. Instead, each full gauge will be &amp;quot;banked&amp;quot; and a new gauge will appear and start to fill. As soon as hyper mode ends, the banked hyper items will drop all at once.&lt;br /&gt;
&lt;br /&gt;
If you have no hypers stocked or active, and you fill the hyper gauge, then all on-screen bullets will be cancelled.&lt;br /&gt;
&lt;br /&gt;
If you have stocked hyper items and then die, the items will float around and can be collected again.&lt;br /&gt;
&lt;br /&gt;
=== Hyper Mode ===&lt;br /&gt;
----&lt;br /&gt;
Unlike the normal version, in Arrange A the properties of hyper mode depend on whether your ship is in '''Normal''' mode or '''Boost''' mode.&lt;br /&gt;
&lt;br /&gt;
In Normal Mode, hypers will '''not''' slow down or cancel bullets. The power of the shot and laser will still be increased.&lt;br /&gt;
&lt;br /&gt;
In Boost Mode, hypers will slow down and cancel bullets as normal. The power of the shot and laser is increased further, making the laser ''extremely'' powerful.&lt;br /&gt;
&lt;br /&gt;
The duration of hyper mode is also dependent on whether you use Normal or Boost mode. Boost mode reduces the hyper timer much more quickly. However, you can freely switch between Normal and Boost during a hyper. Many players will activate Boost mode in brief bursts to cancel bullets, remaining mostly in Normal mode, so that the hyper lasts for longer.&lt;br /&gt;
&lt;br /&gt;
When shooting bullets during a hyper, HITs will be added to the chain meter. This is true regardless of if you are in Normal or Boost mode. When in Normal mode, you still gain HITs from shooting bullets even though they aren't cancelled, but you will only gain a single HIT from each bullet.&lt;br /&gt;
&lt;br /&gt;
=== Hyper Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hyper Rank works the mostly same in Arrange A as it does in the normal version.&lt;br /&gt;
&lt;br /&gt;
Each time hyper is used, the Hyper Rank will increase by 1, up to a maximum of 5. How many hyper items you have when using a hyper doesn't affect the rate of increase.&lt;br /&gt;
&lt;br /&gt;
As Hyper Rank rises, enemy fire rate and pattern density will increase, while bullet speed will also increase. Bullets will also give additional HITs when shot during hyper mode depending on the Hyper Rank. Because of this, it is advantageous when playing for score to raise the Hyper Rank to level 5 as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Hexagon laser enemies do not spawn in this mode, and cancelled bullets do not spawn additional revenge bullets.&lt;br /&gt;
&lt;br /&gt;
=== Chain Gauge ===&lt;br /&gt;
----&lt;br /&gt;
Chaining is mostly unchanged from the normal version.&lt;br /&gt;
&lt;br /&gt;
As mentioned previously, shooting bullets in hyper mode will give additional HITs. This is the primary source of scoring in Arrange A.&lt;br /&gt;
&lt;br /&gt;
There is no way to instantly drop the chain, except for the chain gauge to reach zero. Dying, bombing, or even dying during a hyper will not end the chain.&lt;br /&gt;
&lt;br /&gt;
=== Star Items ===&lt;br /&gt;
----&lt;br /&gt;
The value of Star Items is proportional to the Chain Gauge, like in Black Label. They do not increase the chain meter.&lt;br /&gt;
&lt;br /&gt;
=== Bee Items ===&lt;br /&gt;
----&lt;br /&gt;
Bees do not oscillate between being yellow and green in this version. They will still periodically flash, but they will always be yellow.&lt;br /&gt;
&lt;br /&gt;
Collecting a bee will fill your hyper gauge by 25% if it's normal, and 50% if it's flashing. It will also give an additional 25% if you collect them during a hyper.&lt;br /&gt;
&lt;br /&gt;
If the hyper increase from collecting a bee happens to fill the hyper gauge, then all on-screen bullets will be cancelled. This is disadvantageous during a hyper, because shooting bullets during a hyper is the primary method of scoring. It is recommended to collect bees in such a way that they do not fill the hyper gauge during a hyper's duration.&lt;br /&gt;
&lt;br /&gt;
The scoring value of bees is unchanged from normal mode.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
If the game already has an existing entry in the [[:Category:Video_Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>The1truepickaxe</name></author>
		
	</entry>
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