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	<id>https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Trap15</id>
	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://shmups.wiki/library/Special:Contributions/Trap15"/>
	<updated>2026-04-18T13:41:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://shmups.wiki/index.php?title=Sol_Divide&amp;diff=36015</id>
		<title>Sol Divide</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sol_Divide&amp;diff=36015"/>
		<updated>2025-11-02T14:14:25Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Staff update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- [[File:Template_Logo.png|center]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Sol Divide&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&amp;lt;!-- |image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
|developer = Psikyo&lt;br /&gt;
|&lt;br /&gt;
|music = Masaki Izutani&lt;br /&gt;
|&lt;br /&gt;
|program = Shiori Saito, Toshinori Sugita, Keisuke Takagi, Kunihiko Nogomi, Kenichi Fujita&lt;br /&gt;
|&lt;br /&gt;
|art = Katsuya Terada, Hiroshi Yamada, Wataru Yamazaki, Naozumi Yorichika, Mitsuo Kodama, Hideyuki Oda, Yoko Tsukagoshi, Ikuya Yoshida, Norikazu Takemori, Emi Taniguchi, Hideto Kamioka, Hirotsugu Imoto, Kotaro Ogata, Keizou Fujita, Kunio Asahara, Kentaro Maki&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1997 May&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sol Divide''' is a fairly unique spin on the shooting game genre developed by [[Psikyo]] in 1997. It combines elements of action RPGs, beat 'em ups, and shooting games into a package that is generally considered less than its parts, but holds merits on its unique concept and solid-if-strange design aspects.&lt;br /&gt;
&lt;br /&gt;
It has multiple ports for various consoles. The Saturn and PS1 ports contain a unique &amp;quot;Original&amp;quot; mode which leans further into the RPG aspects.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Sol Divide's arcade version is a 3 button game, but the ported versions generally change the button layout for ease of control.&lt;br /&gt;
&lt;br /&gt;
* '''A:''' Shoot. There is no charge shot, but it requires some amount of tapping, though there is a burst of shots fired per button press.&lt;br /&gt;
* '''B:''' Melee. Pressing this button up to 3 times performs an automatic combo, and each character has a special input for an ''extremely high'' damage 4th hit in the combo. As well, pressing '''forward-up''' or '''forward-down''' and holding '''B''' will perform unique melee attacks that do reasonably large damage and have very large range, but cannot be used in a combo.&lt;br /&gt;
* '''C:''' Change magic. This button will always advance the magic cursor forward to the right by one entry in the unlocked list, wrapping around the end. On most ports, there is a button to move the magic cursor backwards as well.&lt;br /&gt;
* '''A+B:''' Use magic. This button will use the magic selected if the magic meter is sufficiently full. If the player attempts to use magic without enough meter, the cursor will return to the first entry. Some ports have a specific button to activate magic and ''do not allow the original A+B input''.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
Sol Divide contains 3 playable characters, strongly categorized by their strengths. Each character has a unique first stage.&lt;br /&gt;
&lt;br /&gt;
=== Kashon ===&lt;br /&gt;
Melee-strong, but shot-weak. Generally considered the best character due to the importance of melee in the game design, and the ease of inputting his combo finisher.&lt;br /&gt;
&lt;br /&gt;
Combo finisher input: '''Forward'''&lt;br /&gt;
&lt;br /&gt;
Character specific magic: '''Phoenix'''&lt;br /&gt;
&lt;br /&gt;
=== Vorg ===&lt;br /&gt;
A reasonably balanced character between the others' extremes. Reasonably strong.&lt;br /&gt;
&lt;br /&gt;
Combo finisher input: '''Up'''&lt;br /&gt;
&lt;br /&gt;
Character specific magic: '''Nightmare'''&lt;br /&gt;
&lt;br /&gt;
=== Tyora ===&lt;br /&gt;
Shot-strong, but melee-weak. Her magic is generally also considered the strongest, but her weak melee makes her likely the weakest character in the cast.&lt;br /&gt;
&lt;br /&gt;
Combo finisher input: '''Down'''&lt;br /&gt;
&lt;br /&gt;
Character specific magic: '''Summons'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Magic ==&lt;br /&gt;
TODO&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Items ==&lt;br /&gt;
TODO&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Rank ==&lt;br /&gt;
Sol Divide ranks up primarily through survival time. Given the player never truly dies outside of a game over, there is no particular way to reduce it.&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
Sol Divide has a second loop. Rarely for Psikyo games, it is only available if the player clears the first loop on one credit.&lt;br /&gt;
&amp;lt;!-- TODO: more info --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
The original arcade version of Sol Divide provides extremely little score feedback, even avoiding putting the score on screen outside of stage intermissions.&lt;br /&gt;
&lt;br /&gt;
However, there are quite a few scoring systems at play. As usual for Psikyo, collecting excess items will award score bonuses. Defeating enemies with the 3rd hit of a melee combo is worth double points, and defeating them with the special 4th hit is worth ''quadruple'' points. '''This system also applies to boss destruction points''', making it extremely important for score play.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Several magics are consumed upon use, particularly the strongest ones, but all stats and magic are reset upon entry to the second loop. As a result, it is strongly suggested to strategize which magics you will use on the second half of the game when the bosses become extremely hard.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;* This page was brought up by [[User:trap15|trap15]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sol_Divide&amp;diff=36014</id>
		<title>Sol Divide</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sol_Divide&amp;diff=36014"/>
		<updated>2025-11-02T14:00:53Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Initial bringup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- [[File:Template_Logo.png|center]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Sol Divide&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
&amp;lt;!-- |image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
|developer = Psikyo&lt;br /&gt;
|&lt;br /&gt;
|music = Masaki Izutani&lt;br /&gt;
&amp;lt;!-- |&lt;br /&gt;
|program = Person B&lt;br /&gt;
|&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|art = Katsuya Terada&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1997 May&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sol Divide''' is a fairly unique spin on the shooting game genre developed by [[Psikyo]] in 1997. It combines elements of action RPGs, beat 'em ups, and shooting games into a package that is generally considered less than its parts, but holds merits on its unique concept and solid-if-strange design aspects.&lt;br /&gt;
&lt;br /&gt;
It has multiple ports for various consoles. The Saturn and PS1 ports contain a unique &amp;quot;Original&amp;quot; mode which leans further into the RPG aspects.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
Sol Divide's arcade version is a 3 button game, but the ported versions generally change the button layout for ease of control.&lt;br /&gt;
&lt;br /&gt;
* '''A:''' Shoot. There is no charge shot, but it requires some amount of tapping, though there is a burst of shots fired per button press.&lt;br /&gt;
* '''B:''' Melee. Pressing this button up to 3 times performs an automatic combo, and each character has a special input for an ''extremely high'' damage 4th hit in the combo. As well, pressing '''forward-up''' or '''forward-down''' and holding '''B''' will perform unique melee attacks that do reasonably large damage and have very large range, but cannot be used in a combo.&lt;br /&gt;
* '''C:''' Change magic. This button will always advance the magic cursor forward to the right by one entry in the unlocked list, wrapping around the end. On most ports, there is a button to move the magic cursor backwards as well.&lt;br /&gt;
* '''A+B:''' Use magic. This button will use the magic selected if the magic meter is sufficiently full. If the player attempts to use magic without enough meter, the cursor will return to the first entry. Some ports have a specific button to activate magic and ''do not allow the original A+B input''.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
Sol Divide contains 3 playable characters, strongly categorized by their strengths. Each character has a unique first stage.&lt;br /&gt;
&lt;br /&gt;
=== Kashon ===&lt;br /&gt;
Melee-strong, but shot-weak. Generally considered the best character due to the importance of melee in the game design, and the ease of inputting his combo finisher.&lt;br /&gt;
&lt;br /&gt;
Combo finisher input: '''Forward'''&lt;br /&gt;
&lt;br /&gt;
Character specific magic: '''Phoenix'''&lt;br /&gt;
&lt;br /&gt;
=== Vorg ===&lt;br /&gt;
A reasonably balanced character between the others' extremes. Reasonably strong.&lt;br /&gt;
&lt;br /&gt;
Combo finisher input: '''Up'''&lt;br /&gt;
&lt;br /&gt;
Character specific magic: '''Nightmare'''&lt;br /&gt;
&lt;br /&gt;
=== Tyora ===&lt;br /&gt;
Shot-strong, but melee-weak. Her magic is generally also considered the strongest, but her weak melee makes her likely the weakest character in the cast.&lt;br /&gt;
&lt;br /&gt;
Combo finisher input: '''Down'''&lt;br /&gt;
&lt;br /&gt;
Character specific magic: '''Summons'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Magic ==&lt;br /&gt;
TODO&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Items ==&lt;br /&gt;
TODO&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Rank ==&lt;br /&gt;
Sol Divide ranks up primarily through survival time. Given the player never truly dies outside of a game over, there is no particular way to reduce it.&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
Sol Divide has a second loop. Rarely for Psikyo games, it is only available if the player clears the first loop on one credit.&lt;br /&gt;
&amp;lt;!-- TODO: more info --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
The original arcade version of Sol Divide provides extremely little score feedback, even avoiding putting the score on screen outside of stage intermissions.&lt;br /&gt;
&lt;br /&gt;
However, there are quite a few scoring systems at play. As usual for Psikyo, collecting excess items will award score bonuses. Defeating enemies with the 3rd hit of a melee combo is worth double points, and defeating them with the special 4th hit is worth ''quadruple'' points. '''This system also applies to boss destruction points''', making it extremely important for score play.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Several magics are consumed upon use, particularly the strongest ones, but all stats and magic are reset upon entry to the second loop. As a result, it is strongly suggested to strategize which magics you will use on the second half of the game when the bosses become extremely hard.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;* This page was brought up by [[User:trap15|trap15]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gradius&amp;diff=35918</id>
		<title>Gradius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gradius&amp;diff=35918"/>
		<updated>2025-10-26T03:23:52Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Fix the rest of the button stuff, correct header note about Nemesis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo_Gradius_3x.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| title = Gradius&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Gradius_TitleScreen.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Miki Higashino &amp;lt;ref&amp;gt; [https://vgmdb.net/artist/191 M. Higashino Profile] at the Videogame Music Database &amp;lt;/ref&amp;gt;&lt;br /&gt;
| program = Hiroyasu Machiguchi &amp;lt;ref&amp;gt; [https://shmuplations.com/gradius/ Shmuplations Translated “Game Hihyou Interview – September 1999” - 1996/1999] Developer Interviews Article &amp;lt;/ref&amp;gt; &amp;lt;/br&amp;gt; S.Umezaki (Uncredited) &amp;lt;ref&amp;gt; [https://shmuplations.com/imadethat/ Shmuplations “I made that!” – Shigeharu Umezaki - 1991] Developer Interviews Article &amp;lt;/ref&amp;gt;&lt;br /&gt;
| art = S.Muraki (Uncredited) &amp;lt;ref&amp;gt; [https://shmuplations.com/imadethat/ Shmuplations “I made that!” – Setsu Muraki - 1991] Developer Interviews Article &amp;lt;/ref&amp;gt;&lt;br /&gt;
| releasedate = May 29, 1985&lt;br /&gt;
| previousgame = [[TwinBee]]&lt;br /&gt;
| nextgame = [[Finalizer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Gradius]]'' (グラディウス) is a horizontal-scrolling shoot-em-up developed by ''[[Konami]]'' in 1985, and is the first game in the Gradius series. It introduced a unique power-up system that allowed players to choose their upgrades, which would become a staple of the series.&lt;br /&gt;
&lt;br /&gt;
''Gradius'' was originally released in arcades in 1985, and has been ported to numerous consoles. The export version of the game is titled ''Nemesis'' (see [[#Version Differences|Version Differences]] below for more information), and some ports use that name instead.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Gradius'' is a three-button shooter (two in some ports). There are seven stages in the game (although some ports feature an additional stage). with the game looping upon completing the final stage.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A''': Activates currently selected power-up.&lt;br /&gt;
* '''B''': Fires the standard shot or laser.&lt;br /&gt;
* '''C''': Fires missiles (once activated)&lt;br /&gt;
&lt;br /&gt;
Note: In some ports, '''B''' and '''C''' are combined into a single fire button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
[[File:Gradius_PowerMeter.png|thumb|600px|right|The Power Meter used in Gradius.]]&lt;br /&gt;
&lt;br /&gt;
When you start the game or lose a life, your ship will only have a horizontal-firing shot. When you destroy certain enemies (indicated by being a different color) or enemy formations, they will drop Power Capsules. With every red Power Capsule collected, the highlighted power-up on the Power Meter at the bottom of the screen will change. When the power-up that you want is selected, press '''A''' to receive it. This will reset the process, and you will need to collect more Power Capsules to &amp;quot;purchase&amp;quot; additional power-ups. If the last choice is highlighted and another Power Capsule is collected, the choice will wrap around to the start of the Power Meter.&lt;br /&gt;
&lt;br /&gt;
* '''Speed Up''': Increases the movement speed of your ship. Can be purchased up to 5 times.&lt;br /&gt;
* '''Missile''': Activates usage of missiles. Press '''C''' to fire a missile diagonally down. If the missile reaches the ground, it will fly along it until hitting an enemy or obstacle. This is very useful for destroying ground-based enemies.&lt;br /&gt;
* '''Double''': Adds a second shot to your standard weapon that fires diagonally up. Cannot be used together with the '''Laser'''.&lt;br /&gt;
* '''Laser''': Changes your standard shot into a strong laser that fires horizontally and moves up and down with your ship. Hold the button to increase the length of the beam. Cannot be used together with '''Double'''.&lt;br /&gt;
* '''Option/Multiple''': Adds an option that travels behind your ship, mimicking its movements. Shoots an extra shot/laser or missile every time you fire. You can have up to four at a time (two in some ports).&lt;br /&gt;
* '''?''': Adds two front-facing shields to your ship. Each shield can absorb a certain number of shots before disappearing.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
There are two types of collectable Power Capsules in ''Gradius'' which appear upon defeating certain enemies or enemy formations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Gradius_PowerRed.png]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Red'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Collect these to advance the Power Meter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Gradius_PowerBlue.png]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Blue'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Destroys or damages all enemies on-screen when collected. Appears after every 15 Red Capsules.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
The rank system in ''Gradius'' is based upon a formula that differs depending on which version of the game you are playing. In the western version, renamed ''Nemesis'', the difficulty dip switch settings have a far greater impact. Regardless of the version being played, the rank caps at 15.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gradius (Japan) rank&lt;br /&gt;
|-&lt;br /&gt;
| rank = ( (survival frames / 1000) + (stages completed * 3) + power + (number of options * 2) + difficulty variable ) / 2&lt;br /&gt;
|-&lt;br /&gt;
! Nemesis (US) rank&lt;br /&gt;
|-&lt;br /&gt;
| rank = ( (survival frames / difficulty variable) + stages completed + power + (number of options * difficulty variable) + difficulty variable ) / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The difficulty setting (Easy/Normal/Hard/Very Hard) has a much greater influence on rank in ''Nemesis'':&lt;br /&gt;
&lt;br /&gt;
* Survival frames is divided differently depending on the version played. If playing ''Gradius'', it is always divided by 1000. In ''Nemesis'', the divisor is determined by the difficulty setting as 768/608/512/384.&lt;br /&gt;
* Power refers to a value based on the number of power-ups acquired. The value of each power up is static in ''Gradius'', but based on the difficulty setting in ''Nemesis''.&lt;br /&gt;
:* Missiles add 2 to the value in ''Gradius'', and 1/2/2/3 in ''Nemesis''.&lt;br /&gt;
:* If the player has four options, add 2 in ''Gradius'', and 1/2/2/3 in ''Nemesis''.&lt;br /&gt;
:* Lasers add 4 to the value in ''Gradius'', and 3/3/3/4 in ''Nemesis''.&lt;br /&gt;
:* Shields add 4 to the value in ''Gradius'', and 4/7/8/10 in ''Nemesis''.&lt;br /&gt;
* The number of options is multiplied by 2 in ''Gradius'', and 2/3/4/5 in ''Nemesis''.&lt;br /&gt;
* The final difficulty variable is 0/2/4/6 in ''Gradius'', and 0/4/8/10 in ''Nemesis''.&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Gradius'' loops infinitely. Upon a completion of a loop, the player is stripped of all their power-ups, specific enemies begin to move faster, and now have a 50% chance to fire a suicide bullet when destroyed. On loop 3, the chance of a suicide bullet increases to 100%. &lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
On the far side of the galaxy exists the planet Gradius, a lush, Earth-like world that has lived in peace for many years. That peace came to a sudden end when Planet Gradius was attacked by the Bacterian Empire, a race of amoeba-like beings from a star cluster located in Sub-Space. Facing a hopeless battle against the Bacterians, Planet Gradius launches their last hope of survival, the hyper-space fighter Vic Viper. Its mission: to end the war by piercing through the Bacterian forces and destroying the core of their flagship, the space fortress Xaerous.&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
Despite ''Nemesis'' being a much more difficult version of the game, it includes a few changes:&lt;br /&gt;
&lt;br /&gt;
*Losing a life and respawning spawns in a large group of orange enemies to give the player a chance to recover.&lt;br /&gt;
*The player can continue, but up to a maximum of 3 times.&lt;br /&gt;
*Boss areas are much shorter. Areas like the volcanic eruption at the end of Stage 1 lasts half as long.&lt;br /&gt;
*Increased enemy count and/or altered enemy placement in certain areas.&lt;br /&gt;
&lt;br /&gt;
An additional revision, labeled '''nemesisuk''', changes the rank system to match ''Gradius'', but removes the ability to continue.&lt;br /&gt;
&lt;br /&gt;
[https://tcrf.net/Nemesis_(Arcade)#Version_Differences The Cutting Room Floor] provides full details on the changes between versions.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* [https://gradius.fandom.com/ Gradius Wiki]&lt;br /&gt;
* [https://tcrf.net/Nemesis_(Arcade) The Cutting Room Floor: Nemesis (Arcade)]&lt;br /&gt;
* [https://tcrf.net/Nemesis_(Arcade)#Version_Differences Full details on differences between ''Gradius'' and ''Nemesis'']&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gradius&amp;diff=35917</id>
		<title>Gradius</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gradius&amp;diff=35917"/>
		<updated>2025-10-26T03:17:43Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Fix button layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo_Gradius_3x.png|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| title = Gradius&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Gradius_TitleScreen.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Konami]]&lt;br /&gt;
| music = Miki Higashino &amp;lt;ref&amp;gt; [https://vgmdb.net/artist/191 M. Higashino Profile] at the Videogame Music Database &amp;lt;/ref&amp;gt;&lt;br /&gt;
| program = Hiroyasu Machiguchi &amp;lt;ref&amp;gt; [https://shmuplations.com/gradius/ Shmuplations Translated “Game Hihyou Interview – September 1999” - 1996/1999] Developer Interviews Article &amp;lt;/ref&amp;gt; &amp;lt;/br&amp;gt; S.Umezaki (Uncredited) &amp;lt;ref&amp;gt; [https://shmuplations.com/imadethat/ Shmuplations “I made that!” – Shigeharu Umezaki - 1991] Developer Interviews Article &amp;lt;/ref&amp;gt;&lt;br /&gt;
| art = S.Muraki (Uncredited) &amp;lt;ref&amp;gt; [https://shmuplations.com/imadethat/ Shmuplations “I made that!” – Setsu Muraki - 1991] Developer Interviews Article &amp;lt;/ref&amp;gt;&lt;br /&gt;
| releasedate = May 29, 1985&lt;br /&gt;
| previousgame = [[TwinBee]]&lt;br /&gt;
| nextgame = [[Finalizer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Gradius]]'' (グラディウス) is a horizontal-scrolling shoot-em-up developed by ''[[Konami]]'' in 1985, and is the first game in the Gradius series. It introduced a unique power-up system that allowed players to choose their upgrades, which would become a staple of the series.&lt;br /&gt;
&lt;br /&gt;
''Gradius'' was originally released in arcades in 1985, and has been ported to numerous consoles. Some early ports were localized under the title ''Nemesis''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
''Gradius'' is a three-button shooter (two in most ports). There are seven stages in the game (although some ports feature an additional stage). with the game looping upon completing the final stage.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
&lt;br /&gt;
* '''A''': Activates currently selected power-up.&lt;br /&gt;
* '''B''': Fires the standard shot or laser.&lt;br /&gt;
* '''C''': Fires missiles (once activated)&lt;br /&gt;
&lt;br /&gt;
Note: In some ports, '''Shot''' and '''Missile''' are combined into a single fire button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[File:Gradius_PowerMeter.png|thumb|600px|right|The Power Meter used in Gradius.]]&lt;br /&gt;
&lt;br /&gt;
When you start the game or lose a life, your ship will only have a horizontal-firing shot. When you destroy certain enemies (indicated by being a different color) or enemy formations, they will drop Power Capsules. With every red Power Capsule collected, the highlighted power-up on the Power Meter at the bottom of the screen will change. When the power-up that you want is selected, press '''C''' to receive it. This will reset the process, and you will need to collect more Power Capsules to &amp;quot;purchase&amp;quot; additional power-ups. If the last choice is highlighted and another Power Capsule is collected, the choice will wrap around to the start of the Power Meter.&lt;br /&gt;
&lt;br /&gt;
* '''Speed Up''': Increases the movement speed of your ship. Can be purchased up to 5 times.&lt;br /&gt;
* '''Missile''': Activates usage of missiles. Press '''B''' to fire a missile diagonally down. If the missile reaches the ground, it will fly along it until hitting an enemy or obstacle. This is very useful for destroying ground-based enemies.&lt;br /&gt;
* '''Double''': Adds a second shot to your standard weapon that fires diagonally up. Cannot be used together with the '''Laser'''.&lt;br /&gt;
* '''Laser''': Changes your standard shot into a strong laser that fires horizontally and moves up and down with your ship. Hold the button to increase the length of the beam. Cannot be used together with '''Double'''.&lt;br /&gt;
* '''Option/Multiple''': Adds an option that travels behind your ship, mimicking its movements. Shoots an extra shot/laser or missile every time you fire. You can have up to four at a time (two in some ports).&lt;br /&gt;
* '''?''': Adds two front-facing shields to your ship. Each shield can absorb a certain number of shots before disappearing.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
There are two types of collectable Power Capsules in ''Gradius'' which appear upon defeating certain enemies or enemy formations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Gradius_PowerRed.png]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Red'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Collect these to advance the Power Meter.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Gradius_PowerBlue.png]]&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;'''Blue'''&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt; || Destroys or damages all enemies on-screen when collected. Appears after every 15 Red Capsules.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
&lt;br /&gt;
The rank system in ''Gradius'' is based upon a formula that differs depending on which version of the game you are playing. In the western version, renamed ''Nemesis'', the difficulty dip switch settings have a far greater impact. Regardless of the version being played, the rank caps at 15.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gradius (Japan) rank&lt;br /&gt;
|-&lt;br /&gt;
| rank = ( (survival frames / 1000) + (stages completed * 3) + power + (number of options * 2) + difficulty variable ) / 2&lt;br /&gt;
|-&lt;br /&gt;
! Nemesis (US) rank&lt;br /&gt;
|-&lt;br /&gt;
| rank = ( (survival frames / difficulty variable) + stages completed + power + (number of options * difficulty variable) + difficulty variable ) / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The difficulty setting (Easy/Normal/Hard/Very Hard) has a much greater influence on rank in ''Nemesis'':&lt;br /&gt;
&lt;br /&gt;
* Survival frames is divided differently depending on the version played. If playing ''Gradius'', it is always divided by 1000. In ''Nemesis'', the divisor is determined by the difficulty setting as 768/608/512/384.&lt;br /&gt;
* Power refers to a value based on the number of power-ups acquired. The value of each power up is static in ''Gradius'', but based on the difficulty setting in ''Nemesis''.&lt;br /&gt;
:* Missiles add 2 to the value in ''Gradius'', and 1/2/2/3 in ''Nemesis''.&lt;br /&gt;
:* If the player has four options, add 2 in ''Gradius'', and 1/2/2/3 in ''Nemesis''.&lt;br /&gt;
:* Lasers add 4 to the value in ''Gradius'', and 3/3/3/4 in ''Nemesis''.&lt;br /&gt;
:* Shields add 4 to the value in ''Gradius'', and 4/7/8/10 in ''Nemesis''.&lt;br /&gt;
* The number of options is multiplied by 2 in ''Gradius'', and 2/3/4/5 in ''Nemesis''.&lt;br /&gt;
* The final difficulty variable is 0/2/4/6 in ''Gradius'', and 0/4/8/10 in ''Nemesis''.&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Gradius'' loops infinitely. Upon a completion of a loop, the player is stripped of all their power-ups, specific enemies begin to move faster, and now have a 50% chance to fire a suicide bullet when destroyed. On loop 3, the chance of a suicide bullet increases to 100%. &lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
On the far side of the galaxy exists the planet Gradius, a lush, Earth-like world that has lived in peace for many years. That peace came to a sudden end when Planet Gradius was attacked by the Bacterian Empire, a race of amoeba-like beings from a star cluster located in Sub-Space. Facing a hopeless battle against the Bacterians, Planet Gradius launches their last hope of survival, the hyper-space fighter Vic Viper. Its mission: to end the war by piercing through the Bacterian forces and destroying the core of their flagship, the space fortress Xaerous.&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
&lt;br /&gt;
Despite ''Nemesis'' being a much more difficult version of the game, it includes a few changes:&lt;br /&gt;
&lt;br /&gt;
*Losing a life and respawning spawns in a large group of orange enemies to give the player a chance to recover.&lt;br /&gt;
*The player can continue, but up to a maximum of 3 times.&lt;br /&gt;
*Boss areas are much shorter. Areas like the volcanic eruption at the end of Stage 1 lasts half as long.&lt;br /&gt;
*Increased enemy count and/or altered enemy placement in certain areas.&lt;br /&gt;
&lt;br /&gt;
An additional revision, labeled '''nemesisuk''', changes the rank system to match ''Gradius'', but removes the ability to continue.&lt;br /&gt;
&lt;br /&gt;
[https://tcrf.net/Nemesis_(Arcade)#Version_Differences The Cutting Room Floor] provides full details on the changes between versions.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
* [https://gradius.fandom.com/ Gradius Wiki]&lt;br /&gt;
* [https://tcrf.net/Nemesis_(Arcade) The Cutting Room Floor: Nemesis (Arcade)]&lt;br /&gt;
* [https://tcrf.net/Nemesis_(Arcade)#Version_Differences Full details on differences between ''Gradius'' and ''Nemesis'']&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Psikyo&amp;diff=34757</id>
		<title>Psikyo</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Psikyo&amp;diff=34757"/>
		<updated>2025-07-16T05:48:48Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Correct spelling of Harakami's name, somewhat correct and comment out information that isn't exactly correct.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Psikyo Logo Transparent.png|frameless|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Psikyo''' (Japanese: ''Saikyō'' / '''彩京''') was a Japanese game developer and publisher that developed a number of shooting games between 1992 and 2003. It was formed by ex-[[Video System]] staff who had previously worked on [[Rabio Lepus]]&amp;lt;ref name=&amp;quot;lepus&amp;quot;&amp;gt;&amp;quot;[https://www.mobygames.com/game/rabbit-punch | Rabbit Punch]&amp;quot; at Mobygames. Retrieved 14.09.20.&amp;lt;/ref&amp;gt;, [[Turbo Force]]&amp;lt;ref name=&amp;quot;turbo&amp;quot;&amp;gt;&amp;quot;[http://shmuplations.com/turboforce/ | Turbo Force 1997 Developer Interview]&amp;quot;, Shmuplations.com, trans. &amp;quot;blackoak&amp;quot;. Retrieved 14.09.20.&amp;lt;/ref&amp;gt; and the first game of the [[Aero Fighters]] series.&amp;lt;ref name=&amp;quot;aero&amp;quot;&amp;gt;&amp;quot;[https://www.mobygames.com/game/aero-fighters | Aero Fighters]&amp;quot; at Mobygames.com. Retrieved 14.09.20.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations&amp;quot;&amp;gt;&amp;quot;[http://shmuplations.com/psikyo/ | Two 1997 Developer Interviews]&amp;quot;, Shmuplations.com, trans. &amp;quot;blackoak&amp;quot;. Retrieved 14.09.20.&amp;lt;/ref&amp;gt; In 2002 they were acquired by X-Nauts and stopped developing games in-house. X-Nauts.Psikyo shut down in 2005 and ZeroDiv, an [https://en.wikipedia.org/wiki/Systems_engineering SES company] formed the same year by former Psikyo developer Takayuki Harakami&amp;lt;ref name=&amp;quot;zerodiv&amp;quot;&amp;gt;&amp;quot;[https://www.4gamer.net/games/999/G999905/20190329056/ |「彩京」コンテンツを扱うゼロディブがシティコネクションの完全子会社に。ゼロディブ代表の原神敬幸氏はシティコネクションの執行役員に就任]&amp;quot;, 4gamer.net 2019. Retrieved 14.09.20.&amp;lt;/ref&amp;gt;, became the Japanese liaison for the Psikyo property rights.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
NOTE TO EDITORS: There is substantial misinformation around the Psikyo property rights, intentionally created by certain parties to exert undue influence. I (trap15) will eventually get around to setting the record straight here.&lt;br /&gt;
OLD INFORMATION: ZeroDiv primarily licensed the rights to mobile developers&amp;lt;ref name=&amp;quot;gamesindustry&amp;quot;&amp;gt;&amp;quot;[https://www.gamesindustry.biz/articles/strikers-1945-plus-iphone-version-of-neo-geo--ps2-and-psp-shooter-launched-on-the-app-store | Strikers 1945 Plus]&amp;quot;, Gamesindustry.biz 2009. Retrieved 14.09.20.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;silicone&amp;quot;&amp;gt;&amp;quot;[https://www.siliconera.com/psikyo-defunct-but-their-game-library-lives-on/ | Psikyo Defunct, But Their Game Library Lives On]&amp;quot;, Siliconera.com 2009. Retrieved 14.09.20.&amp;lt;/ref&amp;gt; until they were acquired by City Connection in 2019.&amp;lt;ref name=&amp;quot;zerodiv&amp;quot;/&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Psikyo games are noted for their fast enemy bullet patterns, highly challenging second loops, and random elements.&lt;br /&gt;
&lt;br /&gt;
===== Shooting games developed by Psikyo =====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sengoku Ace]] (Samurai Aces)'' || 1993&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunbird]]'' || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945]]'' || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sengoku Blade]] (Tengai)''  || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sol Divide]]'' || 1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945 II]]'' || 1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zero Gunner]]'' || 1997&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunbird 2]]'' || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pilot Kids]]'' || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Space Bomber]]'' || 1998&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1999]] (Strikers 1945 III)'' || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945 Plus]]'' || 1999&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dragon Blaze]]'' || 2000&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zero Gunner 2]]'' || 2001&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cho Aniki: Seinaru Protein Densetsu]]'' || 2003&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Strikers_1999&amp;diff=34756</id>
		<title>Strikers 1999</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Strikers_1999&amp;diff=34756"/>
		<updated>2025-07-16T05:43:43Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Remove incorrect art reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Strikers 1999 logo.gif|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #170f88&lt;br /&gt;
|innerbordercolor = #eeeeac&lt;br /&gt;
|title = Strikers 1999&lt;br /&gt;
|background = #dbecf5&lt;br /&gt;
|image = Strikers1999_titlescreen_jp.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Start screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[Psikyo]]&amp;lt;ref name=&amp;quot;psikyomoby&amp;quot;&amp;gt;&amp;quot;[https://www.mobygames.com/company/x-nautpsikyo X-Naut.Psikyo]&amp;quot; at Mobygames. Retrieved 2020.09.16.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|releasedate = '''Arcade''': 1999&amp;lt;ref name=&amp;quot;strikersarc&amp;quot;&amp;gt;&amp;quot;[https://www.arcade-museum.com/game_detail.php?game_id=9850 Strikers 1945 III]&amp;quot; at Arcade Museum. Retrieved 2021.01.30.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;'''Android''': 2015 &amp;lt;ref name=&amp;quot;taitomoby&amp;quot;&amp;gt;&amp;quot;[https://play.google.com/store/apps/details?id=com.mobirix.s1945iii_gg STRIKERS 1999]&amp;quot; at Google Play Store. Retrieved 2021.01.30.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;'''Switch''': Aug 29th, 2019 (Zerodiv)&amp;lt;ref name=&amp;quot;zerodiv&amp;quot;&amp;gt;&amp;quot;[https://www.mobygames.com/game/switch/strikers-1999 Strikers 1999 For Nintendo Switch]&amp;quot; at mobygames.com. Retrieved 2020.09.16&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;Jan 21st, 2020 (City Connection, NIS America)&amp;lt;ref name=&amp;quot;nis&amp;quot;&amp;gt;&amp;quot;[https://www.nintendo.com/games/detail/psikyo-shooting-stars-alpha-switch/ Psikyo Shooting Stars Alpha]&amp;quot; at Nintendo.com. Retrieved 2020.09.16.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;city&amp;quot;&amp;gt;Screenshots page for &amp;quot;[https://www.nintendolife.com/games/nintendo-switch/psikyo_shooting_stars_alpha/screenshots Psikyo Shooting Stars Alpha]&amp;quot; at Nintendo.com. Retrieved 2020.09.16.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;'''PC''': Jun 30th, 2020 (City Connection)&amp;lt;ref name=&amp;quot;steam&amp;quot;&amp;gt;&amp;quot;[https://store.steampowered.com/app/1279400/STRIKERS_1945_III/ Strikers 1945 III]&amp;quot; at Metacritic. Retrieved 2021.01.30.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|previousgame = [[Space Bomber]]&lt;br /&gt;
|nextgame = [[Strikers 1945 Plus]]&lt;br /&gt;
|officialsite = [https://web.archive.org/web/20060206092727/http://www.x-nauts.com/psikyo/product/1999/index.html  X-Nauts]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Strikers 1999''''' (ストライカーズ1999), released internationally as Strikers 1945 III, is a vertical [[shooting game]] developed and published in 1999 by [[Psikyo]]. The game was ported to Android in 2015 and to the Switch in 2018 as part of the ''Psikyo Shooting Stars Alpha'' collection.&lt;br /&gt;
&lt;br /&gt;
The game is a direct sequel to [[Strikers 1945 II]], and is set 54 years after it's predecessor. The game deviates from the WWII aesthetic of previous Strikers titles, and incorporates more sci-fi elements. The game introduces the Technical Bonus scoring mechanic, which was later adopted by [[Dragon Blaze]].&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
Strikers 1999 is a 2 button game and consists of 8 stages. As with previous Psikyo titles, the order of the first 4 stages is randomised with each credit. The difficulty of these stages varies depending on how late they appear in the stage order. After clearing all 8 stages, the player automatically enters a second loop, which features significantly denser bullet patterns.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A Button (Press):''' Shot&lt;br /&gt;
* '''A Button (Hold):''' Super Shot (depletes Super Gauge)&lt;br /&gt;
* '''B Button:''' Bomb (depletes bomb stock)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Strikers1999_screenshot.png|175px|thumb|right|F-4 Phantom II and AV-8 Harrier in action]]&lt;br /&gt;
'''Main Shot'''&lt;br /&gt;
&lt;br /&gt;
Basic attack performed by pressing the shot button. This attack is upgraded by collecting Power-Up items, and reaches max power after three items have been collected. After collecting two Power-Up items the shot is supplemented by a secondary attack, or sub-shot, which offers some additional screen coverage. Colliding with an enemy will reduce the shot power by one level, and losing a life will reduce the shot to its base level.&lt;br /&gt;
&lt;br /&gt;
'''Super Shot'''&lt;br /&gt;
&lt;br /&gt;
The super gauge is located at the bottom left of the screen, and is filled by dealing damage to enemies (including bosses). Holding the A button releases a powerful attack which depletes the gauge. The Super Shot will be active for as long as the A button is held down until the gauge is fully depleted. Super Shots are character-specific and there are three different power levels of the Super Shot depending on how much of the gauge is filled when it is activated.&lt;br /&gt;
&lt;br /&gt;
Filling up the gauge is solely tied to damage inflicted. The more damage is dealt, the quicker the gauge is filling up - regardless of enemy destruction. Moreover, filling up single increments of the blue Lv.0 gauge takes less damage than filling up increments of the green Lv.1 gauge. Lastly, the yellow Lv.2 gauge is filled up the slowest.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Bombs not only grant invincibility but also clear enemy bullets and deal damage within specific areas of the screen. The precise effects of bombs are ship-specific.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
Strikers 1999 offers five playable ships by default, each with their own playstyle and unique advantages. A sixth ship, the X-36, can be unlocked by entering the code 01999 in Maintenance Mode. After this, the ship becomes selectable by pressing UP on the random ship on the ship select screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; F/A-18 Super Hornet &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#541488; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;F/A-18 Super Hornet&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_fa18.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' An 8-way blue shot, flanked by an additional green shot on each side.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Homing Missile.'' Heat-seeking missiles that home in on enemies. Up to 4 on screen at once.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Rapid Missile.'' The F/A-18's four options lock into position and fire a barrage of missiles directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Super Tomahawk.'' Deploys a bomb that clears most of the screen of bullets and deals damage to enemies. After the initial effect, a fiery circle stays on screen for a bit longer but is limited in range. Regardless of the player's position when the bomb is activated, the effect always stays right in the center of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Medium [91F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Super Hornet is a well-balanced ship with good damage when up close. While it deals significantly less damage if they are away from the enemy, due to how projectiles work in this game, it can be made up for with its Super Shot. A solid option overall, that can make good job of enemies with some routing.&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; F-117 Stealth &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#1b0c8c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;F-117 Stealth&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_f117.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' An 8-way purple shot, flanked by an additional green shot on each side.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Heat Mine.'' Slow moving mines that explode on contact with enemies. Up to 6 on screen at once.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Sonic Wave.'' Options move forward and deal damage in two small circular aoes directly in from of the craft.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Thunderbolt.'' Fully clears the screen of bullets and deals damage to enemies. The damage output is very weak.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Slow [96F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Stealth fires *very* slow projectiles and it's one of the slowest ships, this makes perform poorly when played in a regular way. To really make good use of it, the player must perform very aggressive shotgun strats. Due to how the game handles projectiles, they will repeatedly spawn if your distance between the enemy is small. They can also be used to cover multiple spaces at one due to their low speed, firing them before an enemy spawns in a location while you are covering another section of the screen. It can fall back on its wide shot and Super Shot when you aren't able to move their faces, but the Super Shot itself is very tricky to use, having comparably low range to the other ships. A powerful ship with potential, just not a conventional one.&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; F-22 Raptor &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#541488; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;F-22 Raptor&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_f22.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' A narrow green shot aimed directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Baryon Laser.'' 6 lasers that flank the main shot (3 on either side). Can pierce through multiple enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Twin Stinger.'' The ship's two options lock into position and each fire a powerful laser directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Cluster Bomb.'' Drops a bomb that fully clears the screen of bullets and deals damage to enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Fast [81F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Raptor's piercing Shots allow it to have a very good stage performance, and with some bosses with multiple parts and/or a myriad of [[Zako]] accompanying them, it's also good there. It suffers from a weak main shot however, so making good use of your Super Shot when needed is crucial, otherwise, big HP targets will spell disaster. &lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; AV-8 Harrier &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#1b0c8c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;AV-8 Harrier&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_av8.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' Two columns of purple projectiles aimed directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Straight Missile.'' Missiles fired directly forward from the ship's two options.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Hunter Fortmation.'' Options will disengage from the craft and independently seek out targets to attack.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''B-52 Carpet Bombing.'' Two large planes will carpet bomb the screen, clearing the screen of bullets and dealing damage to enemies. Extremely high damage output. Unlike the other craft, the Harrier is not locked into an animation for this attack and can move freely. Since bullets do not disappear instantly, panic-bombing can often lead to death.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Slow [102F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Harrier has the most consistent main shot damage of any ship, and a very good bomb that let's you reposition very easily. It can use its Super Shot for stage portions with many [[Zako]]. Its the slowest ship in the game, even more than Stealth, so it necessitates heavy routing when compared to the other ships, and you will either have to let go of some medals or sacrifice enemy destruction if you want the most amount of points. Due to this, it's amongst the worst ships for scoring, but for survival, its flaws can be worked with for a ship that's really good at doing what it can do.&lt;br /&gt;
&lt;br /&gt;
*Note that unlike most other crafts, Harrier's two side options directly follow the movements of the main ship, rather than simply flanking on either side (i.e. similar behaviour to those in the [[Gradius]] series). This doesn't end up mattering much as you can only ever get two options, so lining all of them up isn't as important as with other trace options.&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; F-4 Phantom II &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#541488; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;F-4 Phantom II&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_f4.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' 5-way spread shot, flanked by green projectiles on either side.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Roll Napalm.'' Slow moving projectiles aimed directly forward. Up to 4 at once.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Cross Napalm.'' A single slow-moving, but highly damaging missile.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Samurai Sword '99.'' Performs a loop, while firing a large fiery projectile aimed directly forward. Similar to the bomb animation in [[Sengoku Ace]]. The bomb has incredible damage output when used pointblank (perhaps the highest damage in the game) but does almost no damage to targets further away.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Medium [85F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Phantom is both fast and very powerful when up front, but has some of the worst stage performance in the game by itself since its sub shot can disappear if it doesn't hit something in its short travel distance. It's not encouraged to shotgun with this ship, it's required, but becomes *the* best boss killer if the player knows what they are doing thanks to its high damage and ability to macro dodge some peculiarly difficult patterns unlike Stealth or Harrier.&lt;br /&gt;
&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; X-36 &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#1b0c8c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;X-36&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_x36.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' Column of five blue shots aimed directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Variable Laser.'' Purple lasers that home-in on enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Spiral Laser.'' Fires a powerful laser directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Mega Smasher.'' X-36 transforms into a mech and hurls an energy ball across the screen, damaging enemies in a large area. Can move during the transform animation.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Fast [78F] &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
The X-36 is considered the strongest ship in the game, thanks to its powerful homing lasers, fastest speed in the game, and devastating super shot attack. It lacks any meaningful weakness aside from dealing less damage when up front compared to other ships, but it's inconsequential when factoring how destructive its damage can be thanks to Super Shot. Recommended for beginners and veterans alike.&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
=== Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Strikers 1999 hitboxes.png|500px|center]]&lt;br /&gt;
&lt;br /&gt;
The exact dimensions of each of the hitboxes are as follows.&amp;lt;ref&amp;gt;All information on hitbox size provided by ''sikraiken''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• '''F/A-18 Super Hornet:''' 5x8&amp;lt;br&amp;gt;&lt;br /&gt;
• '''F-117 Stealth:''' 5x6&amp;lt;br&amp;gt;&lt;br /&gt;
• '''F-22 Raptor:''' 5x7&amp;lt;br&amp;gt;&lt;br /&gt;
• '''AV-8 Harrier:''' 3x6&amp;lt;br&amp;gt;&lt;br /&gt;
• '''F-4 Phantom II:''' 5x6&amp;lt;br&amp;gt;&lt;br /&gt;
• '''X-36:''' 5x7&lt;br /&gt;
&lt;br /&gt;
The hitbox size is consistent and does not shrink during horizontal movement or when the ship is pushed against the edge of the screen.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird2_p.png|center]] || '''Power Up''' &amp;lt;br&amp;gt;Increases your shot power (max power after the 3rd item).  &amp;lt;br&amp;gt; At max power each item is worth 4000 points.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird_b.png|center]] || '''Bomb''' &amp;lt;br&amp;gt;Increases your bomb stock by 1 up to a max of 9.  &amp;lt;br&amp;gt; At max bombs each item is worth 10,000 points.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Strikers1999_medal.png|center]] || '''Medal''' &amp;lt;br&amp;gt;200-2000 point score item.  &amp;lt;br&amp;gt; Point reward depends on when the coin is collected during its spin animation. &amp;lt;br&amp;gt; An additional bonus of 200 points is rewarded for each consecutive medal collected at max value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
&lt;br /&gt;
After clearing all 8 regular stages, the player automatically enters a second loop. The second loop features significantly denser bullet patterns, and bosses have all-new patterns.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
=== Medals ===&lt;br /&gt;
----&lt;br /&gt;
Certain enemies, when destroyed, will leave behind gold medals that rotate on the spot. These medals will reward the player with 200, 500, 1000 or 2000 points, depending on when they are collected during their spin animation. To achieve the max score of 2000 points, medals must be collected specifically when they flash brightly. Each of the animation states lasts for 7 frames.&lt;br /&gt;
&lt;br /&gt;
If two 2000pt medals are collected consecutively, the player is awarded a chain bonus of 200 points. A yellow chain counter appears at the top of the screen that keeps track of the number of medals chained together in succession. This counter resets every time a lower scoring medal is picked up. The chain counter itself has no effect on scoring whatsoever, as the chain bonus stays consistently at 200 points for every chained medal.&lt;br /&gt;
&lt;br /&gt;
One loop contains 101 medals. If all of them were to be picked up when they are at their highest value, they are worth 222,000 points for loop 1 and 222,200 points for loop 2, as the chain bonus carries over from loop 1. Additionally, the final form of the boss in stage 2-8 can spawn up to four medal rings consisting of 16 medals each before the timeout. As these cannot all be picked up at their highest value, scores can significantly vary here.&lt;br /&gt;
&lt;br /&gt;
=== Technical Bonus ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Strikers1999_technicalbonus.png|150px|thumb|right|Boss enemy exposing its weak point]]&lt;br /&gt;
&lt;br /&gt;
This mechanic made its debut in Strikers 1999, and was later featured in Psikyo's 2000 title [[Dragon Blaze]]. At specific points during the second phase of each boss fight, bosses will temporarily expose a blue weak point for you to destroy. By default these weak points are invulnerable, but moving within close proximity will cause them to turn red, and dealing any damage to the red core will instantly kill the boss, and award you a '''Technical Bonus''' of 40,000 pts (bosses 1 to 4), 50,000 pts (bosses 5 and 7), or 36,000 pts (both of the stage 6 bosses). The final boss in stage 8 does not have a Technical Bonus.&lt;br /&gt;
&lt;br /&gt;
Bosses will only expose their weak point once per fight, and will usually release a barrage of bullets at the same time, so careful positioning is needed to take advantage of this opportunity. Note that the stage 8 boss does not have a weak point, so a Technical Bonus is not possible on this stage.&lt;br /&gt;
&lt;br /&gt;
=== Double Kill ===&lt;br /&gt;
----&lt;br /&gt;
In some situations, it is possible to destroy the core of a boss and get the reward for the Technical Bonus as well as destroy the regular body of the boss for a Double Kill. This trick is sometimes referred to as a &amp;quot;double Technical Bonus&amp;quot;. This designation is a misnomer, as the Technical Bonus is only rewarded once.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, there are two types of Double Kills depending on the nature of the boss fight:&lt;br /&gt;
&lt;br /&gt;
==== Geo Bite (stage 6) and Shadow Blinder (stage 7) ====&lt;br /&gt;
&lt;br /&gt;
When the core for the Technical Bonus is destroyed the last moment before the boss covers it up again and would start its final attack, the bonus for the Technical Bonus is rewarded and the boss enters a zombie state. In this bugged state, the boss will not shoot bullets, collisions are turned off and the player cannot use the Super Shot or bomb.&lt;br /&gt;
&lt;br /&gt;
The boss can then be destroyed regularly for the boss kill. The total score gain from Geo Bite is 36,000+20,000 for this trick and 50,000+30,000 for Shadow Blinder.&lt;br /&gt;
&lt;br /&gt;
==== All other bosses ====&lt;br /&gt;
&lt;br /&gt;
Theoretically a double kill can also be achieved on all of the other bosses. As none of them can reach the bugged state, the core and the main body of the boss have to be destroyed simultaneously within a very small frame window. For some ships this might require a bomb to make it more consistent, while others can rely on their Super Shot alone.&lt;br /&gt;
&lt;br /&gt;
=== Endgame Bonus ===&lt;br /&gt;
----&lt;br /&gt;
Clearing both loops rewards the player with an endgame bonus as follows:&lt;br /&gt;
*Lives Remaining x 100,000 (for a maximum of 300,000)&lt;br /&gt;
*Bomb Stock x 50,000 (for a maximum of 450,000)&lt;br /&gt;
*Power Level x 10,000 (for a maximum of 30,000)&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Strikers 1999/Strategy]] for '''secrets''' and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Choosing the boss in stage 6 ===&lt;br /&gt;
&lt;br /&gt;
Depending on the position of the player ship when the boss is launched toward the end of stage 6, one of two different bosses will be chosen. If the player ship is positioned on either side (marked in green), '''Geo Bite''' will appear. If the player ship is positioned in the center (marked in red), '''Cross Blade''' will appear.&lt;br /&gt;
&lt;br /&gt;
This principle is the same for both loops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=320px&amp;gt;&lt;br /&gt;
Strikers 1999 Cross Blade.png|Cross Blade&lt;br /&gt;
Strikers 1999 stage 6 boss select.png&lt;br /&gt;
Strikers 1999 Geo Bite.png|Geo Bite&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ports ==&lt;br /&gt;
&lt;br /&gt;
Following its original arcade release in 1999,&amp;lt;ref name=&amp;quot;strikersarc&amp;quot;/&amp;gt; Strikers 1999 received an Android port in 2015.&amp;lt;ref name=&amp;quot;taitomoby&amp;quot;/&amp;gt; The game was ported to the Nintendo Switch in 2018 by Zerodiv.&amp;lt;ref name=&amp;quot;zerodiv&amp;quot;/&amp;gt; After initially only being available on the Nintendo eShop, the game was later released physically as part of the Psikyo Shooting Stars Alpha compilation.&amp;lt;ref name=&amp;quot;nis&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On June 30th 2020, the game was released on Steam by Zerodiv and City Connection.&amp;lt;ref name=&amp;quot;steam&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maintenance Codes == &lt;br /&gt;
&lt;br /&gt;
In the Service Menu, the player can access different features by entering the following Maintenance Codes.&amp;lt;ref&amp;gt;[https://rf-emporium.ghegs.com/s1999/tech.htm Raiden Fighters Emporium] by Ghegs&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''81650-Maintenance Mode:''' Makes more options in the main Operator Test Menu available, including a stage select option, rank select, and different levels of powerup.&lt;br /&gt;
&lt;br /&gt;
'''81630-Secret Random Enabled:''' The X-36 is available in the &amp;quot;?&amp;quot; Random Selector.&lt;br /&gt;
&lt;br /&gt;
'''81620-Secret All Disabled:'''&lt;br /&gt;
&lt;br /&gt;
'''12345-Reset Scores:'''&lt;br /&gt;
&lt;br /&gt;
'''81610-All Data Erased:''' Includes bookkeeping records and extended play information.&lt;br /&gt;
&lt;br /&gt;
'''01999-Secret Command Enabled:''' Press Up on the Joystick after selecting the &amp;quot;?&amp;quot; Random Selector to select the X-36.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33885</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=33885"/>
		<updated>2025-03-21T18:18:29Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Undo revision 33883 by Prickly Angler (talk) Additionally, add a section to the intro to describe the discrepency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Person A&lt;br /&gt;
|&lt;br /&gt;
|art = Person B&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The arcade version of Hishouzame does not have any type of clear story. The UK version of the arcade game mentions a war that is being lost by &amp;quot;your&amp;quot; side and so they send in the &amp;quot;Flying Shark&amp;quot; to reclaim the lost bases. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which would set the game in around World War I. However, the tanks and bomber plane would set the game closer to World War II. &lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;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;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Taito&amp;diff=32973</id>
		<title>Taito</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Taito&amp;diff=32973"/>
		<updated>2024-12-28T12:38:27Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Chuuka Taisen is by Hot-B, not Taito&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Taito Corporation ==&lt;br /&gt;
[[File:Taito Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
'''Taito''' is a Japanese company specializing in video games, arcade hardware and game centers. The most influential company since the dawn of arcade gaming, Taito is responsible for [[Space Invaders]] arcade hit, setting the template for [[shooting game]]s to follow. &lt;br /&gt;
&lt;br /&gt;
=== [[Shooting game]]s developed by Taito ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year  &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Space Invaders]]'' || 1978 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius]]'' || 1986 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Halley's Comet]]'' || 1986&lt;br /&gt;
|-&lt;br /&gt;
| ''[[KiKi KaiKai]]'' (Knight Boy) || 1986 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Scramble Formation]]'' (Tokio) || 1986 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fighting Hawk]]'' || 1988 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Syvalion]]'' || 1988 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius II]]'' || 1989 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Master of Weapon]]'' || 1989 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Megablast]]'' || 1989&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gun Frontier]]'' || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Majestic Twelve: Space Invaders Part IV]]'' || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Black]]'' || 1991 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Grid Seeker]]'' || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius Gaiden]]'' || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[RayForce]]'' (Layer Section, Galactic Attack, Gunlock) || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Akkanvader]]'' (Space Invaders '95) || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gekirindan]]'' || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[RayStorm]]'' || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[G-Darius]]'' || 1997 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[RayCrisis]]'' || 1998 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius R]]'' || 2002 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dariusburst]]'' || 2009 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dariusburst Another Chronicle]]'' || 2010 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dariusburst Another Chronicle EX]]'' || 2011 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dariusburst Chronicle Saviours]]'' || 2017 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Taito&amp;diff=32972</id>
		<title>Taito</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Taito&amp;diff=32972"/>
		<updated>2024-12-28T12:36:42Z</updated>

		<summary type="html">&lt;p&gt;Trap15: RyuJin is East Technology, not Taito. Undo revision 25351 by JSAV2006STG(ABC) (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Taito Corporation ==&lt;br /&gt;
[[File:Taito Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
'''Taito''' is a Japanese company specializing in video games, arcade hardware and game centers. The most influential company since the dawn of arcade gaming, Taito is responsible for [[Space Invaders]] arcade hit, setting the template for [[shooting game]]s to follow. &lt;br /&gt;
&lt;br /&gt;
=== [[Shooting game]]s developed by Taito ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year  &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Space Invaders]]'' || 1978 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius]]'' || 1986 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Halley's Comet]]'' || 1986&lt;br /&gt;
|-&lt;br /&gt;
| ''[[KiKi KaiKai]]'' (Knight Boy) || 1986 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Scramble Formation]]'' (Tokio) || 1986 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fighting Hawk]]'' || 1988 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Syvalion]]'' || 1988 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Chuka Taisen]]'' (Cloud Master) || 1988 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius II]]'' || 1989 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Master of Weapon]]'' || 1989 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Megablast]]'' || 1989&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gun Frontier]]'' || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Majestic Twelve: Space Invaders Part IV]]'' || 1990&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Metal Black]]'' || 1991 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Grid Seeker]]'' || 1992&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius Gaiden]]'' || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[RayForce]]'' (Layer Section, Galactic Attack, Gunlock) || 1994&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Akkanvader]]'' (Space Invaders '95) || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gekirindan]]'' || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[RayStorm]]'' || 1996&lt;br /&gt;
|-&lt;br /&gt;
| ''[[G-Darius]]'' || 1997 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[RayCrisis]]'' || 1998 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius R]]'' || 2002 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dariusburst]]'' || 2009 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dariusburst Another Chronicle]]'' || 2010 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dariusburst Another Chronicle EX]]'' || 2011 &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dariusburst Chronicle Saviours]]'' || 2017 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Guardian_Force&amp;diff=28116</id>
		<title>Guardian Force</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Guardian_Force&amp;diff=28116"/>
		<updated>2024-03-10T07:36:40Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Medal mechanic category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Guardian Force&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Guardianforcesat.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Saturn Box Art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Success&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|releasedate = August 6th, 1998&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Raiden_DX&amp;diff=28115</id>
		<title>Raiden DX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Raiden_DX&amp;diff=28115"/>
		<updated>2024-03-10T07:36:19Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Medal mechanic category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RaidenDX_logo.png | center | 350px]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FF0000&lt;br /&gt;
|title = Raiden DX&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = RaidenDX_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 = [[Seibu Kaihatsu]]&lt;br /&gt;
|&lt;br /&gt;
|music = Go Satou &amp;lt;br&amp;gt; Akira Satou&amp;lt;ref&amp;gt;[https://vgmdb.net/album/3155 Raiden / Raiden II Original Sound Track]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|program = Tetsuya Kawaguchi&lt;br /&gt;
|&lt;br /&gt;
|releasedate = July 1994&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n35/mode/1up?view=theater Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Raiden II]]&lt;br /&gt;
|nextgame = [[Viper Phase-1]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Raiden DX''''' (雷電DX) is an arcade game developed and published by [[Seibu Kaihatsu]] in 1994. It is an updated version of ''[[Raiden II]]'', featuring the same 8 stages but with updated mechanics, enemy placement, bullet patterns and item locations. Additionally, three game modes and two new stages were also introduced.&lt;br /&gt;
&lt;br /&gt;
''Raiden DX'' has been ported to Playstation by [[Hamster]].&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
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:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
If a game features unlockable modes, extras, secrets character etc. such as the Mahou characters in ''[[Battle Garegga|Battle Garegga]]'' or Strong Style in ''[[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' that are relevant to the basic system of a game, put these codes here. ''Otherwise, omit this section.''&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
This section should include the characters or ships, if any, that the player can select in the game. Ideally, different &amp;quot;styles&amp;quot; (for games that use them, such as ''[[DoDonPachi]]'') would also be included here. &lt;br /&gt;
&lt;br /&gt;
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''&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 [[Raiden DX/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 [[Raiden DX/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;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Strikers_1945&amp;diff=28114</id>
		<title>Strikers 1945</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Strikers_1945&amp;diff=28114"/>
		<updated>2024-03-10T07:35:34Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Medal mechanic category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:s1945_Logo.png|center|300px]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Strikers 1945&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = s1945_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 = [[Psikyo]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masaki Izutani&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 = 1995&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Strikers 1945 II]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Strikers 1945 ==&lt;br /&gt;
'''''Strikers 1945''''' is a 1995 manic shooter developed by [[Psikyo]]. It is the first in the ''Strikers'' series of shooting games, followed by ''[[Strikers 1945 II]]'' (+ ''Strikers 1945 Plus'') and ''[[Strikers 1999]]'' (''Strikers 1945 III'').&amp;lt;br&amp;gt;&lt;br /&gt;
It follows a post-World War II plot where a mysterious organization known as C.A.N.Y. tries to take over the world with new super-weapons, and the &amp;quot;Strikers&amp;quot; team blast off to destroy the new threat. Like many Psikyo titles, it is known for its high bullet speeds and aggressive bosses.&lt;br /&gt;
&lt;br /&gt;
''Strikers 1945'' was ported to the Sega Saturn, PlayStation, Android platforms, Nintendo Switch, and PC. The game is also included in the (currently upcoming) 2022 Sega Astro City Mini V platform.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:S1945_ShipSelect.png|thumb|right|250px|The ship select screen in ''Strikers 1945''.]] ''Strikers 1945'' contains '''eight''' stages of play, with the first four stages played in a random order. There is a '''second loop''' that can be played simply by completing the first eight stages, for a total of 16 stages. The actual stages in ''Strikers 1945'' are often quite brief, with some being shorter than 60 seconds, with the bosses often taking up more time than the stages themselves. A single loop takes about 15 to 20 minutes on average.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Six ships are available to select, each one with its own shot type, option type, special weapon, and bomb attack.&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Button&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 330px;&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''A (Tap)'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Shot'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Fire the player's Shot weapon.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''A (Hold)'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Super-Shot'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Charge up the Super Shot. Release to fire.&amp;lt;br&amp;gt;Can only be performed when the player has [[options]] with them.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''B'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Bomb'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Releases a screen-clearing Bomb.&amp;lt;br&amp;gt;Bomb functionality varies between ships.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;''Note: Ship stats are rough guesstimates until more concrete data is found. Research needed. Speed is measured by the number of frames it takes the ship from going from one corner to the other, the smaller the number, the faster the ship is (90F would mean it takes the ship 90 frames or one second and a half for example)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#3184BD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;P-38 Lightning&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_P38.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Fastest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [90F] Slow&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a straight shot with a low shot limit. Options fire homing missiles.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options stay in place and fire concentrated straight shots.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault and drops a screen-covering explosive. Ship cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Lightning'' is a very solid ship in both stages and bosses thanks to its homing capabilities and heavily increased damage when performing shotgun strats. It has the fastest Super-Shot charge,which is a really desirable trait no matter the Stage, as it allows it to quickly switch between Normal and Super-Shot very quickly, without much downtime. Its main weaknesses are slow turning speed and really poor damage if the player is forced to hug the screen border'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#4A5A42; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;P-51 Mustang&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_P51.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Slowest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [83F] Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options fire straight-shot missiles that deal high damage.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options deploy around the ship and spin in a circle, then slowly move upwards. The options destroy enemy fire and deal constant collision damage.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  A squad of heavy aircraft flies in and performs a bombing run.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Mustang'' has the potential to trivialize certain portions of the game thanks to its high damage and great Super-Shot. Erasing the bullets that come from certain parts of the screen while dealing damage is great for routing and to practically negate some boss attacks. Its weakness come in the form of low main shot damage, meaning that mistiming your Super-Shot comes in a severe drop of damage, and its Super-Shot, while great, has a very slow start-up, so it is a major commitment you must go through in order to make use of it.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#5A6B94; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Spitfire Mk.VII&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Spitfire.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Fast&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Action&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [74F] Fast&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options trail ship movement, firing drill missiles that slow down and deal constant damage to targets.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options deploy in front of the ship and fire concentrated splits shots at a slight angle.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Releases a massive, narrow flame beam. The beam destroys enemy fire. Ship movement is slowed while beam is present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Spitfire's'' options can be used have both good screen coverage and high concentrated damage depending on the situation. It being fast helps with lining up the options quickly. Its charge shot is really valuable in stage portions as well, and to top it all of, it sports a bomb that has invul very quickly into the animation. Its main weaknesses are serviceable but not remarkable damage output, and having to previously set up your options to be as effective, which can't be always be done. Also, against some small bosses that zip around the screen (Stage 7 midboss, Stage 6 and 8 Boss' last pattern, to name a few), Spitfire will easily deal the least amount of damage of any ship due to how the options function.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#E7BD39; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Messerschmitt Bf-109&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Bf109.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [83F] Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a straight shot with a high shot limit. Options lock on automatically and target enemies.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options group up and fire a concentrated volley of shots while crawling up the screen.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault as support aircraft performs a bombing run. Ship cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Messerschmitt (Bf-109)'' is a very versatile ship in how it approaches enemy formations. It can either choose to have its options be rapid-firing homing bullets, or a stationary turret with a high concentrated barrage in front of them. It is truly the jack of all trades, with average stats across the board, and with ways to comfortably with the different stage layouts. It doesn't have as big of a weakness as the other ships, more so it doesn't push its strengths as much as the rest, which is to expected for a Balance type.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#42735A; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Zero Fighter&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Zero.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Very Fast&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [92F] Slowest &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options fires bombs/mines that explode on contact with enemies, or shortly after being fired.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options lock on to nearby enemies and fire concentrated shots up close. &lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Summons a massive lightning storm that instantly destroys enemy fire and deals constant damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Zero Fighter'' is a ship that rewards players that already have knowledge of the game due to the way its options operate. It has amongst the highest shotgun damage, but also the shortest range of all ships, although its Super-Shot is amongst the best in the game to compensate, charging up really quickly and instantly locking into any available enemies, which it really necessitates in stages due to its poor spread and effective range. Just like with Lightning, its main weaknesses are slow speed and taking a severe drop in damage if its too far from enemies, although this can be circumvented with its Super-Shot to a degree.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#316342; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;J7W SHINDEN &amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Shinden.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Slow&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Action&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [70F] Fastest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a narrow shot with a high shot limit. Options fires straight-shot missiles that deal high damage. Options stay directly behind ship.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options line up in the front of the ship and then crawl upwards, shooting concentrated shots to the sides.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault and fires a fast blast of energy shaped like the ship. High damage, but narrow and short. Cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Shinden'' fulfills the &amp;quot;low spread, powerful speedster&amp;quot; role found in many shmups. It has really good concentrated damage, the fastest speed in the game, and an invincible bomb, making it one of the best ships for boss killing, or any enemy with high HP in general. It has poor spread in both the main and sub shots, and while its Super-Shot can be useful depending on the Stage (Stage 6 being one of the main ones), it is quite a weak one when compared to the rest of the roster.'''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_PowerUp_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Power-up item. Dropped by red planes and specific stage objects.&amp;lt;br&amp;gt;Collecting one increases the power of the ship's main weapon by 1, and adds one option.&amp;lt;br&amp;gt;A maximum of 4 can be acquired at once, with excess P icons worth 4000pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_Bomb_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Bomb Item'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Bomb item. Adds a bomb to the stock.&amp;lt;br&amp;gt;Six bombs can be held at once, with every following bomb pickup being worth 10,000pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_Gold_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Gold Bar'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Primary score item. Dropped by grounded enemies and objects.&amp;lt;br&amp;gt;Worth 200, 500, 1,000 or 2,000pts. See [[Strikers 1945#Scoring]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank increases or decreases based on the ship's current power level. It mostly influences the speed of bullets fired by enemies. Rank is adjusted immediately upon the power level of the player ship changing.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, the first four stages have different difficulty depending on the order of stages, with the &amp;quot;hard&amp;quot; version of each stage being 1-3 and 1-4.&lt;br /&gt;
&lt;br /&gt;
Rank is lowered by death (causing your player ship to drop back down to level 1), or by colliding with an airborne enemy, which lowers the player's current power level by 1.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
''Strikers 1945'' features a second loop with denser and faster bullet patterns. Additionally, enemies that are destroyed will release clusters of revenge bullets.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no conditions to enter the second loop, and like the first loop, the second loop's first four stages are in a random order. Unlike the first loop, the game's rank is already at max, so the four stages do not vary in difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The primary scoring trick in ''Strikers'' games involves collecting '''Gold Bars'''[[File:S1945_Item_Gold_2x.gif]] that are left behind by some ground enemies and destructible objects.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold is worth '''200''', '''500''', '''1,000''' or '''2,000pts''' depending on what frame of animation it is on. In ''Strikers 1945'', one animation frame lasts for 7 frames each.&amp;lt;br&amp;gt;&lt;br /&gt;
For ideal score play, the player wants to collect the gold bars on the frame that they flash '''white''', as this will always reward the player with 2000pts.&lt;br /&gt;
&lt;br /&gt;
Aside from that, scoring revolves primarily around maximizing enemy destruction and item collection. Excess bombs and power-ups reward bonus points, but can be risky to hold onto due to the ferocity of enemy attacks and bullet speeds later on in the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Strategy]] for '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Stages]] for a detailed information on the stages in Strikers 1945.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Bosses]] for a detailed discussion on the boss fights in Strikers 1945.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Gunbird Train ===&lt;br /&gt;
&lt;br /&gt;
[[File:Train1.jpg|200px|left|thumb|'''1.''' Don't destroy the tanks marked with red dots.]] [[File:Train2.jpg|200px|right|thumb|'''2.''' Hover over one of these trees, depending on the stage number you are on.]]&lt;br /&gt;
In the Germany stage, it is possible to make a train appear that was previously seen in one of the random stages of ''[[Gunbird]]''. It's very lucrative for scoring, as each of its three parts is worth 8,000 pts. Moreover, since the train parts hold two power up items each, it can also be useful to boost your power level to max early on. If the items are picked up when already at max power, this makes an additional 24,000 pts.&lt;br /&gt;
&lt;br /&gt;
In order to trigger the train, the player has to avoid destroying a couple of tanks and trucks during the opening part of the stage. These vehicles are not firing at the player and are marked with red dots in the image on the left. Notice that you can still carefully take out the two tanks that are firing at you, as the upper one also holds a gold bar.&lt;br /&gt;
&lt;br /&gt;
In the next step, the player has to hover over a specific tree when the stage music makes a jingle noise. Depending on whether the Germany stage is played as stage 1, 2, 3 or 4 the player has to hover over a different tree. The trees are marked accordingly on the image to the right.&lt;br /&gt;
&lt;br /&gt;
While being exceedingly more difficult, it's likewise possible to trigger the train in the second loop under the same conditions.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
At the end of World War II, world peace seemingly returned to mankind, until an organization known as C.A.N.Y. rose to take over the world with a new breed of superweapons of mass destruction. A team of ace pilots known as the &amp;quot;STRIKERS&amp;quot; were formed in order to destroy this new foe and stop their plan for world conquest.&lt;br /&gt;
&lt;br /&gt;
=====Ending=====&lt;br /&gt;
Later on, it is revealed that the organization was created by aliens who specialize in brainwashing human brains, intending to invade planet Earth. The leader of the organization, also called CANY, is destroyed by the Strikers, alongside the alien base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
TBD&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
'''World Version (vs. Japan Version)'''&lt;br /&gt;
* The easter egg revealing the identities of the Strikers pilots does not occur.&lt;br /&gt;
* The Japanese text on the high score table does not appear.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Strikers 1945/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;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page text, info, and formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additional info provided by [[User:Plasmo|Plasmo]]&lt;br /&gt;
# Special thanks to '''STG Rev. 2020 Discord''' for fact-checking.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sengoku_Blade&amp;diff=28113</id>
		<title>Sengoku Blade</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sengoku_Blade&amp;diff=28113"/>
		<updated>2024-03-10T07:35:16Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Medal mechanic category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sengoku_blade_logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000851&lt;br /&gt;
|innerbordercolor = #eeeeac&lt;br /&gt;
|title = Sengoku Blade&lt;br /&gt;
|background = #e7f3ff&lt;br /&gt;
|image = Sengoku_blade_title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Start screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[Psikyo]]&amp;lt;ref name=&amp;quot;psikyomoby&amp;quot;&amp;gt;&amp;quot;[https://www.mobygames.com/company/x-nautpsikyo X-Naut.Psikyo]&amp;quot; at Mobygames. Retrieved 2020.12.20.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|releasedate = '''Arcade''': 1996&amp;lt;ref name=&amp;quot;dragonmoby&amp;quot;&amp;gt;&amp;quot;[https://www.arcade-museum.com/game_detail.php?game_id=10070 Tengai]&amp;quot; at Arcade Museum. Retrieved 2020.12.20.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;'''Switch''': Jun 21st, 2018 (Zerodiv)&amp;lt;ref name=&amp;quot;zerodiv&amp;quot;&amp;gt;&amp;quot;[https://www.nintendolife.com/games/switch-eshop/tengai Tengai (Switch eShop)]&amp;quot; at Nintendo.com. Retrieved 2020.12.20&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;Feb 18th, 2020 (City Connection, NIS America)&amp;lt;ref name=&amp;quot;nis&amp;quot;&amp;gt;&amp;quot;[https://www.nintendo.com/games/detail/psikyo-shooting-stars-bravo-switch/ Psikyo Shooting Stars Bravo]&amp;quot; at Nintendo.com. Retrieved 2020.12.20.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;'''PC''': Jun 22nd, 2020 (City Connection)&amp;lt;ref name=&amp;quot;steam&amp;quot;&amp;gt;&amp;quot;[https://store.steampowered.com/app/1279370/TENGAI/ Tengai]&amp;quot; at Steam. Retrieved 2023.02.20.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|previousgame = [[Strikers 1945]]&lt;br /&gt;
|nextgame = [[Sol Divide]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Sengoku Blade''''', released internationally as Tengai, is a horizontal [[shooting game]] developed and published in 1996 by [[Psikyo]]. The game is a direct sequel to [[Sengoku Ace]], and features a unique steampunk interpretation of feudal Japan.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:Sengoku_blade_screenshot.png|200px|thumb|right|Hagane progresses through the main gate of stage 6]]&lt;br /&gt;
Sengoku Blade is a 2 button game. Each game loop consists of 7 stages, with the first three stages being randomly chosen from a possible four. Whichever stage is chosen as stage 3 takes place in an evening setting, and is a more difficult version than the regular daytime stage. After stage 5, the player is offered a choice of two different routes for the final 2 stages. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A Button (Press):''' Shot&lt;br /&gt;
* '''A Button (Hold):''' Charge Attack&lt;br /&gt;
* '''B Button:''' Bomb (depletes bomb stock)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
'''Main Shot'''&lt;br /&gt;
&lt;br /&gt;
Basic attack performed by pressing the shot button. This attack is upgraded by collecting Power-Up items, and reaches max power after 4 items have been collected. After collecting the first Power-Up item the basic shot is supplemented by a secondary attack, or sub-shot, which offers some additional screen coverage. Colliding with an enemy will reduce the shot power by one level, and losing a life will reduce the shot to its base level.&lt;br /&gt;
&lt;br /&gt;
'''Charge Attack'''&lt;br /&gt;
&lt;br /&gt;
Holding the A button prepares a character-specific attack which is activated when the button is released. These attacks are usually powerful short-range melee attacks. The charge time depends on the character selected.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Bombs instantly clear enemy bullets and deal damage within specific areas of the screen. The precise effects of bombs are character-specific.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
Sengoku Blade offers 6 playable characters, each with their own playstyle and unique advantages. 5 Characters are available by default, but a 6th, ''Aine'' from [[Samurai Aces]], can be unlocked by hovering over the random select icon and pressing Up x3, Down x3, Up x7.&lt;br /&gt;
&lt;br /&gt;
On the Saturn port, there is an exclusive playable cameo character called ''Marion'' from the [[Gunbird]] series.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Koyori &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#d61018; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Koyori&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Sengoku_blade_koyori.png|200px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' Spell cards fired directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Subshot:''' Up to four homing blue orbs.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Charge Attack:''' A powerful bubble fired from Koyori's familiar.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' Koyori throws a red spell card that explodes into a circle aoe.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Tengai &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#ad2900; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Tengai&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Sengoku_blade_tengai.png|200px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' Prayer beads fired directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Subshot:''' A wide shot of up to 8 projectiles fired from Tengai's bird companion.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Charge Attack:''' Tengai's bird charges forward, dealing damage as it passes through enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' A string of kanji fired forward. Tengai can move during the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Hagane / Katana &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#315a52; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Hagane / Katana&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Sengoku_blade_hagane.png|200px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' A basic green shot that fires forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Subshot:''' Up to 4 spears that follow Hagane's movements and fire shots directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Charge Attack:''' Hagane launches her spears a short distance forward, dealing huge damage.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' A screen-wide lightning attack that clears the screen. Hagane cannot move during the animation.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Known as Katana in the western version, Hagane's main advantage is her devastating charge attack, which deals tremendous damage to nearby enemies.&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Shomaru &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#733110; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Shomaru&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Sengoku_blade_shomaru.png|200px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' A green shot that fires directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Subshot:''' Up to 4 mirrors that shoot forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Charge Attack:''' Shomaru deploys his mirrors in front of him. They remain in place and shoot a rapid fire burst.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' A storm of blades that covers the entire screen. Shomaru can move during the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Junis &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#944a9c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Junis&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Sengoku_blade_junis.png|200px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' A stream of kunai fired directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Subshot:''' Two streams of shuriken fired at wide angles from Junis' ring-tailed lemur companion.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Charge Attack:''' Junis deploys her companion in front, who breathes fire in an aoe for several seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' A storm of cherry blossoms that covers the entire screen. Junis cannot move during the attack.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Aine &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#c66b10; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Aine&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Sengoku_blade_aine.png|200px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' Arrows fired directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Subshot:''' A wave attack fired from the katana on Aine's back.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Charge Attack:''' Aine slashes with his katana. Notable for having a very short charge time.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' Aine conjures 4 phantoms to attack horizontally across the screen &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
A guest character from [[Sengoku Ace]].&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sengoku_blade_p.png|center]] || '''Power Up''' &amp;lt;br&amp;gt;Increases your shot power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sengoku_blade_b.png|center]] || '''Bomb''' &amp;lt;br&amp;gt;Increases your bomb stock by 1 (max stock 6)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Sengoku_blade_coin.png|center]] || '''Coin''' &amp;lt;br&amp;gt;200-2000 point score item. Point reward depends on when the coin is collected during its spin animation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
&lt;br /&gt;
After clearing 7 stages and defeating the last boss, the player automatically enters the second loop. The second loop features significantly denser bullet patterns, and enemies will now release revenge bullets on death. Depending on which route for stages 6 and 7 was chosen in the first loop, the player must take the alternate route in loop 2.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Scoring in Sengoku Blade is relatively straightforward. Certain enemies, when destroyed, will leave behind gold coins that rotate as they fall downward. These coins will reward the player with 200, 500, 1000 or 2000 points, depending on when they are collected during their spin animation. To achieve the max score of 2000 points, coins must be collected specifically when the entire face of the coin is visible.&lt;br /&gt;
&lt;br /&gt;
If the player reaches the maximum bomb stock of 6, any additional bombs collected will award a 10,000 point bonus instead. Therefore, when playing for score, it is recommended to avoid using bombs wherever possible. In addition, power-up items award 4000 points if the player is already at max power.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Sengoku_Blade/Strategy]] for '''secrets''' and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Ports ==&lt;br /&gt;
&lt;br /&gt;
The game was ported to the Nintendo Switch in 2018 by Zerodiv. After initially only being available on the Nintendo eShop, the game was later released physically as part of the ''Psikyo Shooting Stars Bravo'' compilation.&lt;br /&gt;
&lt;br /&gt;
On June 20th 2020, the game was released on Steam by Zerodiv and City Connection. &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Strikers_1999&amp;diff=28112</id>
		<title>Strikers 1999</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Strikers_1999&amp;diff=28112"/>
		<updated>2024-03-10T07:34:41Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Medal mechanic category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Strikers 1999 logo.gif|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #170f88&lt;br /&gt;
|innerbordercolor = #eeeeac&lt;br /&gt;
|title = Strikers 1999&lt;br /&gt;
|background = #dbecf5&lt;br /&gt;
|image = Strikers1999_titlescreen_jp.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Start screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[Psikyo]]&amp;lt;ref name=&amp;quot;psikyomoby&amp;quot;&amp;gt;&amp;quot;[https://www.mobygames.com/company/x-nautpsikyo X-Naut.Psikyo]&amp;quot; at Mobygames. Retrieved 2020.09.16.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|art = Kouji Ogata&amp;lt;ref name=&amp;quot;poster&amp;quot;&amp;gt;Psikyo Visualworks Poster Book, June 2003. Hosted on [https://archive.org/details/psikyovisualworksposterbook2003 Internet Archive]. Retrieved 2020.09.16&amp;lt;/ref&amp;gt;&lt;br /&gt;
|releasedate = '''Arcade''': 1999&amp;lt;ref name=&amp;quot;strikersarc&amp;quot;&amp;gt;&amp;quot;[https://www.arcade-museum.com/game_detail.php?game_id=9850 Strikers 1945 III]&amp;quot; at Arcade Museum. Retrieved 2021.01.30.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;'''Android''': 2015 &amp;lt;ref name=&amp;quot;taitomoby&amp;quot;&amp;gt;&amp;quot;[https://play.google.com/store/apps/details?id=com.mobirix.s1945iii_gg STRIKERS 1999]&amp;quot; at Google Play Store. Retrieved 2021.01.30.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;'''Switch''': Aug 29th, 2019 (Zerodiv)&amp;lt;ref name=&amp;quot;zerodiv&amp;quot;&amp;gt;&amp;quot;[https://www.mobygames.com/game/switch/strikers-1999 Strikers 1999 For Nintendo Switch]&amp;quot; at mobygames.com. Retrieved 2020.09.16&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;Jan 21st, 2020 (City Connection, NIS America)&amp;lt;ref name=&amp;quot;nis&amp;quot;&amp;gt;&amp;quot;[https://www.nintendo.com/games/detail/psikyo-shooting-stars-alpha-switch/ Psikyo Shooting Stars Alpha]&amp;quot; at Nintendo.com. Retrieved 2020.09.16.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;city&amp;quot;&amp;gt;Screenshots page for &amp;quot;[https://www.nintendolife.com/games/nintendo-switch/psikyo_shooting_stars_alpha/screenshots Psikyo Shooting Stars Alpha]&amp;quot; at Nintendo.com. Retrieved 2020.09.16.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;'''PC''': Jun 30th, 2020 (City Connection)&amp;lt;ref name=&amp;quot;steam&amp;quot;&amp;gt;&amp;quot;[https://store.steampowered.com/app/1279400/STRIKERS_1945_III/ Strikers 1945 III]&amp;quot; at Metacritic. Retrieved 2021.01.30.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|previousgame = [[Space Bomber]]&lt;br /&gt;
|nextgame = [[Dragon Blaze]]&lt;br /&gt;
|officialsite = [https://web.archive.org/web/20060206092727/http://www.x-nauts.com/psikyo/product/1999/index.html  X-Nauts]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Strikers 1999''''' (ストライカーズ1999), released internationally as Strikers 1945 III, is a vertical [[shooting game]] developed and published in 1999 by [[Psikyo]]. The game was ported to Android in 2015 and to the Switch in 2018 as part of the ''Psikyo Shooting Stars Alpha'' collection.&lt;br /&gt;
&lt;br /&gt;
The game is a direct sequel to [[Strikers 1945 II]], and is set 54 years after it's predecessor. The game deviates from the WWII aesthetic of previous Strikers titles, and incorporates more sci-fi elements. The game introduces the Technical Bonus scoring mechanic, which was later adopted by [[Dragon Blaze]].&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
Strikers 1999 is a 2 button game and consists of 8 stages. As with previous Psikyo titles, the order of the first 4 stages is randomised with each credit. The difficulty of these stages varies depending on how late they appear in the stage order. After clearing all 8 stages, the player automatically enters a second loop, which features significantly denser bullet patterns.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A Button (Press):''' Shot&lt;br /&gt;
* '''A Button (Hold):''' Super Shot (depletes Super Gauge)&lt;br /&gt;
* '''B Button:''' Bomb (depletes bomb stock)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Strikers1999_screenshot.png|175px|thumb|right|F/A-18 and A/V-8 in action]]&lt;br /&gt;
'''Main Shot'''&lt;br /&gt;
&lt;br /&gt;
Basic attack performed by pressing the shot button. This attack is upgraded by collecting Power-Up items, and reaches max power after 3 items have been collected. After collecting two Power-Up items the shot is supplemented by a secondary attack, or sub-shot, which offers some additional screen coverage. Colliding with an enemy will reduce the shot power by one level, and losing a life will reduce the shot to its base level.&lt;br /&gt;
&lt;br /&gt;
'''Super Shot'''&lt;br /&gt;
&lt;br /&gt;
The super gauge is located at the bottom left of the screen, and is filled by killing enemies. Holding the A button releases a powerful attack which depletes the gauge. Super attacks are character-specific, and can be charged up to 3 levels.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Bombs do not grant invincibility, but instantly clear enemy bullets and deal damage within specific areas of the screen. The precise effects of bombs are character-specific.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
Strikers 1999 offers 5 playable ships by default, each with their own playstyle and unique advantages. A 6th ship, the X-36, can be unlocked by entering the code 01999 in Maintenance Mode. After this, the ship becomes selectable by pressing UP on the random ship on the ship select screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; F/A-18 Super Hornet &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#541488; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;F/A-18 Super Hornet&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_fa18.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' An 8-way blue shot, flanked by an additional green shot on each side.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Homing Missile.'' Heat-seeking missiles that home in on enemies. Up to 4 on screen at once.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Rapid Missile.'' The F/A-18's four options lock into position and fire a barrage of missiles directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Super Tomahawk.'' Deploys a bomb that fully clears the screen of bullets and deals damage to enemies&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Medium [91F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Super Hornet is a well-balanced ship with good damage when up close. While it deals significantly less damage if they are away from the enemy, due to how projectiles work in this game, it can be made up for with its Super-Shot. A solid option overall, that can make good job of enemies with some routing.&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; F-117 Stealth &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#1b0c8c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;F-117 Stealth&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_f117.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' An 8-way purple shot, flanked by an additional green shot on each side.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Heat Mine.'' Slow moving mines that explode on contact with enemies. Up to 6 on screen at once.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Sonic Wave.'' Options move forward and deal damage in two small circular aoes directly in from of the craft.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Thunderbolt.'' Fully clears the screen of bullets and deals damage to enemies&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Slow [96F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Stealth fires *very* slow projectiles and it's one of the slowest ships, this makes perform poorly when played in a regular way. To really make good use of it, the player must perform very aggressive shotgun strats. Due to how the game handles projectiles, they will repeatedly spawn if your distance between the enemy is small. They can also be used to cover multiple spaces at one due to their low speed, firing them before an enemy spawns in a location while you are covering another section of the screen. It can fall back on its wide shot and Super Shot when you aren't able to move their faces, but the Super Shot itself is very tricky to use, having comparably low range to the other ships. A powerful ship with potential, just not a conventional one.&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; F-22 Raptor &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#541488; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;F-22 Raptor&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_f22.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' A narrow green shot aimed directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Baryon Laser.'' 6 lasers that flank the main shot (3 on either side). Can pierce through multiple enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Twin Stinger.'' The ship's two options lock into position and each fire a powerful laser directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Cluster Bomb.'' Drops a bomb that fully clears the screen of bullets and deals damage to enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Fast [81F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Raptor's Piercing Shots allow it to have a very good stage performance, and with some bosses with multiple parts and/or a myriad of [[Zako]] accompanying them, it's also good there. It suffers from a very, very weak main shot however, so making good use of your Super-Shot when needed is crucial, otherwise, big HP targets will spell disaster. &lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; AV-8 Harrier &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#1b0c8c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;AV-8 Harrier&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_av8.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' Two columns of purple projectiles aimed directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Straight Missile.'' Missiles fired directly forward from the ship's two options.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Hunter Fortmation.'' Options will disengage from the craft and independently seek out targets to attack.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''B-52 Carpet Bombing.'' Two large planes will carpet bomb the screen, clearing the screen of bullets and dealing damage to enemies. Unlike the other craft, the AV-8 is not locked into an animation for this attack and can move freely, although the total duration of the screen clear is much shorter.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Slow [102F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Harrier has the most consistent main shot damage of any ship, and a very good bomb that let's you reposition very easily. It can use its super shot for stage portions with many [[Zako]]. Its the slowest ship in the game, even more than Stealth, so it necessitates heavy routing when compared to the other ships, and you will either have to let go of some medals or sacrifice enemy destruction if you want the most amount of points. Due to this, it's amongst the worst ships for scoring, but for survival, its flaws can be worked with for a ship that's really good at doing what it can do.&lt;br /&gt;
&lt;br /&gt;
*Note that unlike the other craft, AV-8's two side options directly follow the movements of the main ship, rather than simply flanking on either side (ie. similar behaviour to those in the [[Gradius]] series). This doesn't end up mattering much as you can only ever get 2 options, so lining all of them up isn't as important as with other trace options.&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; F-4 Phantom II &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#541488; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;F-4 Phantom II&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_f4.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' 5-way spread shot, flanked by green projectiles on either side.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Roll Napalm.'' Slow moving projectiles aimed directly forward. Up to 4 at once.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Cross Napalm.'' A single slow-moving, but highly damaging missile.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Samurai Sword '99.'' Performs a loop, while firing a large fiery projectile aimed directly forward. Similar to the bomb animation in [[Sengoku Ace]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Medium [85F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Phantom is both fast and very powerful when up front, but has some of the worst stage performance in the game by itself since its sub shot can disappear if it doesn't hit something in its short travel distance. It's not encouraged to shotgun with this ship, it's required, but becomes *the* best boss killer if the player knows what they are doing thanks to its high damage and ability to macro dodge some peculiarly difficult patterns unlike Stealth or Harrier.&lt;br /&gt;
&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; X-36 &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#1b0c8c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;X-36&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_x36.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' Column of 5 blue shots aimed directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Variable Laser.'' Purple lasers that home-in on enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Spiral Laser.'' Fires a powerful laser directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Mega Smasher.'' X-36 transforms into a mech and hurls an energy ball across the screen, damaging enemies in a large area. Can move during the transform animation.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Fast [78F] [&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
The X-36 is considered the strongest ship in the game, thanks to its powerful homing lasers, fastest speed in the game, and devastating super shot attack. It lacks any meaningful weakness aside from dealing less damage when up front compared to other ships, but it's inconsequential when factoring how destructive its damage can be thanks to Super Shot. Recommended for beginners and veterans alike.&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird2_p.png|center]] || '''Power Up''' &amp;lt;br&amp;gt;Increases your shot power (max power after the 3rd item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird_b.png|center]] || '''Bomb''' &amp;lt;br&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Strikers1999_medal.png|center]] || '''Medal''' &amp;lt;br&amp;gt;200-2000 point score item. Point reward depends on when the coin is collected during its spin animation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
&lt;br /&gt;
After clearing all 8 regular stages, the player automatically enters a second loop. The second loop features significantly denser bullet patterns, and bosses have all-new patterns.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Scoring in Strikers 1999 is relatively straightforward. Certain enemies, when destroyed, will leave behind gold medals that rotate on the spot. These medals will reward the player with 200, 500, 1000 or 2000 points, depending on when they are collected during their spin animation. To achieve the max score of 2000 points, medals must be collected specifically when they flash brightly.&lt;br /&gt;
&lt;br /&gt;
If two 2000pt medals are collected consecutively, the player is awarded a chain bonus of 200 points.&lt;br /&gt;
&lt;br /&gt;
=== Technical Bonus ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Strikers1999_technicalbonus.png|150px|thumb|right|Boss enemy exposing its weak point]]&lt;br /&gt;
&lt;br /&gt;
This mechanic made its debut in Strikers 1999, and was later featured in Psikyo's 2000 title [[Dragon Blaze]]. At specific points during the second phase of each boss fight, bosses will temporarily expose a blue weak point for you to destroy. By default these weak points are invulnerable, but moving within close proximity will cause them to turn red, and dealing any damage to the red core will instantly kill the boss, and award you a '''Technical Bonus''' of 40,000 points.&lt;br /&gt;
&lt;br /&gt;
Bosses will only expose their weak point once per fight, and will usually release a barrage of bullets at the same time, so careful positioning is needed to take advantage of this opportunity. Note that the stage 8 boss does not have a weak point, so a Technical Bonus is not possible on this stage.&lt;br /&gt;
&lt;br /&gt;
=== Endgame Bonus ===&lt;br /&gt;
----&lt;br /&gt;
Clearing both loops rewards the player with an endgame bonus as follows:&lt;br /&gt;
*Lives Remaining x 100,000&lt;br /&gt;
*Bomb Stock x 50,000&lt;br /&gt;
*Power Level x 10,000&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Strikers 1999/Strategy]] for '''secrets''' and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ports ==&lt;br /&gt;
&lt;br /&gt;
Following its original arcade release in 1999,&amp;lt;ref name=&amp;quot;strikersarc&amp;quot;/&amp;gt; Strikers 1999 received an Android port in 2015.&amp;lt;ref name=&amp;quot;taitomoby&amp;quot;/&amp;gt; The game was ported to the Nintendo Switch in 2018 by Zerodiv.&amp;lt;ref name=&amp;quot;zerodiv&amp;quot;/&amp;gt; After initially only being available on the Nintendo eShop, the game was later released physically as part of the Psikyo Shooting Stars Alpha compilation.&amp;lt;ref name=&amp;quot;nis&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On June 30th 2020, the game was released on Steam by Zerodiv and City Connection.&amp;lt;ref name=&amp;quot;steam&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maintenance Codes == &lt;br /&gt;
&lt;br /&gt;
By using Dipswitches, the player can access different features. The codes are: &lt;br /&gt;
&lt;br /&gt;
'''81650-Maintenance Mode:''' Makes more options in the main Operator Test Menu available, including a stage select option, rank select, and different levels of powerup.&lt;br /&gt;
&lt;br /&gt;
'''81630-Secret Random Enabled:''' The X-36 is available in the &amp;quot;?&amp;quot; Random Selector.&lt;br /&gt;
&lt;br /&gt;
'''81620-Secret All Disabled:'''&lt;br /&gt;
&lt;br /&gt;
'''12345-Reset Scores:'''&lt;br /&gt;
&lt;br /&gt;
'''81610-All Data Erased:''' Includes bookkeeping records and extended play information.&lt;br /&gt;
&lt;br /&gt;
'''01999-Secret Command Enabled:''' Press Up on the Joystick after selecting the &amp;quot;?&amp;quot; Random Selector to select the X-36.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Strikers_1945_II&amp;diff=28111</id>
		<title>Strikers 1945 II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Strikers_1945_II&amp;diff=28111"/>
		<updated>2024-03-10T07:34:32Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Medal mechanic category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:S1945ii-logo-ingame.png|325px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #009eed&lt;br /&gt;
|innerbordercolor = #009eed&lt;br /&gt;
|title = Strikers 1945 II&lt;br /&gt;
|background = #f7fcfc&lt;br /&gt;
|image = Strikers1945ii-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 = [[Psikyo]]&lt;br /&gt;
|music = Masaki Izutani&lt;br /&gt;
|program = Shiori Saito &amp;lt;/br&amp;gt; Keisuke Takagi &amp;lt;/br&amp;gt; Kenichi Fujita &amp;lt;/br&amp;gt; Kunihiko Nogomi&lt;br /&gt;
|art = Yoshiyuki Takani&lt;br /&gt;
|releasedate = 1997&lt;br /&gt;
|previousgame = [[Sol Divide]]&lt;br /&gt;
|nextgame = [[Zero Gunner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Strikers 1945 II''''' (''ストライカーズ1945II'') is an arcade game developed and published by [[Psikyo]] in 1997. It is the second game in the ''Strikers 1945 (Series)''. The first game being ''[[Strikers 1945]]'' and later being followed up by ''[[Strikers 1999]]'' ''(Strikers 1945 III)''. In 1998, the game was also ported to the PlayStation and Sega Saturn.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:S1945ii-shipselection.png|226px|thumb|right|Ship selection.]]&lt;br /&gt;
Each ship has a couple of mechanics to them that are unique to them. They can either have a main shot that is either a '''Wide''' shot type or a '''Forward''' shot type. These get stronger with each [[File:Power-up-small.png]] power up item they pick up. Besides that, every ship has a unique secondary shot they get after picking up power ups. You can increase these up to 4 times. After that, picking up any [[File:Power-up-small.png]] items will instead just give 4,000 points. Touching flying enemies won't kill the player. Instead they will lose one of their power ups.&lt;br /&gt;
&lt;br /&gt;
Ships will start out with 2 [[File:S1945ii-bomb-small.png]] bombs in stock. These vary in functionality between ships. You can hold up to 9 bombs in stock. Picking up any more after that will give 10,000 points instead. &amp;lt;br&amp;gt;&lt;br /&gt;
If the player gets hit while holding '''5 or 6 bombs''', the ship will drop 1 bomb when it dies. &amp;lt;br&amp;gt;&lt;br /&gt;
If the player gets hit while holding '''7 of more bombs''', the ship will drop 2 bombs when it dies.&lt;br /&gt;
&lt;br /&gt;
Attacking enemies and dealing damage also increases your '''[[charge meter]]'''. After reaching a certain threshold, the player can choose to use a charge shot. Effects differ with each ship. &amp;lt;br&amp;gt;&lt;br /&gt;
After all the '''green bars''' have been filled, the player can use a '''LVL 1''' charge. &amp;lt;br&amp;gt;&lt;br /&gt;
After all the '''yellow bars''' have been filled, the player can use a '''LVL 2''' charge. &amp;lt;br&amp;gt;&lt;br /&gt;
After all the '''red bars''' have been filled, the player can use a '''LVL 3''' charge. &amp;lt;br&amp;gt;&lt;br /&gt;
The game will automatically use the highest level charge available. After using one, the meter will be lowered. How much depends on the LVL of the charge that has been used. LVL 1 charges generate the most quickly and can be used very often. LVL 2 charges take a while longer to charge and are usually a lot stronger. LVL 3 charges can take up an entire stage to fully charge, so the player has to make a real effort to get these. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:S1945ii-Charge-meter-together@2x.png|Charge meter.]]&lt;br /&gt;
&lt;br /&gt;
=== Progression ===&lt;br /&gt;
This game takes place over 8 stages. The first four of which are randomized in order. This is important, because the stages still get progressively more difficult. This is because of the '''[[rank]]''' system the game has. &lt;br /&gt;
&lt;br /&gt;
After killing the final boss in stage 8, the player gets to see a result screen that grades them on their performace. It judges how fast you cleared each level, how many medals the player has picked up (the timing of the medals is irrelevant) and how many enemies the player has killed. If the player did alright in these areas, they'll receive a silver medal. If the player did it (nearly) flawlessly, they'll recieve a golden medal.&lt;br /&gt;
&lt;br /&gt;
After the results screen is over, the game starts the second '''[[loop]]'''. In the loop, rank is increased even further, meaning bullets start to get much faster. Most flying enemies will also shoot '''[[Help:Glossary#Revenge_Bullets|revenge bullets]]''' when they die. Again, the stage order of 2-1 to 2-4 has been randomized, but rank will at this point be maxed out and there is no difference in how these four stages will play.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Fire the player's Shot weapon. Each ship's shot button has a different function. If the charge meter has reached LVL 1, the player's ship stops shooting and instead will charge a special attack. To keep shooting, the players has to start pressing the button repeatedly to prevent the ship from performing a special attack. Special attacks vary between ships.&lt;br /&gt;
* '''B:''' Releases a screen-clearing Bomb. Bomb functionality varies between ships.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; DH-98 Mosquito &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{S1945iiShipInfo&lt;br /&gt;
|headcolor = #db8400&lt;br /&gt;
|backcolor = #FFFDeF&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = DH-98 Mosquito&lt;br /&gt;
|shipimage = [[Image:S1945ii-Mosquito.png]]&lt;br /&gt;
|p1 = Main Shot&lt;br /&gt;
|v1 = Wide&lt;br /&gt;
|p2 = Secondary Shot&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | F}}&lt;br /&gt;
|p4 = Bomb&lt;br /&gt;
|v4 = {{LetterGrade | S}}&lt;br /&gt;
|p5 = Charge&lt;br /&gt;
|v5 = {{LetterGrade | A}}&lt;br /&gt;
|caption = &lt;br /&gt;
'''Overview'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Secondary Shot&amp;lt;/span&amp;gt;: Consecutive Rocket Missile''' &amp;lt;br&amp;gt; Mosquito shoots missiles directly forward. The amount that can be on screen at one time can be increased by picking up [[File:Power-up-small.png]] items. The next wave of missiles are ready as soon as the previous ones have hit an enemy or have gone off the screen. Meaning that the closer you are to an enemy, the more often the missiles will shoot.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Bomb&amp;lt;/span&amp;gt;: Mosquito Attackers''' &amp;lt;br&amp;gt; A set of bomber planes fly from below to nuke the entire screen, clearing bullets and dealing damage to enemies. After which, a group of smaller planes come forward to shoot enemies and block projectiles. They leave after a few seconds, or if they have been hit a couple of times.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Charge Shot&amp;lt;/span&amp;gt;: Royal Napalm'''&lt;br /&gt;
* '''''LVL 1'''''  - The ship will drop a bomb right in front of them, causing a series of explosions that go steadily up the screen, dealing damage to any enemies caught in the explosions.&lt;br /&gt;
* '''''LVL 2'''''  - The ship will drop 2 bombs for even bigger damage.&lt;br /&gt;
* '''''LVL 3'''''  - The same two bombs now have significantly increased in explosion size and damage.&lt;br /&gt;
|content =&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
* Mosquito has the easiest time speedkilling bosses. If the player sits close to an enemy, the missiles basically keep respawning instantly. This will deal very high damage and quickly kill any large enemies. &lt;br /&gt;
* The bombs you get from your charges also deal a lot of damage. Well-placed charges that hit an enemy with multiple explosions help make an already short fight even shorter.&lt;br /&gt;
* The bomb is also the best defensive bomb in the game. It both clears the screen of all bullets very quickly and the helper planes make it so the player has a lot room to go towards after using one. Unlike for example Lightning's bomb, which restricts your movement much more.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Mosquito has the lowest movement speed out of all the ships. A very big disadvantage in a game where the player is sometimes forced to dodge fast and random revenge bullets. &lt;br /&gt;
* The charges require good timing if the enemy you're trying to hit keeps moving. Something made more difficult by the low movement speed.&lt;br /&gt;
* Mosquito in general is a hard ship to get used to. There is a lot of potential, but it requires a lot of very good routing and execution to make him really stand out amongst the other ships.&lt;br /&gt;
----&lt;br /&gt;
'''Top Replay:''' [http://www.nicovideo.jp/watch/sm12823306 alcholic - 3,251,100 - 2-ALL (pt1)] [http://www.nicovideo.jp/watch/sm12823904 (pt2)] [http://www.nicovideo.jp/watch/sm12823986 (pt3)] [http://www.nicovideo.jp/watch/sm12825372 (pt4)] &amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/z1yk3wyqqlA SDD-Kaede - 3,001,200 - 2-ALL]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; F5U Flying Pancake &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{S1945iiShipInfo&lt;br /&gt;
|headcolor = #008CEF&lt;br /&gt;
|backcolor = #eeF4FF&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = F5U Flying Pancake&lt;br /&gt;
|shipimage = [[File:S1945ii-Flying Pancake.png|center]]&lt;br /&gt;
|p1 = Main Shot&lt;br /&gt;
|v1 = Wide&lt;br /&gt;
|p2 = Secondary Shot&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | S}}&lt;br /&gt;
|p4 = Bomb&lt;br /&gt;
|v4 = {{LetterGrade | B}}&lt;br /&gt;
|p5 = Charge&lt;br /&gt;
|v5 = {{LetterGrade | B}}&lt;br /&gt;
|caption = &lt;br /&gt;
'''Overview'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Secondary Shot&amp;lt;/span&amp;gt;: Automatic Laser''' &amp;lt;br&amp;gt; Flying Pancake shoots precisely targetted blue lasers at enemies. These move very fast and help clear the screen of any small enemies as soon as they appear. Picking up [[File:Power-up-small.png]] items increases the amount of lasers that can be on screen at once.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Bomb&amp;lt;/span&amp;gt;: XB-35 Buster Formation''' &amp;lt;br&amp;gt; Two large planes together come from the bottom of the screen and start sitting in the middle. They block projectiles and have a homing attack. They will disappear after a few seconds, or after taking a lot of hits.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Charge Shot&amp;lt;/span&amp;gt;: Buster Laser'''&lt;br /&gt;
* '''''LVL 1'''''  - From the middle of the ship, Pancake will shoot a laser beam directly forward for a couple of seconds. This beam deals continuous damage for as long as it touches an enemy.&lt;br /&gt;
* '''''LVL 2'''''  - Now it will fire 2 beams, but they come from the sides of the ship. This charge also slows down Pancake a bit.&lt;br /&gt;
* '''''LVL 3'''''  - Pancake fires a huge beam forward. The ship sits inside this beam and becomes completly invulnerable (both by projectiles, lasers ect.). It also lasts slightly longer.&lt;br /&gt;
|content =&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
* Pancake is the easiest character to learn and use effectively. The secondary shot is essentially a homing weapon. There also aren't many complicated setups that the other characters have with their charges. Definitely the most straight-forward character and considered to be one of the easiest to clear the game with.&lt;br /&gt;
* This ship is also very consistent to route the second loop with. It kills any zako enemy relatively quickly so the player has time to dodge the incoming suicide bullets. Having the second-highest speed in the game also helps here.&lt;br /&gt;
* It's very effecitve in killing small enemies quickly during boss fights for extra points. In some boss fights, killing an enemy wave quickly makes the next wave appear sooner. Usually Pancake can get a lot of extra waves without any trouble or risk of killing the boss too quickly.&lt;br /&gt;
* Pancake's LVL 3 charge can turn even the hardest part in the game to become completely meaningless. It can be used to great effect to do lots of risky strategies in the second loop that benefit both survival and score a lot.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* The bomb has to come up the screen before it start to block projectiles, and it doesn't clear all the bullets on screen. Meaning the player has to slighly anticipate using a bomb and press it earlier than some other ships have to. Also, the bombs only block bullets that come from the top of the screen. If there are still any enemies at the bottom, the bomb only helps the second it comes into screen before going to the middle.&lt;br /&gt;
* Passive damage (without using any charges) is quite low. The secondary weapon doesn't deal much damage and the wide main shot is only good when getting close to enemies.&lt;br /&gt;
----&lt;br /&gt;
'''Top Replay:''' [https://youtu.be/q4aaBeNg5hc WC. - 3,519,100 - 2-ALL] (Incomplete replay)&amp;lt;br&amp;gt;&lt;br /&gt;
[https://youtu.be/pGKBuI5oVLE Y.Saito - 3,328,300 - 2-ALL] (Live Stunfest 2018)&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Focke-Wulf Ta152 &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{S1945iiShipInfo&lt;br /&gt;
|headcolor = #316b18&lt;br /&gt;
|backcolor = #f7feeb&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Focke-Wulf Ta152&lt;br /&gt;
|shipimage = [[Image:S1945ii-Focke-wulf.png]]&lt;br /&gt;
|p1 = Main Shot&lt;br /&gt;
|v1 = Forward&lt;br /&gt;
|p2 = Secondary Shot&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | B}}&lt;br /&gt;
|p4 = Bomb&lt;br /&gt;
|v4 = {{LetterGrade | E}}&lt;br /&gt;
|p5 = Charge&lt;br /&gt;
|v5 = {{LetterGrade | B}}&lt;br /&gt;
|caption = &lt;br /&gt;
'''Overview'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Secondary Shot&amp;lt;/span&amp;gt;: Giant Rocket Missile''' &amp;lt;br&amp;gt; Focke-wulf shoot missiles forward from the middle of it's ship. After picking up 1 [[File:Power-up-small.png]] item, the ship get two missiles. With each subsequent pickup adds 1 more missile that can be on screen at once. After a missile has hit their target or has left the screen, a new one can be shot.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Bomb&amp;lt;/span&amp;gt;: A9/A10 Rocket''' &amp;lt;br&amp;gt; The ship performs a &amp;quot;backflip&amp;quot;, during which it is invincible, and huge rocket comes up from below the screen. This rocket blocks all incoming projecticles and deals damage to any enemies it rams over.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Charge Shot&amp;lt;/span&amp;gt;: Plasma Mine'''&lt;br /&gt;
* '''''LVL 1'''''  - The ship will create a field right in front of it that blocks all projecticles and also deals a bit damage. After which, it will start to move slowly to the top of the screen.&lt;br /&gt;
* '''''LVL 2'''''  - Same as LVL 1, but the size of the field is notably bigger.&lt;br /&gt;
* '''''LVL 3'''''  - The field is now much larger. Around 4 times as large as a LVL 2 charge. It also stays right at where it spawned for a few seconds before going very slowly up the screen.&lt;br /&gt;
|content =&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
* Focke-wulf, like Mosquito, is very good at killing large enemies quickly if you can get even a little close to them. Sitting very close (or even on top) of these enemies makes the missiles respawn essentially instantly for great damage. And Fockewulf is also has a straight forward shot so even if sits at the bottom of the screen, he still does decent damage.&lt;br /&gt;
* His charge can help out in varies situations. Especially some of the more ridiculous parts in the second loop.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Even with the occasional point blanking, Focke-wulf remains one of the ships with the lowest damage output, if not THE lowest. The charge shot deals basically no damage and in almost all instances only serves as a defense mechanism.&lt;br /&gt;
* It's also tricky to kill all enemies as this ship. The speed is alright, but the straight forward shot combined with low damage can make things very tough.&lt;br /&gt;
* The rocket bomb is easily the worst bomb in the game. It deals an unimpressive amount of damage and doesn't help much to protect the player. It's off the screen very quickly and only clears a very small portion of it.&lt;br /&gt;
* The charge shot only shines in very specific situations (and mostly exclusively in the second loop). The field is only in front of the player for maybe two seconds before it goes up the screen. And there is very little reason to follow it up there. &lt;br /&gt;
----&lt;br /&gt;
'''Top Replay:''' [https://youtu.be/aU303s2G2kA I.O - 2,792,400 - 2-ALL]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; J7W Shinden &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{S1945iiShipInfo&lt;br /&gt;
|headcolor = #427373&lt;br /&gt;
|backcolor = #fefcf3&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = J7W Shinden&lt;br /&gt;
|shipimage = [[Image:S1945ii-Shinden.png]]&lt;br /&gt;
|p1 = Main Shot&lt;br /&gt;
|v1 = Forward&lt;br /&gt;
|p2 = Secondary Shot&lt;br /&gt;
|v2 = {{LetterGrade | E}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | A}}&lt;br /&gt;
|p4 = Bomb&lt;br /&gt;
|v4 = {{LetterGrade | S}}&lt;br /&gt;
|p5 = Charge&lt;br /&gt;
|v5 = {{LetterGrade | S}}&lt;br /&gt;
|caption = &lt;br /&gt;
'''Overview'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Secondary Shot&amp;lt;/span&amp;gt;: Heat Missile''' &amp;lt;br&amp;gt; Shinden shoots these heat missiles that are shot forward and stick to enemies, dealing continuous damage while in contact. It shoots them in sets of two. Picking up [[File:Power-up-small.png]] items increases the amount of sets of missiles that can be on screen at once, maxing out at 4 sets (8 missiles). Once the missile is off the screen, it can be fired again.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Bomb&amp;lt;/span&amp;gt;: Ryusei-kai Sweep Bombers''' &amp;lt;br&amp;gt; The ship performs a &amp;quot;backflip&amp;quot;, during which it is invincible, and six helper ships come to assist the player by forming a shield in front of the player's ship and block projectiles and attack enemies directly in front of them. While they appear, they also clear all the bullets from the screen. These helper ships have very little health and retreat as soon as they are hit a couple of times, or if enough time has passed.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Charge Shot&amp;lt;/span&amp;gt;:  Samurai Sword Type-98'''&lt;br /&gt;
* '''''LVL 1'''''  - The ship will throws a huge copy of itself forward at high speed, dealing a lot of damage to enemies that it encounters. This copy is slightly bigger than the size of the Shinden.&lt;br /&gt;
* '''''LVL 2'''''  - Same as LVL 1, but the damage is much greater now. The size of this copy remains the same.&lt;br /&gt;
* '''''LVL 3'''''  - The copy has drastically increased in size and deals even more damage now.&lt;br /&gt;
|content =&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
* Shinden's charge shot is the highest damage dealing charge shot in the game by a notably margin. It is extremely good at taking out large enemies very quickly. It also moves at a high speed so there is very little timing necessary.&lt;br /&gt;
* The ship is so fast that the straight forward shot is not a very big deal. And straight forwards shot don't benefit from getting close to enemies, so you can play very safe when you use Shinden.&lt;br /&gt;
* The bomb is basically the same as the Mosquito's and just as powerful. It's a good asset both for defense and offense. &lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Shinden's passive damage (without using charges) falls a bit short compared to some other ships. You really need to use your charges to get through bosses and large enemies quickly. Good management of your charge meter is crucial to playing Shinden well. &lt;br /&gt;
* The secondary shot is by far the least useful weapon Shinden has. The shots just don't deal a lot of damage and don't really stick to small enemies or the ones that move around a lot. &lt;br /&gt;
----&lt;br /&gt;
'''Top Replay:''' [https://youtu.be/7gflqMAClmY M.T - 3,250,100 - 2-ALL]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Ki84 Hayate &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{S1945iiShipInfo&lt;br /&gt;
|headcolor = #5490ff&lt;br /&gt;
|backcolor = #f7faff&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Ki84 Hayate&lt;br /&gt;
|shipimage = [[Image:S1945ii-Hayate.png]]&lt;br /&gt;
|p1 = Main Shot&lt;br /&gt;
|v1 = Wide&lt;br /&gt;
|p2 = Secondary Shot&lt;br /&gt;
|v2 = {{LetterGrade | A}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | C}}&lt;br /&gt;
|p4 = Bomb&lt;br /&gt;
|v4 = {{LetterGrade | B}}&lt;br /&gt;
|p5 = Charge&lt;br /&gt;
|v5 = {{LetterGrade | S}}&lt;br /&gt;
|caption = &lt;br /&gt;
'''Overview'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Secondary Shot&amp;lt;/span&amp;gt;: Syusui Super Rush''' &amp;lt;br&amp;gt; Hayate will release options that move towards enemies and stick to them, dealing damage to whichever enemy they have targetted. The amount of options Hayate has is equal to the power up level he currently is. For example, if the player has picked up 2 [[File:Power-up-small.png]] items, then their ship will have 2 options.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Bomb&amp;lt;/span&amp;gt;: Fugaku Covering Fire''' &amp;lt;br&amp;gt; A huge plane comes up the screen directly from below the player's position. This plane blocks incoming projectiles and shoots towards enemies. After absorbing enough damage, or after a couple of seconds, this plane leaves from the top of the screen. This plane is roughly as wide as 90% of the screen.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Charge Shot&amp;lt;/span&amp;gt;: Syusui Localized Raid'''&lt;br /&gt;
* '''''LVL 1'''''  - Places one of the Hayate's options directly above the ship. It stays exactly there on screen shooting forward for roughly 10 seconds.&lt;br /&gt;
* '''''LVL 2'''''  - Same as LVL 1, but it now uses 2 options and they shuffle places. It deals slighly more damage then two individual LVL 1 charges.&lt;br /&gt;
* '''''LVL 3'''''  - Same as LVL 2, but it now uses 4 options. Together they deal slighly more damage than two individual LVL 2 charges.&lt;br /&gt;
|content =&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
* Hayate is a popular survival ship, with his homing options, fast speed and wide shot. His passive damage (without using any charges) at far distances from enemies is among best in the game. So you don't have to learn to get close to enemies to deal high damage, like Mosquito and Focke-wulf.&lt;br /&gt;
* The options deal a lot of damage and are quick to react and target incoming enemies.&lt;br /&gt;
* Hayate's charges stay on the screen for a long while and deal high damage. Making it easy to kill large enemies quickly.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Hayate's options are unpredictable in which enemy they decide to target if there are many on screen. And will snap from one zako to another really quick. This can be especially troublesome in the loop, where enemies shoot suicide bullets and the player has to make sure no enemy dies from an option while they are sitting close-by.&lt;br /&gt;
* The bomb has to come up the screen before it start to block projectiles, and it doesn't clear all the bullets on screen. Meaning the player has to slighly anticipate using a bomb and press it earlier than some other ships have to.&lt;br /&gt;
* The hitbox of the bomb is only a little bit larger than it's sprite. So enemies that shoot from the sides rather than from the top of the screen can still get very close to the player.&lt;br /&gt;
* The LVL 3 charge is never good enough to save up for. It's just slightly higher damage (which Hayate doesn't need).&lt;br /&gt;
----&lt;br /&gt;
'''Top Replay:''' [https://youtu.be/nStvM1e6USQ HD. - 3,330,300 - 2-ALL]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; P-38 Lightning &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{S1945iiShipInfo&lt;br /&gt;
|headcolor = #0033db&lt;br /&gt;
|backcolor = #f7faff&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = P-38 Lightning&lt;br /&gt;
|shipimage = [[Image:S1945ii-Lightning.png]]&lt;br /&gt;
|p1 = Main Shot&lt;br /&gt;
|v1 = Forward&lt;br /&gt;
|p2 = Secondary Shot&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | D}}&lt;br /&gt;
|p4 = Bomb&lt;br /&gt;
|v4 = {{LetterGrade | D}}&lt;br /&gt;
|p5 = Charge&lt;br /&gt;
|v5 = {{LetterGrade | A}}&lt;br /&gt;
|caption = &lt;br /&gt;
'''Overview'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Secondary Shot&amp;lt;/span&amp;gt;: Homing Missile''' &amp;lt;br&amp;gt; Lightning keeps shooting homing missiles. These do not increase in power when picking up Power-up items. After picking up 1 [[File:Power-up-small.png]] item, the ship get two missiles. After 2, 3 missles. After 3, 4 missiles. And after picking up 4 (maximum), the player gets 6 missiles. After all the missiles have hit their target, a new wave of missiles will be launched the next time the player shoots.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Bomb&amp;lt;/span&amp;gt;: Mustang Attack Formation''' &amp;lt;br&amp;gt; The ship performs a &amp;quot;backflip&amp;quot;, during which it is invincible, and five helper ships come to assist the player by forming a shield in front of the player's ship and block projectiles and attack enemies directly in front of them. These helper ships have very little health and retreat as soon as they are hit a couple of times, or if enough time has passed.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Charge Shot&amp;lt;/span&amp;gt;: Frame Type-II Missiles (One-ton Bomb at LVL 3)'''&lt;br /&gt;
* '''''LVL 1'''''  - The ship will launch two missiles from the sides of the ship directly forward. Upon impact with an enemy, it'll explode and deal damage to all enemies within the area.&lt;br /&gt;
* '''''LVL 2'''''  - Same as LVL 1, but the size and damage of them missiles is much greater now. The explosion area is also increased.&lt;br /&gt;
* '''''LVL 3'''''  - Now, it fill only shoot one large missle from below the player's ship. This one has a significant increase in damage and explosion size and duration.  [[https://imgur.com/wm4RIB5 Explosion size]]&lt;br /&gt;
|content =&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
'''Strengths:'''&lt;br /&gt;
* Lightning is among the simpliest characters to learn and use. The homing missiles are good for clear zako waves quickly. The forward shot deals a lot of damage to stronger enemies. The charge shot is also easy to use and has an immediate effect. &lt;br /&gt;
* The homing missiles make the low ship speed not as big an issue as with some other characters. You don't have to move all over to screen to clear waves of enemies. Only when dealing with large, tankier enemies.&lt;br /&gt;
* Pointblanking close to, or on top of enemies, deals notably more damage because of the instantly repeating homing missiles that now spawn continuously.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* The speed combined with the straight forward shot makes it hard to kill a large fleet of enemies. The homing missiles help, but only with zako enemies. &lt;br /&gt;
* Lightning's bomb can often not be enough to secure your safety. Especially in the second loop, it is common to use multiple bombs to clear a single section of enemies. They helper ships from the bomb have far too little health to safely hide behind them. Their firepower is also nothing noteworthy.&lt;br /&gt;
* Aiming the missiles from the charge shot can sometimes be tricky because of the low speed.&lt;br /&gt;
* In general, to make good use of Lightning, a lot of routing has to be done and most things have to be done very specifically. &lt;br /&gt;
----&lt;br /&gt;
'''Top Replay:''' [http://www.nicovideo.jp/watch/sm14122759 bbb - 2,953,500 - 2-ALL] (Replay only contains loop 2)&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
=== Medals ===&lt;br /&gt;
By killing certain ground enemies or destroying scenery, the player can uncover &amp;lt;span style=&amp;quot;color:#d49400&amp;quot;&amp;gt;'''Medals'''&amp;lt;/span&amp;gt; [[File:S1945ii-medals.gif]]⠀that are hidden throughout the game. They are worth points when players pick them up. The value is determined by how close the player is to picking them up when they are glowing. When the sprite is glowing, the medal will be worth 2,000 points. If they are a bit off, it will be worth 1,000 points. If they are even more off, it will be worth 500 points. If it's not close at all, the medal will only be worth 200 points.&lt;br /&gt;
&lt;br /&gt;
Medals are the single biggest source for high scores. One loop contains 134 medals, worth 268,000 points if all of them were to be picked up when they are at their highest value.&lt;br /&gt;
&lt;br /&gt;
=== Respawn Glitch ===&lt;br /&gt;
[[File:S1945ii-respawn-glitch.gif|thumb|right|In some rare cases, you can do this glitch without revenge bullets.]]&lt;br /&gt;
If the player does not deal enough damage to the boss before they '''[[time-out]]''', the boss will explode itself and release revenge bullets. However, all the bullets remain on screen and don't disappear. Normally when a boss is killed, all the bullets from the screen will be removed, but not when it times out.&lt;br /&gt;
&lt;br /&gt;
If the player manages to '''die right before they would lose control over their ship''', they will respawn but '''won't lose their extend or bombs'''. But the death animation will still happen and the ship will drop their items (see Gameplay Overview). When the ship respawns on screen, they won't have control and the ship leaves from the top of the screen. If they pick up the items they dropped while on their way, they collect them and recieve any potential score bonuses. It should be noted that by doing this, the player won't recieve points from killing the boss. Meaning this is only worth doing if the score (and or items) are more worth it than just killing the boss before it times out.&lt;br /&gt;
&lt;br /&gt;
The only thing that will reset upon this death is the charge meter, which will be set to have a LVL 1 charge available, the same as if the player would've normally died. &lt;br /&gt;
&lt;br /&gt;
Most bosses (but not all) will not have bullets on screen during the period where the player needs to die. The most common way to perform this glitch is to let the boss time out and kill a [[zako]] enemy which will shoot a revenge bullet. Then try to get hit by the revenge bullet when the time is right. The position where you die is also of crucial importance. The items need to be in the right place when the ship respawns and goes up the screen. Remember that you don't have control over the ship when it respawns. Certain enemies, like the Flying Pancake, have an easier time with this trick because they can sit in the right position and have their homing lasers shoot an enemy that might not be in range with the ship's main shot. &lt;br /&gt;
&lt;br /&gt;
An example for how much this trick is worth; if the player has all their bombs in stock when they die, they'll drop 2 [[File:Power-up-small.png]] items and 2 [[File:S1945ii-bomb-small.png]] bombs. Picking up all these items on the way up will be worth 28,000 points. Subtract the amount of score a normal boss kill would've given you (10,000 in most cases), and the result will be how much score you've gained by doing this glitch.&lt;br /&gt;
&lt;br /&gt;
=== Boss milking ===&lt;br /&gt;
Most bosses will repeatedly spawn [[zako]] enemies during the fight (or other unique enemies). The player can decide to keep the boss alive for longer to kill more of these enemies for extra points. In most cases, they'll try to kill the boss just before it times out. Otherwise they miss out on the bonus of killing it, which is always worth more than a couple of extra zako waves.&lt;br /&gt;
&lt;br /&gt;
These zako waves are not always the same. For example, during the fight against '''Syumi Type-0''', the next wave of zako will spawn a few seconds after the previous wave was killed or flew off the screen. Killing these enemies quickly will thus result in more waves. The types of waves and where they come from is also randomized. On the other hand, during the fight against '''Iron Casket''', the enemies will always come in the same formation in a static pattern. These always comes at a set time, regardless of how quickly the previous wave was killed.&lt;br /&gt;
&lt;br /&gt;
Bosses that can be milked include; '''Syumi Type-0''', '''Graf Zeppelin''', '''Gliath''', '''Iron Casket''' and '''Rommel'''. '''Cross Sinker''' also spawns [[zako]] enemies, but only in the second loop.&lt;br /&gt;
&lt;br /&gt;
This trick does not include milking enemis that spawn from the player being at low [[File:Power-up-small.png]] power. That can be done on any boss, but it will override any zako planes that would come on the screen. This is not worth doing for various reasons if the boss spawns zako waves by itself.&lt;br /&gt;
&lt;br /&gt;
=== Quick killing certain waves of enemies ===&lt;br /&gt;
During stages, there will be certain enemies that keep respawning when you kill one. This doesn't happen very often, each of these instances can be found here: ''[[Strikers 1945 II/Notable Scoring Sections]]''&lt;br /&gt;
&lt;br /&gt;
This is not referring to killing zako waves during bosses mentioned in the last section, but it works the same. With the exception that the is no randomness involved.&lt;br /&gt;
&lt;br /&gt;
=== Powering down for extra enemies ===&lt;br /&gt;
[[File:S1945ii-power-down-strat.gif|thumb|right|Waiting for more power up carriers to come on screen.]]&lt;br /&gt;
If the player is at the power level where they have picked up 1 [[File:Power-up-small.png]] item or none at all, the game will spawn a specific group of zako enemies the next time it can. This group consists of 3 blue ships who are worth 200 points each. Follow by the blue ships, there is a red ship. This one is also woth 200 points, but also drops a [[File:Power-up-small.png]] item when it's killed. If there is a stretch of gameplay where there are no zako spawning, the player can choose lose their power ups by touching flying enemies to have these waves of enemies spawn. This is mostly done during boss fights that don't have zako coming in during the fight, but there are some exceptions.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if there are [[File:Power-up-small.png]] items flying on screen, they will prevent more waves of power up carriers spawning.&lt;br /&gt;
&lt;br /&gt;
=== Max bomb bonuses ===&lt;br /&gt;
Picking up a bomb [[File:S1945ii-bomb-small.png]] while already having the maximum amount you can carry (that being 9 bombs), rewards the player with 10,000 points instead. Through the game, 16 bombs will be dropped by enemies (one for each stage). Not including bombs that drop when the player dies. If the player can survive without using bombs, they can start getting these bonuses. They can stack up to 90,000 points in bonuses if the player goes through the entire game without using one. &lt;br /&gt;
&lt;br /&gt;
=== End bonus ===&lt;br /&gt;
If the player has managed to clear both loops, they will be rewarded a score bonus that depends on how many '''[[extends]]''' and '''bombs''' they have remaining as well as the power-up level they are on. The amount they get will be:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:110%&amp;quot; | End Bonus = (20,000 * Extends remaining) + (10,000 * Bombs remaining) + (5,000 * Power-up level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if the player has 3 extends and 9 bombs when clearing (the maximum you can have), they will be rewarded:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
End Bonus = (20,000 * '''3''') + (10,000 * '''9''') + (5,000 * '''4''') = '''170,000''' points&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
While the scoring tricks mentioned so far are mostly used throught the game, there are some specific sections that are worth highlighting.&amp;lt;br&amp;gt;&lt;br /&gt;
For more details on these tricks are: ''[[Strikers 1945 II/Notable Scoring Sections]]''&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission1.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''N31.5, E128.9 (Japan): East China Sea'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Syumi Type-0 (Huge Flying Boat)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Messerschmitt Me 323 Gigant&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission2.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''N68.8, W57.9 (North Pole): North Atlantic Ocean'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Graf Zeppelin (Super Carrier)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Nagato&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission3.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''N36.3, W112.5 (United States of America): Grand Canyon, Colorado River'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀ Gliath (Armored Train)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission4.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''N44.9, E6.2 (France): Saint-Christophe-en-Oisans, Rhône-Alpes'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀ Iron Casket (Battle Airship)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Flakturms (Flak towers)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission5.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''S22.4, E18.3 (Namibia): Kalahari Desert'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Rommel (Fortress)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Landkreuzer P. 1000 Ratte&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission6.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''S7.5, W62.4 (Brazil): Madeira Dam'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Cross Sinker (Gigantic submarine)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Karl-Gerät&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission7.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''S7.5, W62.4 (Brazil): C.A.N.Y. Industrial Site'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀Block-Ade&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀CANNY I or CANNY II &amp;lt;br&amp;gt;⠀⠀''(this midboss is decided randomly)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:S1945ii-mission8.png|140px]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | ⠀⠀&lt;br /&gt;
| style=&amp;quot;font-size:120%&amp;quot; | '''S7.5, W62.4 (Brazil): F.G.R. Headquarters'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Target'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀F.G.R. (Huge mechanical alien)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;'''Midboss'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;⠀⠀B.B.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Guwange&amp;diff=28110</id>
		<title>Guwange</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Guwange&amp;diff=28110"/>
		<updated>2024-03-10T07:33:07Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Medal mechanic category&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;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&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:Vertical orientation]]&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Pink_Sweets:_Ibara_Sorekara&amp;diff=28109</id>
		<title>Pink Sweets: Ibara Sorekara</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Pink_Sweets:_Ibara_Sorekara&amp;diff=28109"/>
		<updated>2024-03-10T07:32:27Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Medal mechanic category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Pink Sweets logo.png|450px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #f011cb&lt;br /&gt;
|innerbordercolor = #f788be&lt;br /&gt;
|title = Pink Sweets&lt;br /&gt;
|background = #f7e1f4&lt;br /&gt;
|image = Pink Sweets Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music =  &lt;br /&gt;
|program = Shinobu Yagawa&amp;lt;br/&amp;gt;Yuji Inoue&lt;br /&gt;
|art = Tomoyuki Kotani&lt;br /&gt;
|releasedate = Arcade&amp;lt;br/&amp;gt;'''JP''': April 21, 2006&amp;lt;br/&amp;gt;Xbox 360&amp;lt;br/&amp;gt;'''JP''': February 24, 2011&lt;br /&gt;
|previousgame = [[Ibara_Kuro:_Black_Label|Ibara Kuro: Black Label]]&lt;br /&gt;
|nextgame = [[Mushihimesama Futari]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Pink Sweets: Ibara Sorekara]] &amp;lt;small&amp;gt;(ピンクスゥイーツ ～鋳薔薇それから～, Pinku Suītsu: Ibara Sorekara, abbreviated: '''PS''')&amp;lt;/small&amp;gt; is a [[bullet hell]] [[shooting game|shoot-em-up]] developed by [[CAVE]] in 2006. In terms of story, this game is a sequel to ''[[Ibara]]''.&lt;br /&gt;
&lt;br /&gt;
[[Pink Sweets: Ibara Sorekara|Pink Sweets]] was later ported to the Xbox 360 in 2011, included in a double-pack with [[Muchi Muchi Pork!]].&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Pink Sweets is a 2-button game in normal play, with an 8 directional joystick for movement.&lt;br /&gt;
&lt;br /&gt;
* Not shooting will build up your Shield and charge your Rose Cracker (often abbreviated as RC). 142 frames after the last regular Shot from your ship, the Rose Cracker Gauge is fully charged.&lt;br /&gt;
&lt;br /&gt;
* '''A:''' 1) Fires Shot &amp;amp; Rose Hips. When pressing the button fast enough, the internal autofire rate will be raised; 2) In case the Rose Cracker Gauge is fully charged, the player will additionally release a Rose Cracker. However, if A is pressed only for a single frame, it is possible to deploy just a Rose Cracker without any regular bullets from Shot or Rose Hips being released.&lt;br /&gt;
* '''B (press):''' Cycles through the Rose Hip Formations if any Rose Hips are equipped. The Rose Hip Formation cycle is as follows: Forward &amp;gt; Wide &amp;gt; Back &amp;gt; Reverse &amp;gt; Turn.&lt;br /&gt;
* '''B (hold):''' Fires bullets from the Rose Hips only.&lt;br /&gt;
* '''A+B (press):''' 1) Speed change; 2) The current charge of the Rose Cracker Gauge is cancelled.&lt;br /&gt;
&lt;br /&gt;
'''Reset Command''': Anytime during the run, press ↑, ↑, ↓, ↓, ←, →, ←, →, A, B, Start. Resets the game and returns to the title screen.&lt;br /&gt;
&lt;br /&gt;
=== In-Game HUD ===&lt;br /&gt;
&lt;br /&gt;
[[File:Pink Sweets HUD.jpg|300px|left]]&lt;br /&gt;
&lt;br /&gt;
'''1) Rose Cracker Gauge:''' When fully charged you'll be able to release a Rose Cracker&lt;br /&gt;
&lt;br /&gt;
'''2) Speed meter:''' There are 4 different levels of speed&lt;br /&gt;
&lt;br /&gt;
'''3) Internal autofire rate:''' #10, #12, #15, #20, #30 (for #60, see ''[[Pink_Sweets:_Ibara_Sorekara#Internal_and_External_Autofire|Internal and External Autofire]])''&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Each character has four different sub-types to choose from. These types usually have slightly different attacks from Shot Level 1 onwards. Shot Level 0 is the same for each type. The types are decided by which button you press when you select a character: A, B, A+B, and Start.&lt;br /&gt;
&lt;br /&gt;
The four types of each character and their Rapid Shot as well as their Wide Shot at Shot Level 3 are as follows.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#a3a30d;&amp;quot; | [[File:Ply i01.gif]]&lt;br /&gt;
| style=&amp;quot;background-color:#a3a30d; color:#ffffff; text-align:center; width: 500px;&amp;quot; | &amp;lt;big&amp;gt;'''Meidi &amp;amp; Midi Rose'''&amp;lt;/big&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; style=&amp;quot;background-color:#a3a30d;&amp;quot; | [[File:Meidimidi back2.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#a3a30d; text-align:center; color:#ffffff;&amp;quot; | Gloire de Meidi &amp;amp; Midi&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Six straight shots to the front&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Five wide shots to the front&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Four straight shots to the front &amp;lt;br&amp;gt;Two straight shots to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Five wider shots to the front&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A+B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Four straight shots to the front &amp;lt;br&amp;gt;Two straight shots to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Five even wider shots to the front&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | Start&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Two straight shots to the front &amp;lt;br&amp;gt;Three wide shots to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Two straight shots and one shot each at 45° to the front &amp;lt;br&amp;gt;One shot each at 45° to the back&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eb8517;&amp;quot; | [[File:Ply i02.gif]]&lt;br /&gt;
| style=&amp;quot;background-color:#eb8517; color:#ffffff; text-align:center; width: 500px;&amp;quot; | &amp;lt;big&amp;gt;'''Kasumi Rose'''&amp;lt;/big&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; style=&amp;quot;background-color:#eb8517;&amp;quot; | [[File:Kasumi back2.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#eb8517; text-align:center; color:#ffffff;&amp;quot; | Hana Kasumi mk2&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Six missiles to the front, which accelerate in the center and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Six homing rockets to the front and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Six missiles to the front, which are fired first on the sides and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Five homing rockets from each side and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A+B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Six missiles to the front and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Five homing rockets from each side and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | Start&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Six missiles to the front and your level 0 Shot&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Homing rockets from all sides and your level 0 Shot&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#db1873;&amp;quot; | [[File:Ply i03.gif]]&lt;br /&gt;
| style=&amp;quot;background-color:#db1873; color:#ffffff; text-align:center; width: 500px;&amp;quot; | &amp;lt;big&amp;gt;'''Shasta Rose'''&amp;lt;/big&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; style=&amp;quot;background-color:#db1873;&amp;quot; | [[File:Shasta back2.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#db1873; text-align:center; color:#ffffff;&amp;quot; | Child of Mount Shasta&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Two fixed laser beams to the front&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| Two laser beams to the front (leaning angle 20°)&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| One fixed laser beam and your level 0 Shot to the front &amp;lt;br&amp;gt;Single straight shot to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| One laser beam (leaning angle 60°) and a 5-way shot to the front&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A+B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| One fixed laser beam and your level 0 Shot to the front &amp;lt;br&amp;gt;3-way shot to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| One laser beam (leaning angle 80°) and a 6-way shot to the front &amp;lt;br&amp;gt;Laser locks on to enemies &lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | Start&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| One fixed laser beam to the front &amp;lt;br&amp;gt;4-way shot to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| One laser beam (leaning angle 90°) and a 6-way shot to the front &amp;lt;br&amp;gt;Laser locks on to enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#cd29e3;&amp;quot; | [[File:Ply i04.gif]]&lt;br /&gt;
| style=&amp;quot;background-color:#cd29e3; color:#ffffff; text-align:center; width: 500px;&amp;quot; | &amp;lt;big&amp;gt;'''Lace Rose'''&amp;lt;/big&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;10&amp;quot; style=&amp;quot;background-color:#cd29e3;&amp;quot; | [[File:Lace back2.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#cd29e3; text-align:center; color:#ffffff;&amp;quot; | French Lace S&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Three straight lightning beams to the front&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| 3-way wide lightning up to 30° to each side&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Two straight lightning beams to the front &amp;lt;br&amp;gt;One straight lightning beam to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| 3-way wide lightning up to 45° to each side&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | A+B&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Rapid&lt;br /&gt;
| Two straight lightning beams to the front &amp;lt;br&amp;gt;One straight lightning beam to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| 3-way wide lightning up to 60° to each side &lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;height: 70px;&amp;quot; | Start&lt;br /&gt;
! Rapid&lt;br /&gt;
| One straight lightning beam to the front &amp;lt;br&amp;gt;Two straight lightning beams to the back&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;height: 35px;&amp;quot; | Wide&lt;br /&gt;
| 3-way wide lightning up to 90° to each side&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Hitbox ====&lt;br /&gt;
[[File:PS hitbox.png|thumb|left|Left: Kasumi's regular hitbox &amp;lt;br&amp;gt;Right: Kasumi's smaller hitbox in Harder mode]]&lt;br /&gt;
The hitbox for all ships is 2x4 pixels big. Only in Harder mode, the hitbox is even smaller and now measures a mere 2x2 pixels. The grazebox is significantly larger. The image to the left shows the hitboxes (in red) for Kasumi.&lt;br /&gt;
&lt;br /&gt;
In relation to the center of the ship, Kasumi's hitbox is located higher compared to the three other characters.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Speed ====&lt;br /&gt;
&lt;br /&gt;
There are four levels of speed you can switch to by pressing A+B anywhere in the game. In terms of speed, Meidi &amp;amp; Midi and Shasta are both faster than Kasumi and Lace. The speed values in the table below are measured by counting the frames it takes to cross the screen horizontally. Therefore, a high value corresponds to a slower speed and a low value to a faster speed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Speed 0 !! Speed 1 !! Speed 2 !! Speed 3&lt;br /&gt;
|-&lt;br /&gt;
! Meidi &amp;amp; Midi&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 140&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 105&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 71&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 53&lt;br /&gt;
|-&lt;br /&gt;
! Shasta&lt;br /&gt;
|-&lt;br /&gt;
! Kasumi&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 171&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 128&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 86&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 64&lt;br /&gt;
|-&lt;br /&gt;
! Lace&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Internal and External Autofire ====&lt;br /&gt;
[[File:PS 60hzdisplay.png|thumb|150px|right|#60 displayed in the HUD in Special Version]]&lt;br /&gt;
[[File:PS autofirecomp.png|thumb|200px|left|Left: internal #30 &amp;lt;br&amp;gt;Right: external 30 Hz]]&lt;br /&gt;
By pressing the Shot button repeatedly, the autofire rate can be increased to a maximum of up to #30. This is indicated by a flashing number in the HUD. The autofire rate has no effect on rank and has no other drawbacks which is why the player is advised to increase it early on. The rate cannot be lowered again and stays high for the entirety of the run.&lt;br /&gt;
&lt;br /&gt;
Reaching #30 manually can pose an issue to some players. To reach the highest frequency, the player can mash the button during moments of heavy slowdown. A good place is the very first stage transition into stage 1 when an additional Rose Cracker is deployed.&lt;br /&gt;
&lt;br /&gt;
The highest autofire rate can be achieved with 30 Hz external autofire, which is faster than internal #30. If an external autofire rate of 30 Hz is used during pause buffering in the debug mode (aka ''Special Version''), it is displayed in-game as #60. Using external 30 Hz in the regular game achieves the same rate but does not change the display to #60.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==== Aura Flash ====&lt;br /&gt;
&lt;br /&gt;
Similar to ''[[Ibara#Aura_Flash|Ibara]]'', ''Pink Sweets'' features the Aura Flash. Aura Flash is a tiny 'flash' around the ship that will appear when the player powers up to the next power level, gains a new Rose Hip, or changes the Shot type (from Rapid to Wide or vice versa). The Aura effect is represented by a ring around the ship that persists for a few frames and grows slightly before fading. The Aura Flash makes the ship briefly invulnerable, cancels a very small ring of bullets around the player, and does a huge amount of damage, but it lasts an incredibly short time and has miniscule range.&lt;br /&gt;
&lt;br /&gt;
When enemy targets are destroyed by the Aura Flash, points are awarded the same as if they were destroyed by Shot. The targets also count toward the [[Pink_Sweets:_Ibara_Sorekara#1_Up_Item|Zan counter]].&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pu01.gif]] || '''Shot Power Up''' &amp;lt;br&amp;gt;Increases your Shot Level by 1 &amp;lt;br&amp;gt;Surplus score value: 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pu03.gif]] || '''Rapid Shot''' &amp;lt;br&amp;gt;Changes to Rapid Shot ''or'' increases your Shot Level by 1 &amp;lt;br&amp;gt;Surplus score value: 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pu02.gif]] || '''Wide Shot''' &amp;lt;br&amp;gt;Changes to Wide Shot ''or'' increases your Shot Level by 1 &amp;lt;br&amp;gt;Surplus score value: 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pu04.gif]] || '''Rose Hip''' &amp;lt;br&amp;gt;Adds a Rose Hip to your ship &amp;lt;br&amp;gt;Surplus score value: 1,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Special Upgrades ====&lt;br /&gt;
&lt;br /&gt;
Fulfilling certain conditions, the following special items can be triggered. A special item is indicated by a faster flashing item.&lt;br /&gt;
&lt;br /&gt;
* Special Power Up: Let four shot power items (Shot Power Up, Rapid Shot, Wide Shot) fall off screen in succession.&lt;br /&gt;
* Search Rose Hip:  Let four Rose Hip items fall off screen in succession.&lt;br /&gt;
&lt;br /&gt;
If the special item is not picked up, the player has to pick up a regular item first before starting to set up for the next special item again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 1 Up Item ====&lt;br /&gt;
&lt;br /&gt;
There are three general methods of making a 1 Up item appear:&lt;br /&gt;
# There is an invisible counter known as the Zan counter which goes +1 if an enemy or any type of destructible object (including destructible bullets) is destroyed with Shot and goes -1 if they are destroyed with Rose Cracker. Every time the counter reaches 2,500 a 1 Up item will appear and the counter resets to 0 again. Destroying enemies or other objects with Rose Hips does not affect the counter in any direction. It is important to stress that the Zan counter only resets upon the appearance of the item not by the collection of it. Moreover, even if the 1 Up item appears after e.g. an additional 500 targets are shot down, the surplus count is lost and the counter is always fully reset to 0.&lt;br /&gt;
# A midsize tank rolls over another standing tank. This can be achieved in Stage 3 and Stage 7 (twice with the correct setup). Damage the wheels of the first tank and then let the second one roll over it.&lt;br /&gt;
# Destroy all 12 towers in Stage 5. The 1 Up item is in the last one if done correctly.&lt;br /&gt;
&lt;br /&gt;
There are no score-based extends in Pink Sweets.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==== Rose Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 100 !! 200 !! 400 !! 800&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pnt02.gif]] || [[File:Itm i pnt03.gif]] || [[File:Itm i pnt04.gif]] || [[File:Itm i pnt05.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rose Medals ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 100 !! 200 !! 300 !! 400 !! 500 !! 600 !! 700 !! 800 !! 900 !! 1,000 !! 2,000 !! 3,000 !! 4,000 !! 5,000 !! 6,000 !! 7,000 !! 8,000 !! 9,000 !! 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Itm i pnt07.gif]] || [[File:Itm i pnt08.gif]] || [[File:Itm i pnt09.gif]] || [[File:Itm i pnt10.gif]] || [[File:Itm i pnt11.gif]] || [[File:Itm i pnt12.gif]] || [[File:Itm i pnt13.gif]] || [[File:Itm i pnt14.gif]] || [[File:Itm i pnt15.gif]] || [[File:Itm i pnt16.gif]] || [[File:Itm i pnt17.gif]] || [[File:Itm i pnt18.gif]] || [[File:Itm i pnt19.gif]] || [[File:Itm i pnt20.gif]] || [[File:Itm i pnt21.gif]] || [[File:Itm i pnt22.gif]] || [[File:Itm i pnt23.gif]] || [[File:Itm i pnt24.gif]] || [[File:Itm i pnt25.gif|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Item Drop Order ====&lt;br /&gt;
----&lt;br /&gt;
Generally speaking, ground enemies drop Rose Items in a fixed appearance while airborne enemies drop regular items determined by the item drop order below. Moreover, a couple of ground enemies, e.g. the laser towers in stage 2 or the trains in stage 5 are also guaranteed to drop regular items.&lt;br /&gt;
&lt;br /&gt;
As for airborne enemies, under normal circumstances, every eighth popcorn enemy destroyed will drop an item. Airborne enemies with more than 1 hp will always drop an item. These kills do not contribute to the popcorn enemy count.&lt;br /&gt;
&lt;br /&gt;
When a popcorn enemy is destroyed in the deadzone, it will neither drop an item nor does it contribute to the kill count of 8 (it does, however, still contribute to the Zan counter). On the other hand, airborne enemies with more than 1 hp will always drop an item, even in the deadzone or when they are off screen. In this case, if the spawned item happens to be a medal, it will immediately break your medal chain.&lt;br /&gt;
&lt;br /&gt;
The items are determined according to a specific order, governed by the following table. This item drop order carries over between credits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number&lt;br /&gt;
| 1 &lt;br /&gt;
| 2 &lt;br /&gt;
| 3 &lt;br /&gt;
| 4 &lt;br /&gt;
| 5 &lt;br /&gt;
| 6 &lt;br /&gt;
| 7 &lt;br /&gt;
| 8 &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pu01.gif|center]]&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pnt25.gif|center]]&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pu03.gif|center]]&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pnt25.gif|center]]&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pu02.gif|center]]&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pnt25.gif|center]]&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pu04.gif|center]]&lt;br /&gt;
| style=&amp;quot;width: 70px;&amp;quot; | [[File:Itm i pnt25.gif|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* If you fulfil the conditions for a Special Power Up, it appears as the next Shot Power Up, Rapid Shot, or Wide Shot item. As a visual key, this item is flashing rapidly.&lt;br /&gt;
* If you fulfil the conditions for a Search Rose Hip, it appears as the next Rose Hip item. As a visual key, this item is flashing rapidly.&lt;br /&gt;
* If you fulfil the conditions for a 1 Up item, it appears before the next item drop. Succeeding this, the regular item drop order then continues. The 1 Up item will not replace a regular item.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Pink Sweets: Ibara Sorekara/Advanced Rank]] for a detailed discussion on rank in Pink Sweets.''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rank is the dynamic ingame difficulty and affects the following gameplay elements in Pink Sweets:&lt;br /&gt;
* Enemy HP increases. This includes all types of destructible projectiles.&lt;br /&gt;
* Higher shooting frequency / more enemy bullets.&lt;br /&gt;
* More enemies for certain enemy waves (e.g. the snakes in stage 4).&lt;br /&gt;
&lt;br /&gt;
When playing without infinite lives, rank in Pink Sweets can only be kept low by not making it escalate. Once it is too high, there are no reasonable strategies to lower it again and the player loses control. As there are no regularly gained score-based extends in this game, suiciding for rank control is not advised. The best way to keep rank low is to collect as few items as possible and avoid using Rose Crackers whenever possible. Moreover, excessive speed and formation changes can have a bad effect on rank in the long run. A higher autofire frequency has no effect on rank.&lt;br /&gt;
&lt;br /&gt;
When playing for score, the player does not have to worry much about rank control as a higher rank generally also means higher score gains all throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Pink Sweets: Ibara Sorekara/Strategy]] for a detailed discussion on score routes and character-specific considerations in Pink Sweets.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scoring in Pink Sweets involves the following main mechanics:&lt;br /&gt;
&lt;br /&gt;
* '''Item Collection:''' Maintain a chain of maximum-value Rose Medals throughout the entire game. In addition, other items will also award bonus points when collected in excess.&lt;br /&gt;
* '''Destruction with Shot or Rose Cracker:''' Many enemies throughout the game will award different point values depending whether they are destroyed with your Shot or the Rose Cracker. Particularly important are Shot kills of midbosses and bosses. Killing them with Rose Cracker instead is often worth only 1/10 of the score. ''See [[Pink Sweets: Ibara Sorekara/Enemy list]] for more information.'' Note that destroying enemies with Rose Hips will always result in no points at all.&lt;br /&gt;
* '''Dismantling Bosses and Milking:''' Some bosses consist of several parts that yield additional points. Moreover, many bosses have milkable phases, e.g. the discs on stage 2 boss, phase 2 which also drop items.&lt;br /&gt;
* '''Grazing:''' If the player ship is close to a bullet or an enemy, the score increases by a tiny bit. The score gain increases with the number of projectiles and objects in close vicinity. Moreover, the closer the player is to these objects, the higher is the score increase. Grazing usually gives negligible amounts of score while involving a high risk. However, in some sections of the game it can turn out to be very lucrative. When playing with the infinite lives bug, grazing during the iframes after respawning is one of the key scoring mechanics.&lt;br /&gt;
* '''Tick Points:''' Hitting a target will award tick points. While this source of points is incredibly important for Lace and Kasumi, it is less so for Shasta and can generally be ignored with Meidi &amp;amp; Midi. Tick point optimization includes shooting enemies (particularly bosses) beyond the invincibility line to milk extra points without dealing damage.&lt;br /&gt;
* '''Bullet Absorption:''' The player is awarded with points if enemy bullets are absorbed with the Rose Cracker or Shield (absorbing bullets with Rose Hips gains no score). The score gain is the same in both cases. Most of the time, this is not a big source of points. However, this can be very important in certain situations, e.g. the timeout pattern of stage 4 midboss.&lt;br /&gt;
&lt;br /&gt;
==== Enemy Point Values ====&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Pink Sweets: Ibara Sorekara/Enemy list]]''&lt;br /&gt;
&lt;br /&gt;
==== Advanced Techniques ====&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
===== RC Tick =====&lt;br /&gt;
&lt;br /&gt;
When a Rose Cracker hits an enemy (for instance, a boss), the target will receive damage every 7 frames. This is the maximum damage output frequency which cannot be increased any further. Therefore, hitting the same enemy during the effect of a Rose Cracker with Shot or Rose Hips does not deal additional damage to the target. This fact can be exploited when playing for score, as the player is still awarded with tick points from shooting the target while no additional damage is inflicted. Therefore, when playing for score with a character that gains high tick points (e.g. Lace or Kasumi) it is advised to shoot (about five lightnings with Lace on #30) during a Rose Cracker to take full advantage of this. This will also leave enough time for the Shield to build up again and keeps the player safe after the effect of the Rose Cracker wears off.&lt;br /&gt;
&lt;br /&gt;
===== Reverse Rose Hips =====&lt;br /&gt;
&lt;br /&gt;
[[File:PS reverseoptions.png|thumb|200px|right|Within the yellow cone, the player is safe from any of the boss' bullets.]]&lt;br /&gt;
While set to Reverse formation, the Rose Hips can be used to cover the hitbox of the ship. In order to achieve this, lateral movement is required to place one Rose Hip above the player ship. Moreover, a specific angle in relation to the source of the enemy bullets is needed. This technique can be used for scoring (for instance, to milk destructible bullets) and likewise for survival particularly on certain boss attacks. The image to the right shows the required angle. In this situation, the player is completely safe without a Shield and is free to hold down the Shot button to milk the destructible bullets for score.&lt;br /&gt;
&lt;br /&gt;
===== Increasing the Rank =====&lt;br /&gt;
&lt;br /&gt;
When playing for score, it is paramount to control the rate at which the rank increases. The reason for this is that a higher rank means more enemy spawns to take advantage of and more bullets to destroy, absorb, or graze. Due to their higher HP, bosses can also be milked for longer on higher rank. Without the infinite lives bug it is useful to increase the rank at least a little bit in the beginning until it maxes out eventually at the end of stage 3 or the beginning of stage 4. Upon reaching max rank, the limited number of lives prevent the rank from going down reasonable amounts, as it will quickly climb to max rank again after the player has lost a life.&lt;br /&gt;
&lt;br /&gt;
When playing with infinite lives, however, rank can be treated as a resource that can be increased for certain parts where the player wants to execute suicide iframe grazes. In this playstyle, rank is much more flexible and goes up and down several times throughout the game. In order to handle rank increase most efficiently, it is important to play with an autofire button for B (preferably 30Hz, but 20Hz may turn out to be sufficient). Even though, changing speed once increases rank by 4,000 and a single formation change of the Rose Hips only by 1,000 (see ''[[Pink Sweets: Ibara Sorekara/Advanced Rank|Advanced Rank]]''), there is a buffer between speed changes, which ultimately makes rapid Rose Hip formation changes the best method to increase rank the fastest.&lt;br /&gt;
&lt;br /&gt;
===== Exploiting the Dead Zone =====&lt;br /&gt;
[[File:PS deadzone.png|thumb|200px|right|The dead zone is above the yellow line. At least the two options immediately to the left &amp;amp; right of the midboss are invincible.]]&lt;br /&gt;
Just as it is the case with its predecessor [[Ibara#Dead_Zones|Ibara]], there is a dead zone at the very top of the screen in which enemies are generally invincible. This can be exploited with characters that gain a reasonable amount of tick points (e.g. Lace or Kasumi) as enemies can be milked for score just a little bit more.&lt;br /&gt;
&lt;br /&gt;
While the extra point gain from this during stages is marginal (but can add up over the course of the entire game), this exploit becomes much more significant on certain bosses. The idea then is to shoot the boss only when it is in the dead zone to milk for tick points and stop shooting once it leaves the dead zone and becomes vulnerable again. The dead zone can be located approximately above the text of the stage name as the image to the right shows.&lt;br /&gt;
&lt;br /&gt;
A particularly important place where the dead zone can be exploited for score is phase 2 of the stage 3 boss. Since only the orange shoulder pad is vulnerable during this phase, it often happens that it parks fully inside the dead zone during the even attacks. As a visual cue to know about the boss' exact position on screen, the player can look at the blue hat. If the blue hat is either completely off screen or just barely visible, the boss (or rather the vulnerable shoulder pad) is inside the dead zone and can now be milked for tick points.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PS st3bossdeadzoneno.png|150px|thumb|The boss is inside the dead zone and invincible.]] || [[File:PS st3bossdeadzoneyes.png|150px|thumb|The boss is too low and takes damage.]]&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* Infinite Lives Bug (Japanese 残機無限バグ): The original version (2006/04/06) has a bug present that grants infinite lives to the player. In order to trigger this bug, the player simply has to reach six extra lives. Upon picking up the final 1 Up item for this, the life count is displayed as 2 and does not decrease anymore. This bug cannot be triggered by reaching a score-based extends (selectable via non-default settings). This bug was removed in a later version (2006/05/18) and is neither present on the Xbox 360 port.&lt;br /&gt;
* Freeze bug: The original revision &amp;quot;2006/04/06 MASTER VER.&amp;quot; can freeze during the final rush in stage 6 and the final form of the stage 7 boss. This bug was fixed in later revisions such as &amp;quot;2006/04/06 MASTER VER....&amp;quot; or &amp;quot;2006/05/18 MASTER VER.&amp;quot; and is likewise not present on the Xbox 360 port.&lt;br /&gt;
* When the player starts a run of Normal Mode while the Harder Mode ranking is displayed during the attract cycle, a number of enemies will fire denser attack patterns. This increases the score potential significantly in some areas. Conversely, when a Harder Mode run is started while the a*ttract cycle displays gameplay of any of the stages, less dense bullet patterns are present. Since the attract cycle is missing, this bug is not present on the Xbox 360 port.&lt;br /&gt;
* In Extended Mode, the 1 Up item from destroying the twelve towers in stage 5 can only be triggered once over the course of the two loops and will always appear after the twelfth tower has been destroyed. For instance, if the player destroys six towers in 1-5, the count carries over into the second loop and the 1 Up will appear after destroying six more towers in 2-5. If the 1 Up is already triggered in 1-5, it will not appear in 2-5 at all.&lt;br /&gt;
* Search Rose Hips are sometimes triggered by flying close to the item without actually picking it up. This is probably due to a larger hitbox of a separate overlapping invisible item triggering only the special effect.&amp;lt;ref&amp;gt;https://twitter.com/Plasmo_STG/status/1233723605692899328&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The message &amp;quot;Defeated the Enemy&amp;quot; is sometimes displayed incorrectly for one frame after the stage 2 boss fight.&amp;lt;ref&amp;gt;https://twitter.com/Plasmo_STG/status/1241088298875043845&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The attract cycle can desync and sometimes the player ship is missing entirely.&amp;lt;ref&amp;gt;https://twitter.com/Plasmo_STG/status/1241089949325238275&amp;lt;/ref&amp;gt;&lt;br /&gt;
* During the second phase of the boss fight in stage 2, a front pod can be spawned behind the boss with the movement properties of the disc enemies. This is presumably triggered when a front pod is destroyed exactly the moment a disc enemy is about to spawn. The bug is present on PCB and Xbox 360 port.&amp;lt;ref&amp;gt;Examples for [https://youtu.be/RWj8Sxpq3WM Mame] and [https://youtu.be/f0g_6IjOcJs Xbox 360 port]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* The circling laser of stage 7 midboss can sometimes go past the player ship and not kill it.&amp;lt;ref&amp;gt;Examples played by [https://twitter.com/v_ino/status/1627689545683836930 VTF-INO] and [https://clips.twitch.tv/EphemeralVainGazelleRiPepperonis Aquas]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version Differences &amp;amp; Other Modes ==&lt;br /&gt;
&lt;br /&gt;
=== Selectable Modes ===&lt;br /&gt;
&lt;br /&gt;
Besides the regular game, the following additional modes can be accessed on the arcade version by holding certain inputs when starting the credit. All of them can be activated via the options menu on the Xbox 360 port, too.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Unlock Code !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Harder || Hold ↑ and press Start || More difficult mode featuring suicide bullets. No changes as for rank.&lt;br /&gt;
|-+&lt;br /&gt;
| Extended || Hold ↓ and press Start || Two loop mode. Higher starting rank and minimum rank cap. Further increased for loop 2.&lt;br /&gt;
|-&lt;br /&gt;
| Score Attack || Hold A+B and press Start || Caravan style mode for stage 6 with infinite lives and a 5 minute timer. Timer is increased by 1 minute every 1 million points.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Arcade Revisions ===&lt;br /&gt;
[[File:Psapril2dot.jpg|thumb|150px|right|The undocumented 2006/04/06 revision with two periods]]&lt;br /&gt;
There are two main versions of Pink Sweets. The difference is the presence or absence of the infinite lives bug.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | [[File:PSaprilrev.png|150px]] &amp;lt;br&amp;gt;2006/04/06 Version&lt;br /&gt;
| style=&amp;quot;width:30%;&amp;quot; | The original version of Pink Sweets. The infinite lives bug is present. &amp;lt;br&amp;gt; Further sub-revisions of this version exist which are indicated by the number of periods.&lt;br /&gt;
* '''2006/04/06 MASTER VERSION.''' Freeze bug is present.&lt;br /&gt;
* '''2006/04/06 MASTER VERSION..''' [undocumented]&lt;br /&gt;
* '''2006/04/06 MASTER VERSION...''' Freeze bug presumably removed.&lt;br /&gt;
* '''2006/04/06 MASTER VERSION....''' Freeze bug is removed.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | [[File:PSmayrev.jpg|150px]] &amp;lt;br&amp;gt;2006/05/18 Version&lt;br /&gt;
| style=&amp;quot;width:30%;&amp;quot; | A later version of Pink Sweets which removes the infinite lives bug. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Freeze bug is also removed. No further sub-revisions exist. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Version 1.00 of the Xbox 360 port is based on this version.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In terms of distribution, the original ''2006/04/06 MASTER VERSION.'' seems to be the most common PCB revision.&lt;br /&gt;
&lt;br /&gt;
=== Prototype Version ===&lt;br /&gt;
&lt;br /&gt;
In 2008, a prototype version PCB of the game has surfaced.&amp;lt;ref&amp;gt;https://shmups.system11.org/viewtopic.php?p=333292#p333292&amp;lt;/ref&amp;gt; This version shows the game still in an unfinished state.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | [[File:PSxxrev.png|150px]] &amp;lt;br&amp;gt;2006/xx/xx Version&lt;br /&gt;
| style=&amp;quot;width:30%;&amp;quot; | Unofficial prototype version presumably not intended for sale or distribution. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Differs from the finished game in many ways.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Differences include:&lt;br /&gt;
&lt;br /&gt;
*Continues cannot be used&lt;br /&gt;
*Extra lives are dropped at 3,000 instead of 2,500 Zan&lt;br /&gt;
*Stage 4 boats do not drop Rose Medals but merely  low value Rose Items&lt;br /&gt;
*Several different bullet patterns and enemy placements (particularly in stage 6)&lt;br /&gt;
*Destroying enemies with Rose Hips gains regular points&lt;br /&gt;
*No noticeable rank but rather a gradual increase in difficulty&lt;br /&gt;
*No intense timeout attacks of the first few midbosses&lt;br /&gt;
*...&lt;br /&gt;
&lt;br /&gt;
Due to the lack of rank, the prototype version starts out much easier. However, key aspects later on in the game are a lot harder. For example, the frequency of lasers during the snake/laser section of stage 6 is much higher. The final onrush of enemies before the stage 6 boss is presumably impossible to survive without a death, as the attack lasts longer than a Rose Cracker. Moreover, the timeout attack of the last boss (head form) is activated much quicker. These changes combined with the fact that extra lives are much more scarce due to the higher Zan counter make this prototype version extremely difficult. Not a single clear has been achieved so far.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:PSxxboss4.png|150px|thumb|This attack consists of destructible bullets in the finished game]] || [[File:PSxxboss5.png|150px|thumb|This attack was replaced by homing lasers in the finished game]] || [[File:PSxxboss6.png|150px|thumb|The final attack of the stage 6 boss spins faster and is much more frantic]] || [[File:PSxxboss7.png|150px|thumb|Frequency and number of lasers was toned down a lot in the finished game]]&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Pink Sweets Suicide Club ===&lt;br /&gt;
[[File:PSscrev.png|200px|thumb|right|Title screen of Pink Sweets Suicide Club]]&lt;br /&gt;
An unofficial romhack with the title ''Pink Sweets Suicide Club'' (Japanese title ''Pinku Suītsu: Jisatsu Kurabu'' ピンクスゥイーツ 自殺倶楽部) was released by the developer ''Four Horsemen'' in 2017.&amp;lt;ref&amp;gt;Developer Website http://suicideclub.gameordie.com&amp;lt;/ref&amp;gt; The PCB revision shows the date 2017/10/31. In December 2017, the game was playable for a brief period of time at Game Center Mikado in Takadanobaba, Tokyo.&lt;br /&gt;
&lt;br /&gt;
There are numerous gameplay changes in comparison to the original game. Among the most notable differences are a new button layout (now using three buttons) and the presence of a rank as well as a Zan counter on screen.&amp;lt;ref&amp;gt;https://shmups.system11.org/viewtopic.php?t=61487&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modes Exclusive to the Xbox 360 Port ===&lt;br /&gt;
&lt;br /&gt;
==== Version 1.01 ====&lt;br /&gt;
&lt;br /&gt;
Version 1.01 is a novice mode of the game exclusive to the Xbox 360 port. The changes from the main game are as follows:&lt;br /&gt;
&lt;br /&gt;
* The player ship can be modified with three Rose Hips instead of only two.&lt;br /&gt;
* Quicker respawn after death and a Shot Power Up item as well as a Rose Hip item appear.&lt;br /&gt;
* Rose Crackers can be deployed before the Rose Cracker Gauge is fully charged to throw a Rose Cracker of shorter duration.&lt;br /&gt;
* Rank is lowered by dropping 10k Rose Medals.&lt;br /&gt;
* Enemy HP is not affected by rank.&lt;br /&gt;
&lt;br /&gt;
==== Arrange ====&lt;br /&gt;
&lt;br /&gt;
Another mode that is exclusive to the Xbox 360 port. Arrange features a great variety of changes including a scoring system revolving around enemy chaining in the vein of [[Battle Bakraid]].&lt;br /&gt;
&lt;br /&gt;
=== MAME Overlay ===&lt;br /&gt;
[[File:PSoverlay.png|350px|right]]&lt;br /&gt;
In June of 2022, an overlay for MAME has been released by the users ''Olifante'' and ''baf''. This overlay is inspired by the gadgets of the M2 ports and makes various information explicit, for example:&lt;br /&gt;
&lt;br /&gt;
* Zan counter&lt;br /&gt;
* Rank meter&lt;br /&gt;
* Boss HP and timer (including number of attack cycles)&lt;br /&gt;
* Counters for dropped Rose Hips and Power Ups to set up for Special items&lt;br /&gt;
* Input display&lt;br /&gt;
&lt;br /&gt;
The overlay can be downloaded [https://mega.nz/folder/uMxm0ZCD#0bLa01hrxcNmNeQ_mj05ig here].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* Primary info provided by [[User:Pearl|Pearl]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
* All item sprites taken from CAVE's official website https://www.cave.co.jp/gameonline/pinksweets/system/item.html&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Pink Sweets: Ibara Sorekara]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Ibara&amp;diff=28108</id>
		<title>Ibara</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Ibara&amp;diff=28108"/>
		<updated>2024-03-10T07:32:19Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Medal mechanic category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ibara Title.png|1000px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #be4240&lt;br /&gt;
|innerbordercolor = #eeeeac&lt;br /&gt;
|title = Ibara&lt;br /&gt;
|background = #ffeaec&lt;br /&gt;
|image = Ibara_TitleScreen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = ''Ibara'' title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|officialsite = [https://www.cave.co.jp/gameonline/ibara/index.html IBARA: Cave Co. Ltd.]&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Shinji_Hosoe Shinji Hosoe] &lt;br /&gt;
|program = Shinobu Yagawa&lt;br /&gt;
|art = [https://en.wikipedia.org/wiki/Toshiyuki_Kotani Tomoyuki Kotani]&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': July 15, 2005&amp;lt;ref&amp;gt;https://www.cave.co.jp/gameonline/ibara/index.html&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PlayStation 2''' &amp;lt;br&amp;gt; '''JP''': February 23, 2006&amp;lt;ref&amp;gt;https://web.archive.org/web/20060427111442/http://www.taito.co.jp/d3/cp/ibara/&amp;lt;/ref&amp;gt;&lt;br /&gt;
|previousgame = [[Mushihimesama]]&lt;br /&gt;
|nextgame = [[Espgaluda II]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Ibara'' (鋳薔薇) is a vertically scrolling shoot'em up game developed by [[CAVE]] in 2005. It was designed to be in the same vein of play style as the programmer and director's most well-known work, [[Battle Garegga]], developed by [[Raizing]]. As such, many of the game design and graphical elements are shared between the two, such as a muted palette, a strong industrial theme, a fragment bomb system, a complex dynamic [[#Rank|''Rank'' system]], and a medal-based scoring system.&lt;br /&gt;
&lt;br /&gt;
It was later [[##Playstation_2_Port|ported to the Sony PlayStation 2]] in 2006, along with an arrange mode that would become the basis for the later [[Ibara Kuro: Black Label]] special version of the arcade board.&lt;br /&gt;
&lt;br /&gt;
''For world record scores, please refer to the [[STG_Hall_of_Records#Ibara|Hall of Records entry]].''&lt;br /&gt;
&amp;lt;br&amp;gt;{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
=== Control Explanation ===&lt;br /&gt;
''Ibara'' uses only two primary buttons and an 8-direction joystick in gameplay. Each button can fulfill multiple functions based on how it is pressed or released, which can be a bit confusing for new players.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''It is quite important that ''Ibara'' be played on a 2-Player capable cabinet, since playing on Player 1 or Player 2 side will change the ship the Player will use in-game. This can have a dramatic impact on the game, as the two playable ships are mechanically distinct from each other and have different scoring and survival potential. For more information, please refer to [[#Ships|Ships]].''&lt;br /&gt;
&lt;br /&gt;
[[File:Ibara Controls.png|frameless|left]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Joystick''' || Movement.&lt;br /&gt;
|-&lt;br /&gt;
| style = &amp;quot;width:10%&amp;quot; | '''A (Tap)''' || Fire a short burst from the Main Shot and any Options. &amp;lt;br&amp;gt; While tapping, Options will not lock in position, and will change their angle based on movement. &amp;lt;br&amp;gt; By rapidly tapping and then holding '''A''', the autofire rate can be increased. Autofire rate will remain elevated until the next death.&lt;br /&gt;
|-&lt;br /&gt;
| '''A (Hold)''' || Continuously fire the Main Shot and any Options. &amp;lt;br&amp;gt;While the button is held, Options may lock and hold a fixed angle. Which Options will lock, if any, is based on what Ship Type is selected.&lt;br /&gt;
|-&lt;br /&gt;
| '''B (Tap)''' || Use a Bomb if at least one Bomb Fragment is in stock.&lt;br /&gt;
|-&lt;br /&gt;
| '''B (Hold)''' || If you have at least one Full Bomb in stock, holding the '''B''' button will 'Arm' a Hadou. A Hadou will remain Armed until the button is released.&lt;br /&gt;
|-&lt;br /&gt;
| '''B (Release)''' || If you have an Armed Hadou, releasing the '''B''' button will cause the Hadou to fire.&lt;br /&gt;
|-&lt;br /&gt;
| '''Start''' || Begin the game or Continue after a Game Over. &amp;lt;br&amp;gt; While in game, removes any Special Option formations the Player may have collected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Movestrips ===&lt;br /&gt;
&amp;lt;gallery widths=600px&amp;gt;&lt;br /&gt;
Ibara_Movestrip.jpg|Original Japanese movestrip issued with the PCB.&lt;br /&gt;
Ibara_Movestrip_English_Emphatic.jpg|Custom English movestrip created by [http://www.emphatic.se/?p=807 Emphatic].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game Modes ==&lt;br /&gt;
''Ibara'' has three different playable game modes. In addition to the standard game mode, there are also a ''Harder'' and an ''Extended'' play mode available. These modes are meant for experienced players, and significantly increase the game difficulty. &lt;br /&gt;
&lt;br /&gt;
Note that there are separate leaderboards for each game mode, so it does not convey any scoring advantage to play on ''Harder'' or ''Extended'' unless the goal is specifically to compete in one of those modes.&lt;br /&gt;
&lt;br /&gt;
When pressing the '''Start''' button to begin a credit, a directional input from the joystick can change the mode for that credit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Direction&amp;amp;nbsp;Input&amp;amp;nbsp;Held &lt;br /&gt;
! Game&amp;amp;nbsp;Mode &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| None || Normal || The standard gameplay mode.&lt;br /&gt;
|-&lt;br /&gt;
| Up || Harder || A gameplay mode that ''dramatically'' increases the game difficulty. Begins with greatly elevated [[#Rank|Rank]].&lt;br /&gt;
|-&lt;br /&gt;
| Down || Extended || A two-[[Glossary of shmups#Loop|loop]] gameplay mode. The first loop is equivalent to the normal gameplay mode, while the second loop is equivalent to Harder difficulty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When playing in ''Harder'' or ''Extended'' modes, extra text will appear in the top-center of the in-game HUD to indicate the currently selected mode.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
Though ''Ibara'' features two playable ships, there is no ship or character select screen. Instead, the ship choice is dependent on whether the game is being played on Player 1 side or Player 2 side.&lt;br /&gt;
&lt;br /&gt;
The two ships are mechanically very distinct from each other. As mentioned in [[#Controls|Controls]], it is quite important that an ''Ibara'' cabinet be equipped with a 2-player control panel so that the Player can choose which ship to use. &lt;br /&gt;
&lt;br /&gt;
Each of the two playable Ships has a further four possible 'subtypes'; similar to ''[[Battle Garegga]]'', the choice of subtype is dependent on what buttons the Player is pressing when the game starts. Unlike ''Garegga'', however, in ''Ibara'' the subtype selection occurs  immediately when the '''Start''' button is pressed. By holding different combinations of the '''A''' and '''B''' buttons when the '''Start''' button is pressed to begin the game, the Player can select a subtype per the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Button&amp;amp;nbsp;Held !! Ship&amp;amp;nbsp;Subtype&lt;br /&gt;
|-&lt;br /&gt;
| None || Type A&lt;br /&gt;
|-&lt;br /&gt;
| A || Type B&lt;br /&gt;
|-&lt;br /&gt;
| B || Type C&lt;br /&gt;
|-&lt;br /&gt;
| A ''&amp;amp;'' B || Type D&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As a practical example, if one coin is in the machine, pressing and holding the P1 side '''A''' button while pressing the P1 side '''Start''' button will result in starting a game as Bond, Type B.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Player 1: Bond&amp;lt;/big&amp;gt; ===&lt;br /&gt;
[[File:Ibara Bond Portrait.png|300px|frameless|left|Portrait of the Player 1 character, Bond.]]&lt;br /&gt;
[[File:Ibara P1Ship.png|250px|thumb|right|Bond's ship in ''Ibara'', named the ''Silister Similis''. Faster movement and more forward focused Shot compared to the Player 2 ship.]]&lt;br /&gt;
[[File:Ibara Bond Bomb Comparison.png|250px|thumb|right|Bond's bomb variants by ship subtype.&amp;lt;br&amp;gt;From left to right:&amp;lt;br&amp;gt;Type A - Forward wide spread&amp;lt;br&amp;gt;Type B - Straight forward&amp;lt;br&amp;gt;Type C - Homing&amp;lt;br&amp;gt;Type D - Forward thrown]]&lt;br /&gt;
&lt;br /&gt;
Character: '''Negotiator Agent 01, Bond'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ship: ''Silister Similis''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of the two playable ships, Bond is overall faster and more 'linear'. Across all ship subtypes, Bond has moderate to high movement speed and a Main Shot that is primarily focused forwards. &lt;br /&gt;
&lt;br /&gt;
Though both ships are very viable for survival and intermediate scoring, Bond is considered slightly more difficult for survival play due to the narrow Shot width. In several areas (notably stages 4, 5, and 6), Bond players may struggle to deal with enemies approaching from multiple angles at once. Good [[#Option|Option]] control is essential for Bond players to compensate for his linear Shot; however, this reliance on Options can also make recoveries difficult if the Player is not able to recapture dropped Options after dying.&lt;br /&gt;
&lt;br /&gt;
Because of his higher movement speed, Bond is capable of catching falling Medals and other Items more easily than Dyne. He is currently thought to have overall higher scoring potential compared to Dyne, though not by a large margin. The current [[STG Hall of Records#Ibara|overall highest]] score was achieved with Bond.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship&amp;amp;nbsp;Subtype !! Movement&amp;amp;nbsp;Speed !! Lockable&amp;amp;nbsp;Options !! Bomb&amp;amp;nbsp;Style !! Shot&amp;amp;nbsp;Style&lt;br /&gt;
|-&lt;br /&gt;
| Type A || Moderate || All || ''Fired forward in a 'V' spread.'' &amp;lt;br&amp;gt;Screen coverage varies based on Bomb Fragment count; a Full Bomb will cover almost the entire screen.|| Mostly forward focused shot with slight spread.&lt;br /&gt;
|-&lt;br /&gt;
| Type B || Moderately Slow || All || ''Fired directly forward in an inverted 'V' wave.'' &amp;lt;br&amp;gt;Screen coverage varies based on Bomb Fragment count; a Full Bomb will cross the entire screen.|| Straight forward shot.&lt;br /&gt;
|-&lt;br /&gt;
| Type C || Fast || Left and Right || ''Homing missile with continuous trail'' &amp;lt;br&amp;gt;Screen coverage varies based on Bomb Fragment count. Can be difficult to control when many enemies are present.|| Forward focused shot with some piercing effects; bullets can travel through enemies.&lt;br /&gt;
|-&lt;br /&gt;
| Type D || Very Fast || Rear || ''Forward thrown bomb'' &amp;lt;br&amp;gt;Screen coverage and position are constant regardless of Bomb Fragment count. Fragments modify duration and damage. || Straight forward shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
=== &amp;lt;big&amp;gt;Player 2: Dyne&amp;lt;/big&amp;gt; ===&lt;br /&gt;
[[File:Ibara Dyne Portrait.png|300px|frameless|left|Portrait of the Player 2 character, Dyne.]]&lt;br /&gt;
[[File:Ibara P2Ship.png|250px|thumb|right|Dyne's ship in ''Ibara'', named the ''Dio Spirossi''. Slower movement speed and wider spread Shot compared to the Player 1 ship.]]&lt;br /&gt;
&lt;br /&gt;
Character: '''Negotiator Agent 02, Dyne'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ship: ''Dio Spirossi''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Of the two playable ships, Dyne is overall slower and more 'spread'. Across all ship subtypes, Dyne has a slow to moderate movement speed and a Main Shot that has some spread coverage to either side.&lt;br /&gt;
&lt;br /&gt;
Though both ships are very viable for survival and intermediate scoring, Dyne is considered slightly easier to play for survival because of the wider field of fire. Dyne does not need to rely on Options as much as Bond to compensate for Main Shot width, and has bombs that are more universally useful for clearing large areas of the screen.&lt;br /&gt;
&lt;br /&gt;
To counteract this, Dyne struggles a bit with catching Point Medals and other Items, and requires more proactive play in certain areas to avoid drops. Dyne's lower movement speed can also be an issue when attempting to dodge certain boss patterns that are usually macroable with Bond. Though [[STG Hall of Records#Ibara|excellent scores]] are still achievable, Dyne is thought to have slightly lower overall score potential when compared to Bond.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;(ED: Verify Dyne subtype details and create Bomb Chart.)&amp;lt;/sup&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ship&amp;amp;nbsp;Subtype !! Movement&amp;amp;nbsp;Speed !! Lockable&amp;amp;nbsp;Options !! Bomb&amp;amp;nbsp;Style !! Shot&amp;amp;nbsp;Style&lt;br /&gt;
|-&lt;br /&gt;
| Type A || Slow || All || ''Fired forward in a 'V' spread.'' &amp;lt;br&amp;gt;Screen coverage varies based on Bomb Fragment count; a Full Bomb will cover almost the entire screen.|| Spread shot.&lt;br /&gt;
|-&lt;br /&gt;
| Type B || Very Slow || All || ''Aimable spread wave.'' &amp;lt;br&amp;gt;Screen coverage varies based on Bomb Fragment count; a Full Bomb will cross the entire screen. Travels opposite the Player's movement direction for a brief period.|| Shot begins with some width, but converges as it travels.&lt;br /&gt;
|-&lt;br /&gt;
| Type C || Moderately Slow || Left and Right || ''Radial bomb surrounding the ship.'' &amp;lt;br&amp;gt;Screen coverage varies based on Bomb Fragment count. || Shot begins with some width, but converges as it travels.&lt;br /&gt;
|-&lt;br /&gt;
| Type D || Moderate || Rear &amp;lt;br&amp;gt;(reversed aiming) || ''Left and right thrown bombs.'' &amp;lt;br&amp;gt;Screen coverage and position are constant regardless of Bomb Fragment count. Fragments modify duration and damage.&amp;lt;br&amp;gt;''Note: A bug exists when rapidly throwing partial bombs with Dyne Type D that can sometimes cause them to not actually appear. The bomb fragment(s) will be consumed, but no explosion or Aura Flash will manifest. This seems to occur when 6 or more bomb explosions are active on screen at once, but more testing is needed to understand it fully.'' || Wide 3-way Shot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
== Screen Elements ==&lt;br /&gt;
[[File:Ibara HUD.png|300px|thumb|left|HUD Overview with labeled elements.]]&lt;br /&gt;
=== HUD ===&lt;br /&gt;
''Ibara'''s HUD layout is relatively simple compared to other [[CAVE]] titles, and should be very familiar to players of other Yagawa games, such as ''[[Battle Garegga]]''.&lt;br /&gt;
&lt;br /&gt;
The HUD shows the current score, Life Stock, Full Bomb Stock, and Bomb Fragment Stock for both Players, along with the name of the current Stage and the top score from the score table.&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; The two Player HUD layouts are mirror images of each other. If only one Player is currently in-game, the other half of the HUD will be hidden. The HUD image shown here displays the Player 1 configuration, and highlights the screen regions where the Player 2 elements would be displayed if they were present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''A''' || Player 1 Life Stock&lt;br /&gt;
|-&lt;br /&gt;
| '''B''' || Player 1 Score&lt;br /&gt;
|-&lt;br /&gt;
| '''C''' || Player 1 Full Bomb Stock&lt;br /&gt;
|-&lt;br /&gt;
| '''D''' || Player 1 Bomb Fragment Stock&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''E''' || Current Stage name&lt;br /&gt;
|-&lt;br /&gt;
| '''F''' || Highest score on the score table&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| '''G''' || Player 2 Score&lt;br /&gt;
|-&lt;br /&gt;
| '''H''' || Player 2 Life Stock&lt;br /&gt;
|-&lt;br /&gt;
| '''I''' || Player 2 Bomb Fragment Stock&lt;br /&gt;
|-&lt;br /&gt;
| '''J''' || Player 2 Full Bomb Stock&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;On the PCB, ''Ibara'''s score table can be configured to save scores indefinitely or reset them every time the game is powered off. Without knowing the machine configuration, it is impossible to know whether the TOP score represents an all-time high score for this machine, or simply the highest score that has been achieved this power cycle.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:Ibara Screen Scroll Example.png|200px|thumb|left|An example of horizontal scrolling. Only about 75% of the full Stage width is visible at any one time.]]&lt;br /&gt;
=== Scrolling ===&lt;br /&gt;
''Ibara'' is a vertically scrolling shooter, so the background and 'ground level' stage elements are constantly scrolling from top to bottom. The rate of this scroll is mostly constant, though in some specific areas (notably, the boss arenas of Stage 5 and 6) the scroll speed slows down or stops completely.&lt;br /&gt;
&lt;br /&gt;
However, ''Ibara'', like many other [[CAVE]] games, also features a horizontal scroll. As the Player moves left and right across the screen, the background layer (and thus, 'grounded' enemies, items, and stage elements) will also move slightly. The background scrolls much slower horizontally than the Player's movement speed, which creates a parallax effect.&lt;br /&gt;
&lt;br /&gt;
At any given time, the horizontal scrolling creates a 'viewport' that is approximately 75% (3/4) of the actual stage width. This is an important concept to understand, because enemy and item spawns are based on ''stage'' position, not ''screen'' position.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
[[File:Ibara Dead Zones.png|200px|thumb|left|Approximate dead zones.&amp;lt;br&amp;gt;Red = no damage.&amp;lt;br&amp;gt;Blue = no items. &amp;lt;br&amp;gt;Purple = no damage and no items.]]&lt;br /&gt;
[[File:Ibara Dead Zone Example.png|400px|thumb|right|On the left, the Player correctly accounts for dead zones, and gets many item drops from defeated drones. On the right, the Player does not account for dead zones and gets no items.]]&lt;br /&gt;
&lt;br /&gt;
=== Dead Zones ===&lt;br /&gt;
''Ibara'' has several screen regions that have a mechanical impact on gameplay by reducing enemy damage or item drops. These are known as ''dead zones''. &lt;br /&gt;
&lt;br /&gt;
There are two different kinds of dead zones in ''Ibara'':&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| No Damage Zone || Enemies or stage elements within these areas will not take damage while they are inside the dead zone.&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| No Item Zone || Airborne enemies defeated within these areas will not drop items.&amp;lt;sup&amp;gt;**&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As a general rule, the very top and bottom edges of the screen (below the HUD elements) are No Damage Zones. &lt;br /&gt;
&lt;br /&gt;
The No Item Zones are on the left and right edges of the screen, and are less easily identifiable. There is, however, a visual cue that can be used when trying to find the No Item Zones. Aligning the center of a left slot Option with the left edge of the screen, or vice-versa, should position the Player on the border of the No Item dead zone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;Recent examinations of game memory in MAME have determined ''all'' damage is negated within these zones.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;sup&amp;gt;**&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;This applies specifically to small airborne enemies that would drop according to the [[#Item Drop Table|Item Drop Table]]; larger airborne enemies like the Stage 4 airships appear to be unaffected.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Main Shot ===&lt;br /&gt;
The Main Shot is fired by pressing or holding the '''A''' button. The Main Shot has a built-in autofire system that will fire continuously when the button is held down. Similar to ''[[Battle Garegga]]'', rapidly pressing and then holding the Main Shot button will increase this autofire rate; however, unlike in ''Garegga'', raising the autofire in this way does not have a known multiplicative effect on per-frame rank. Any elevated autofire rate will be reset upon death, but can be raised again in the same way.&lt;br /&gt;
&lt;br /&gt;
Though the Main Shot itself behaves the same when tapping or holding the '''A''' button, holding the button down may trigger Options to lock depending on what Ship Type was chosen at the start of the game.&lt;br /&gt;
&lt;br /&gt;
The strength and spread of the Main Shot is influenced by the Ship Type chosen, and by the Power Up system.&lt;br /&gt;
&lt;br /&gt;
==== Main Shot Power Up ====&lt;br /&gt;
The Main Shot can be strengthened through 6 different levels. In order to raise the Shot to the next power level, a [[#Shot Power Ups|Power Up]] item must be collected. Again similar to ''[[Battle Garegga]]'', there are both Small and Large Power Up items. A Large Power Up will always raise the Main Shot to the next power level, but depending on the current power level, it may take multiple Small Power Ups. The exact requirements are listed in the table below:&amp;lt;ref name=&amp;quot;INH&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power&amp;amp;nbsp;Level&amp;amp;nbsp;Transition !! Small&amp;amp;nbsp;Power&amp;amp;nbsp;Ups&amp;amp;nbsp;Required&lt;br /&gt;
|-&lt;br /&gt;
| Lvl.1 {{Arrows|R}} Lvl.2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Lvl.2 {{Arrows|R}} Lvl.3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Lvl.3 {{Arrows|R}} Lvl.4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Lvl.4 {{Arrows|R}} Lvl.5 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Lvl.5 {{Arrows|R}} Lvl.6 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The exact impact of the power levels varies depending on the [[#Ships|Ship Type]] chosen, but in general, increasing the shot power level will result in the Player firing more bullets, dealing more damage per shot, and/or covering a wider region of the screen.&lt;br /&gt;
&lt;br /&gt;
==== Special Power Up ====&lt;br /&gt;
There is a secret 'Special' power level that can be reached by intentionally letting 5 Small Shot Power Up items fall off the screen, then collecting the next one. This will immediately bring the Main Shot to the highest possible power level. Though somewhat tricky to set up, it can be used to immediately gain full power.&amp;lt;ref name=&amp;quot;INH&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''(ED: Verify the requirements for the Special Power Up)''&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''(ED: Add images showing the Main Shot at different power levels and/or with different ship types)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
=== Options ===&lt;br /&gt;
The Player can have up to three Options in ''Ibara''; one Option can be placed on either side of the Player ship, with the third in the rear. Options fire automatically every time the Main Shot fires, and cannot be used independently of the Main Shot. Increases in the Main Shot fire rate will also increase the fire rate of Options, though the relationship is not 1:1. Depending on the Ship Type chosen by the Player, one or more Options may be 'lockable', and will hold their current angle when the Main Shot button is held down. Options are collected in the form of items, and are not directly linked to the main Power Up system used for the Main Shot. There are seven different Option weapons that can be collected, and each of the three mounted Options may use a different weapon type.&lt;br /&gt;
&lt;br /&gt;
==== Option Slots ====&lt;br /&gt;
[[File:Ibara Option Collection Diagram.png|thumb|right|150px|Diagram indicating the approximate collection zones for each Option Slot.&amp;lt;br&amp;gt;Red - Left Option Slot&amp;lt;br&amp;gt;Green - Right Option Slot&amp;lt;br&amp;gt;Blue - Rear Option Slot]]&lt;br /&gt;
[[File:Ibara Option Flowchart.png|thumb|right|150px|Flowchart describing the Option collection process and possible results.]]&lt;br /&gt;
&lt;br /&gt;
Options can occupy three different logical slots:&lt;br /&gt;
* Left of the Player Ship&lt;br /&gt;
* Right of the Player Ship&lt;br /&gt;
* Behind the Player Ship&lt;br /&gt;
&lt;br /&gt;
Depending on where on the Player's item collection hitbox a new Option is collected, and how many Options the Player currently has equipped, a newly collected Option may occupy a different Slot. Each Option Slot has a 'slice' of the collection hitbox that can be thought of as a 'third' of the circle outlined by the Player ship; Options collected in the bottom third of this circle will occupy the Rear Slot, those collected in the left third of this circle will occupy the Left slot, etc.&lt;br /&gt;
&lt;br /&gt;
The Options themselves also have a collection hitbox, but ''this collection hitbox only works for collecting other Options''. Using a mounted Option to collect a new Option is a very reliable way to control which slot will be occupied, as the newly collected Option will always occupy the same slot as the previous one (provided the Player already has three Options).&lt;br /&gt;
&lt;br /&gt;
Prior to having all three Option slots populated, any Option picked up will be used to 'fill up' open slots, regardless of where on the Player ship the Option item is collected.  However, once the Player has all three Options, the position on the Player ship where an Option is collected will influence where the new Option will try to mount. A newly collected Option that tries to replace a mounted Option of the same type, in the same position, will contribute 10,000 points to the score.&lt;br /&gt;
&lt;br /&gt;
For example, if the Player already has a single Option in the right position and collects a Machine Gun on the right side, it will be automatically assigned to the left or rear Option slots. However, if the Player already has three Options, the Machine Gun will try to mount on the right side. If the existing Option mounted to the right position is already a Machine Gun, and the Player already has three Options, the Player will gain 10,000 points instead.&lt;br /&gt;
&lt;br /&gt;
==== Special Option Formations ====&lt;br /&gt;
''Ibara'' also has several special Option Formations that can be obtained by fulfilling certain conditions. These special formations change the aiming and movement behavior of the Options. They may or may not be useful depending on the current situation. If a Special formation is no longer of use to the Player, it can be canceled by pressing the Start button (see [[#Controls | Controls]] for more details).&lt;br /&gt;
&lt;br /&gt;
When a Special Option Formation is collected, it will change the behavior of all currently equipped Options. However, when a new Option is equipped, it will not 'inherit' the special behavior. For example, if the Player collects Wide with three Machine Guns, and then changes one of their options to a Rocket, the Rocket will not have the Wide behavior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;''(ED: Add images to show the different Special Option Formations)''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Formation !! How to Obtain !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Wide || Pick up 5 consecutive Option items, then pick up the next Option item. || ''Left and Right Options angle dramatically outwards and will no longer rotate, regardless of Ship Type. Rear Option points forward.'' &amp;lt;br&amp;gt; Generally not very useful; normal Option behavior is usually better in all situations. With 3x 5-Way Options it produces amazing screen coverage, however.&lt;br /&gt;
|-&lt;br /&gt;
| Search || Pick up 5 consecutive Bomb Fragments, then pick up the next Option item. || ''Options will aim at enemies automatically, and remain 'locked on' without Player intervention.'' &amp;lt;br&amp;gt; Extremely useful at the final section of Stage 4, and easy to set up by collecting bomb fragments from the large enemy airships before picking up the Rocket they drop. However, it is sometimes detrimental, since it removes the ability to target specific enemies or boss parts.&lt;br /&gt;
|-&lt;br /&gt;
| Rolling || Pick up 5 consecutive Medals, then pick up the next Option item. || ''Options rotate continuously while firing.'' &amp;lt;br&amp;gt; Currently has no known practical applications.&lt;br /&gt;
|- &lt;br /&gt;
| Back || Pick up 5 consecutive small Shot Power Ups, then pick up the next Option item. || ''Options point backwards instead of forwards.'' &amp;lt;br&amp;gt; Currently has no known practical applications.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Option Types ====&lt;br /&gt;
Below is a table describing the different Option weapon types that are available in ''Ibara''. Note that weapon 'availability' is used to describe ''consistent'' drops; there are some enemy types (notably, fixed turrets) that can spawn with random weapons, so their drops may vary between runs. For the purposes of clarity and utility as a reference, this table indicates only drops that are consistent between runs regardless of enemy RNG.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_MachineGun.png | 50px]] || '''Machine Gun'''&amp;lt;br&amp;gt; ''Common; available in all stages'' &amp;lt;br&amp;gt; Low damage, high continuous rate of fire. Great for precision damage against large enemies, handling zako rushes, or drone milking.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_Gatling.png | 50px]] || '''Gatling''' &amp;lt;br&amp;gt; ''Common; available in all stages'' &amp;lt;br&amp;gt; Low damage, short burst fire. Similar applications to the Machine Gun, but slightly less consistent due to gaps between bursts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_5Way.png | 50px]] || '''5-Way''' &amp;lt;br&amp;gt; ''Uncommon; available in most stages'' &amp;lt;br&amp;gt; Very wide spread shot, great for crowd control or point blank damage. 3x 5-Way can be excellent for survival in parts of Stage 4, 5, and 6.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_Burner.png | 50px]] || '''Burner''' &amp;lt;br&amp;gt; ''Rare; available in stages 2 and 6'' &amp;lt;br&amp;gt; High damage in bursts. Persists on screen for a while, good for space control. Produces the most tick points per second of any Option type.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_Napalm.png | 50px]] || '''Napalm''' &amp;lt;br&amp;gt; ''Uncommon; available in stages 2, 3, and 6'' &amp;lt;br&amp;gt; High damage with a small AoE explosion. Has some gaps between shots, so it can sometimes struggle against dense zako rushes.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_Rocket.png | 50px]] ||'''Rocket''' &amp;lt;br&amp;gt; ''Common; available in stages 1, 3, 4, 5, and 6'' &amp;lt;br&amp;gt; Medium damage, but pierces multiple enemies or boss parts. Excellent against large targets. Raises Rank at the highest rate of all Option types.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_Homing.png | 50px]] || '''Homing''' &amp;lt;br&amp;gt; ''Rare; available in stage 3 and 5'' &amp;lt;br&amp;gt; Medium damage homing weapon. Extremely rare, the only consistent drop is Kasumi (Stage 3 Boss). Generally outclassed by other Options.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
[[File:Ibara Bomb Example.png|200px|thumb|right|Example of a Full Bomb in ''Ibara'', showing range and destructive power. &amp;lt;br&amp;gt;Ship: Bond, Type A]]&lt;br /&gt;
[[Glossary#Bomb|Bombs]] are a secondary weapon in ''Ibara'', alongside the Main Shot and Options. Bombs are capable of dealing very high amounts of damage, can cancel incoming bullets, and can cover huge areas of the screen. As explained in [[#Controls|Controls]], Bombs are used by tapping the '''B''' button, and can be fired as long as the Player has at least one Bomb Fragment in stock.&lt;br /&gt;
&lt;br /&gt;
When activated, a Bomb has the following effects:&lt;br /&gt;
* Creates an [[#Aura Flash|Aura Flash]] around the Player ship, capable of dealing damage and canceling bullets for a very brief period.&lt;br /&gt;
* Grants a short burst of invulnerability to the Player.&lt;br /&gt;
* Creates an explosion on screen that deals heavy damage to enemies within the explosion radius. The actual explosion and damage effects of the Bomb may or may not have a delay or spread over time, depending on the [[#Ships|Ship]] type chosen. The current Fragment count may also influence the strength and radius of the Bomb explosion (again, depending on the chosen Ship Type).&lt;br /&gt;
* Consumes Full Bombs or Bomb Fragments from the Player stock.&lt;br /&gt;
&lt;br /&gt;
Because they grant invulnerability (albeit very briefly) and are capable of canceling bullets, Bombs are a very powerful survival tool - though for this purpose they are generally outclassed by the [[#Hadou Gun|Hadou Gun]], if the Player has at least one Full Bomb available. Note that as a 'panic' survival tool, Bombs in ''Ibara'' are not as useful as the screen-clearing bombs found in other Cave games; the invulnerability period is much shorter, and the bullet cancel effect is much more limited.&lt;br /&gt;
&lt;br /&gt;
Bombs are extremely important for scoring purposes, as enemies are worth different amounts of points when destroyed with a Bomb, and may drop additional [[#Items|Items]]. In many cases, enemies are worth significantly more points when defeated with a Bomb compared to when defeated with the Main Shot or Options. There are also several environmental elements that interact with Bombs to reveal [[#Point Medals|Point Medals]].&lt;br /&gt;
&lt;br /&gt;
==== Bomb Stock ====&lt;br /&gt;
[[File:Ibara Bomb Stock Chart.png|200px|thumb|right|Chart showing Player 1's Bomb Stock in different example configurations.&amp;lt;br&amp;gt;A - 0 bombs, 0 fragments&amp;lt;br&amp;gt;B - 0 bombs, 1 fragment&amp;lt;br&amp;gt;C - 0 bombs, 24 fragments&amp;lt;br&amp;gt;D - 2 bombs, 24 fragments&amp;lt;br&amp;gt;E - 4 bombs, 40 fragments]]&lt;br /&gt;
Bombs are a finite resource; Bomb ammunition is limited, and must be collected from the environment in the form of [[#Bomb Items|Bomb Fragments]] or rare Full Bomb items. Up to 40 Fragments and 4 Full Bombs may be carried at any one time. The current Bomb Fragment and Full Bomb stock is shown on the lower edge of the screen (see [[#HUD|HUD]] overview for details). A Full Bomb is composed of 40 Fragments; when the player collects the 40th Fragment, the Fragments are converted into a Full Bomb and the Fragment count is emptied. If the Player is already at maximum capacity, surplus Fragments and Full Bombs will contribute a small point bonus when collected instead.&lt;br /&gt;
&lt;br /&gt;
The following table explains the different ways in which Bombs and Bomb Fragments can be collected:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action !! Bombs&amp;amp;nbsp;Gained&lt;br /&gt;
|-&lt;br /&gt;
| Collect a Bomb Fragment || 1 Fragment&lt;br /&gt;
|-&lt;br /&gt;
| Collect a Full Bomb || 1 Full Bomb&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Begin a credit || 20 Fragments&lt;br /&gt;
|-&lt;br /&gt;
| Respawn after losing a life || 20 Fragments&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;If the Player already has 4 Full Bombs in stock when collecting a Full Bomb item, they will instead receive up to 40 Fragments until they reach maximum Fragment capacity.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Bomb is used, it will consume one Full Bomb from the Player stock. If the Player does not have any Full Bombs available, it will instead consume all the currently held Bomb Fragments. If the Player does not have at least one Bomb Fragment, they cannot use a Bomb.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of Fragments that were consumed to use the Bomb, the strength, duration, and radius of the Bomb explosion may vary. Which parameters are affected by Fragment count is determined by the [[#Ships|Ship]] type chosen when starting the credit.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Hadou Gun ===&lt;br /&gt;
[[File:Ibara Hadou Example.png|200px|thumb|right|The Hadou Gun's phases of operation.&amp;lt;br&amp;gt;A - Hadou is Armed.&amp;lt;br&amp;gt;B - Hadou has been released but the projectile is still traveling.&amp;lt;br&amp;gt;C - Hadou projectile has 'stuck' the boss and caused a persistent explosion. It has also left behind a trail.]]&lt;br /&gt;
&lt;br /&gt;
The Hadou Gun is ''Ibara'''s most distinctive weapon, and one of the core gameplay innovations when compared to ''[[Battle Garegga]]'' and other Yagawa titles. It is an immensely powerful tool for both survival and scoring play. Learning how to use it effectively is an essential skill.&lt;br /&gt;
&lt;br /&gt;
The Hadou Gun, as a weapon, consists of a missile projectile fired from the Player ship. It can only be fired directly upwards, and will be fired from the current Player position. The missile will deal significant damage to anything it touches in flight, usually enough to instantly destroy most small or midsize enemies; however, if it collides with a large target (such as a Boss or Midboss), it will explode on impact.&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; The explosion from the Hadou missile will 'stick' to whatever it hits. In addition to the explosion, the Hadou missile also creates a trail behind it as it travels.&lt;br /&gt;
&lt;br /&gt;
The Hadou explosion ''and'' the Hadou trail both have the following properties:&lt;br /&gt;
* Persist on screen for a few seconds before fading away.&lt;br /&gt;
* Continuously deal damage over time to enemies or destructible objects that collide with them.&lt;br /&gt;
* Cancel all bullets that collide with them into [[#Rose Items|Rose Items]], which can be collected for a small point bonus.&lt;br /&gt;
&lt;br /&gt;
Due to the way damage is calculated, '''significantly more damage is dealt by the Hadou explosion if the Player is ''not'' firing their Main Shot or Options. To maximize damage, do not shoot while a Hadou is exploding.'''&lt;br /&gt;
&lt;br /&gt;
In order to use the Hadou Gun, the Player must have at least one Full Bomb in stock. Unlike Bombs, which can be 'partially' fired using one or more Bomb Fragments at the consequence of reduced damage or area of effect, a Full Bomb is required to use a Hadou.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;There is a phenomenon, believed to be the result of a programming bug, which can cause the Hadou missile to travel 'between' the hitboxes of certain Bosses and Midbosses instead of exploding if aimed precisely. This deals ''extremely'' high damage, and can be used as a quick kill technique. For more details, see [[Ibara/Strategy]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hadou Usage ====&lt;br /&gt;
The firing process for the Hadou Gun is somewhat unconventional, and has several steps. Unlike the process of using a Bomb, the Hadou firing process is also interruptable; it is possible for the Player to be hit while attempting to use a Hadou, which results in lost resources but no Hadou being fired.&lt;br /&gt;
&lt;br /&gt;
To summarize the full firing process of the Hadou Gun:&lt;br /&gt;
# The Player must have at least one Full Bomb.&lt;br /&gt;
# By pressing and holding the '''B''' button, a Full Bomb will be consumed.&lt;br /&gt;
# An [[#Aura Flash|Aura Flash]] will occur around the player, granting them brief invulnerability and dealing damage in a small radius.&lt;br /&gt;
# A 'laser sight' will extend forward from the Player ship. This consists of two blinking lines. These lines indicate the direction in which the Hadou Gun will fire, and the approximate width of the Hadou trail that will be created.&lt;br /&gt;
# The Hadou is now 'Armed'. An Armed Hadou can be held indefinitely, even between stages, as long as the Player continues to hold the '''B''' button.&lt;br /&gt;
# Releasing the '''B''' button at any time will 'fire' the Hadou.&lt;br /&gt;
# Once fired, the Hadou missile will begin traveling up the screen. It will leave a trail behind as it travels, and will deal damage to any enemy it collides with during flight.&lt;br /&gt;
# If the Hadou missile collides with a strong enemy, it will 'stick' and explode.&lt;br /&gt;
# Both the Hadou trail and explosion will deal continuous damage over time to targets within their areas of effect.&lt;br /&gt;
&lt;br /&gt;
Important notes about this process:&lt;br /&gt;
* The Player only has invulnerability for a very brief period after first Arming the Hadou. If they are killed at any point after step 3, they will lose the Full Bomb, but the Hadou will not be fired.&lt;br /&gt;
* After releasing the Hadou, the Player is immediately able to perform actions with the '''B''' button again. This means they can immediately Bomb or even begin Arming another Hadou.&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
=== Aura Flash ===&lt;br /&gt;
{{Anchor|Invulnerability Effect}}&lt;br /&gt;
[[File:Ibara Aura Flash Radius.png|150px|thumb|right|The 'Aura Flash', at maximum radius.]]&lt;br /&gt;
''Also known as '''Invulnerability Effect'''''&amp;amp;nbsp; &amp;lt;ref name=&amp;quot;INH&amp;quot;/&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Aura Flash is a tiny 'flash' around the Player ship that will appear when you Bomb, Power Up to the next full power level for the Main Shot, gain a ''new or different'' Option, build a full bomb, or arm a Hadou.&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; The Aura effect is represented by a ring around the Player that persists for a few frames and grows slightly before fading. The Aura Flash makes the Player briefly invulnerable, cancels a very small ring of bullets around the player, and does a huge amount of damage, but it lasts an incredibly short time and has miniscule range. &lt;br /&gt;
&lt;br /&gt;
Aura Flash counts as 'Bomb' type damage for the purposes of destroying enemies or scenery, so can be used in some situations for scoring purposes or to trigger certain drops. It can also be utilized in conjunction with invulnerability after respawning to 'aggressively suicide' and use the Aura Flash damage from collecting Options to deal heavy damage to Bosses and large enemies; this technique will be explained in more detail in the [[Ibara#Strategy|Strategy]] section.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;(Note: an Aura Flash does ''not'' occur when a Hadou is released, only when it is first armed.)&amp;lt;/small&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
=== Item Drop Table ===&lt;br /&gt;
Most airborne enemies (and in very rare situations, some grounded enemies - see [[#Drop Table Exceptions | list of exceptions]] below) in ''Ibara'' have the ability to drop Items when defeated. However, not every single enemy will drop an item; instead, a 'counter' tracks defeated enemies, and when it reaches certain values,&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; an Item will be dropped. The number of enemies required to drop an Item varies based on the type of damage used to destroy them, per the following table. &lt;br /&gt;
&lt;br /&gt;
Note: only enemies that will drop from the table will influence the counter - a grounded enemy, boss, or other target will not increment the counter.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Damage Source !! Required Enemies&lt;br /&gt;
|-&lt;br /&gt;
| Main Shot || 5&lt;br /&gt;
|-&lt;br /&gt;
| Option Shot || 5&lt;br /&gt;
|-&lt;br /&gt;
| Bomb || 1&lt;br /&gt;
|-&lt;br /&gt;
| Aura Flash || 1&lt;br /&gt;
|-&lt;br /&gt;
| Hadou Trail || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To give a practical example, defeating 5 airborne enemies with the Main Shot or Options will drop only 1 Item, but defeating the same 5 enemies with a Bomb will instead drop 5 Items.&lt;br /&gt;
&lt;br /&gt;
If an airborne enemy is going to drop an Item as determined by the counter, it will pull from this table to determine what type of Item to drop: &amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?f=5&amp;amp;t=7667&amp;amp;start=8 Icarus, Shmups Forum: GD:Ibara, Feb 25th 2006]&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;INH&amp;quot;&amp;gt;Strategy booklet that came with 'The Lunatic' INH Superplay DVD. Documented by [https://shmups.wiki/library/User:Plasmo Plasmo] c. August 2020&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Drop Number !! Item Type&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Small Shot Power Up&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Point Medal&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Small Shot Power Up&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Point Medal&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Machine Gun Option&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 11-15 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| 16-20 || ''Repeat of entries 1-5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 21 || Small Shot Power Up&lt;br /&gt;
|-&lt;br /&gt;
| 22 || Point Medal&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Small Shot Power Up&lt;br /&gt;
|-&lt;br /&gt;
| 24 || Point Medal&lt;br /&gt;
|-&lt;br /&gt;
| 25 || Large Shot Power Up&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| 26... || ''Repeat starting from 1''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Drop Table Strategy =====&lt;br /&gt;
Knowing that Item drops are consistently pulled from a static table allows the Player to infer important information by paying attention to the Items that are currently being dropped. For example:&lt;br /&gt;
&lt;br /&gt;
* '''If a Small Shot Power Up has just dropped, the Player can be certain that the next Item to drop will be a Point Medal, and can position themselves to pick it up.'''&lt;br /&gt;
** This is by far the most important implication of Drop Table mechanics, and can be crucial to maintaining the Medal Chain in challenging areas.&lt;br /&gt;
* If a Large Shot Power Up or Machine Gun has just dropped, the Player can be certain that the next Item to drop will be a Small Shot Power Up, which can allow them to take more risks with movement (performing a large macro dodge or cutback, for example) since they know they will not need to catch a Medal.&lt;br /&gt;
* If the Player has just died, paying attention to the drop order can inform them when to expect to reach certain Shot power levels or obtain Options.&lt;br /&gt;
&lt;br /&gt;
===== Drop Table Exceptions =====&lt;br /&gt;
There are several noteworthy exceptions to the Drop Table behavior:&lt;br /&gt;
&lt;br /&gt;
* Almost all Bosses and Boss Parts do '''not''' drop from the Table.&lt;br /&gt;
** Several Boss Parts have guaranteed drops, such as Options or Medals. Care should be taken not to confuse these with drops from the Table!&lt;br /&gt;
** Some of the small turrets in the 1st phase of the fight against Teresa Rose (the Stage 6 Boss) ''are'' capable of dropping from the Table.&lt;br /&gt;
** 'Drone' enemies spawned by Bosses ''will'' drop from the Table. This is crucial to high-level scoring.&lt;br /&gt;
* Midbosses do '''not''' drop from the Table.&lt;br /&gt;
** 'Drone' enemies spawned by Midbosses ''will'' drop from the Table.&lt;br /&gt;
* Each of the train crates that may spawn in Stage 3 will ''always'' drop from the Table, regardless of the type of damage used to defeat them.&lt;br /&gt;
* The small airships in Stage 4 will ''always'' drop from the Table, regardless of the type of damage used to defeat them.&lt;br /&gt;
* The medium and large airships in Stage 4 do not drop from the Table.&lt;br /&gt;
* The small planes in Stage 2 will drop from the Table if defeated at most times, but if defeated ''while they are circling around certain background elements'', they will ignore the Table and instead every defeated plane will drop a Point Medal.&lt;br /&gt;
* The small homing missiles fired by the missile tanks and turrets in Stage 5 ''will'' drop from the table, despite being projectiles.&lt;br /&gt;
* The small planes that fly through the canal in Stage 5 ''will'' drop from the table, despite appearing to be background enemies. However, if defeated with a Hadou Trail, every one of them will drop a Point Medal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;The exact mechanics of how this works on a programming level are not currently known, but the result in-game is as noted in the tables.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item Types ===&lt;br /&gt;
==== Extend Item ====&lt;br /&gt;
Though the primary method of obtaining Extends (extra lives) in Ibara is through scoring, there is a single 'fixed' extend item that can be obtained during a normal playthrough (two are available during an ''Extended'' playthrough).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;;&lt;br /&gt;
! Icon &lt;br /&gt;
! Point Value&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; &lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_1UP.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0?&lt;br /&gt;
| '''Extend Item''' &amp;lt;br&amp;gt; ''Dropped once by the Stage 4 Midboss if defeated after blowing off both wing tips completely. In Extended mode, a second can be obtained in 2-4 the same way.'' &amp;lt;br&amp;gt;Increases the Player's life stock by one when collected, unless they are already at 5 stocked lives.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; The 'surplus bonus' point value of the Extend Item has not yet been experimentally confirmed.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Items ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Point Value&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_BombSmall.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 500&lt;br /&gt;
| '''Bomb Fragment''' &amp;lt;br&amp;gt; ''Found very commonly on all stages'' &amp;lt;br&amp;gt; Adds one Bomb Fragment to the Player stock. If the total number of collected Fragments reaches 40, the Fragment count is reset and the Player is awarded a Full Bomb instead.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_BombLarge.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5,000&lt;br /&gt;
| '''Full Bomb''' &amp;lt;br&amp;gt; ''Obtained as a pickup by destroying all parts of large tanks in Stage 2 and Stage 5, or dropped by the Player when losing their last life'' &amp;lt;br&amp;gt; Adds a Full Bomb to the Player stock.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; These are 'surplus bonuses'; the point value is only applied if the item is collected while the Player is already at maximum Bomb Stock (4 full Bombs + 40 Fragments).&amp;lt;ref name=&amp;quot;INH&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Shot Power Ups ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Point Value&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_Shot_Small.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
| '''Small Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by enemies based on the [[#Item Drop Table|Item Drop Table]]'' &amp;lt;br&amp;gt; Increments the Player's Main Shot power by one 'tick'. Depending on the current Shot level, it may take multiple Small Shot Power Ups to raise the shot strength to the next level.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ibara_Shot_Large.png|50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1,000&lt;br /&gt;
| '''Full Shot Power Up''' &amp;lt;br&amp;gt; ''Dropped by enemies based on the [[#Item Drop Table|Item Drop Table]], or by the Player when losing a life'' &amp;lt;br&amp;gt; Increments the Player's Main Shot power by one full power level.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; These are 'surplus bonuses'; the point value is only applied if the item is collected while the Player is already at maximum Main Shot power level.&lt;br /&gt;
&lt;br /&gt;
==== Option Items ====&lt;br /&gt;
All Option items give a 'surplus bonus' of 10,000 Points if the Player has three equipped Options and an identical Option is equipped in the 'slot' that the newly collected Option would occupy.&lt;br /&gt;
&lt;br /&gt;
For example, if a Player already has a Rocket, a 5-Way, and a Machine Gun, collecting a new Machine Gun would contribute 10,000 Points to the score ''if and only if'' the new Machine Gun would be 'equipped' to the same location as the existing Machine Gun. &lt;br /&gt;
&lt;br /&gt;
''For a more detailed explanation of Option slots, and how they interact with the surplus score bonus for Option collection, refer to [[#Option Slots |Option Slots]].''&lt;br /&gt;
&lt;br /&gt;
''For a list of Option Types and information about their usage and availability, refer to [[#Option Types |Option Types]].''&lt;br /&gt;
&lt;br /&gt;
==== Rose Items ====&lt;br /&gt;
Rose Items are created when canceling enemy bullets with a Hadou explosion or trail, or with the explosion from a Player death animation. They can be collected for a small amount of extra score.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Ibara_Opal_Rose.png|50px]] || [[File:Ibara_Garnet_Rose.png|50px]] || [[File:Ibara_Sapphire_Rose.png|50px]] || [[File:Ibara_Ruby_Rose.png|50px]]&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left;&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 400 || 800 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Point Medals ====&lt;br /&gt;
Point Medals are dropped by enemies based on the [[#Item Drop Table|Item Drop Table]], or through fulfilling certain special conditions. They are the primary source of score in the game, and can be collected for points. &lt;br /&gt;
&lt;br /&gt;
Initially, the value of Medals is set at only 100 points. By collecting every Medal currently on the screen, the value of the next Medal to drop will rise to the next value above the most recently collected Medal. This [[Glossary of shmups#Chain|'chain']] of Medals can eventually increase up to 10,000 points per Medal. Medal value will reset to 100 points if a Medal falls off the edge of the screen (or, rarely, when it otherwise despawns). &lt;br /&gt;
&lt;br /&gt;
It is possible to 'rescue' a dropped Medal chain by collecting a medal of a higher value. For example, if a 10,000 point medal is on the ground, but the Player misses a Medal dropped from an airborne enemy, collecting the 10,000 point Medal on the ground before it scrolls off the screen will maintain the Medal chain at 10,000 points. This will work even if the Player collects a lower value Medal; in the same hypothetical scenario, if the Player collects a 100 point Medal, then a 10,000 point Medal, the chain value will still rise to 10,000 points - provided there were no other Medals lower than 10,000 points in value on the screen.&lt;br /&gt;
&lt;br /&gt;
From 100 to 900 points, medals increase in value by 100 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' || [[File:Ibara_100_Medal.png|50px]] || [[File:Ibara_200_Medal.png|50px]] || [[File:Ibara_300_Medal.png|50px]] || [[File:Ibara_400_Medal.png|50px]] || [[File:Ibara_500_Medal.png|50px]] || [[File:Ibara_600_Medal.png|50px]] || [[File:Ibara_700_Medal.png|50px]] || [[File:Ibara_800_Medal.png|50px]] || [[File:Ibara_900_Medal.png|50px]] &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 100 || 200 || 300 || 400 || 500 || 600 || 700 || 800 || 900&lt;br /&gt;
|}&lt;br /&gt;
From 1,000 to 10,000 points, medals increase in value by 1,000 points each:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Icon''' || [[File:Ibara_1000_Medal.png|50px]] || [[File:Ibara_2000_Medal.png|50px]] || [[File:Ibara_3000_Medal.png|50px]] || [[File:Ibara_4000_Medal.png|50px]] || [[File:Ibara_5000_Medal.png|50px]] || [[File:Ibara_6000_Medal.png|50px]] || [[File:Ibara_7000_Medal.png|50px]] || [[File:Ibara_8000_Medal.png|50px]] || [[File:Ibara_9000_Medal.png|50px]] || [[File:Ibara_10000_Medal.png|50px]] &lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  style=&amp;quot;text-align:left&amp;quot; | '''Value&amp;amp;nbsp;(Points)&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || 1,000 || 2,000 || 3,000 || 4,000 || 5,000 || 6,000 || 7,000 || 8,000 || 9,000 || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
=== Rank System Overview ===&lt;br /&gt;
''Ibara'' features a dynamic difficulty, or [[Glossary of shmups#Rank | &amp;quot;Rank&amp;quot;]] system  similar to that found in ''[[Battle Garegga]]''. Most actions taken by the Player will increase the Rank, which also continuously rises with every frame of play time. The only known way to decrease the Rank is to die, either by accident or with planned suicides.&lt;br /&gt;
&lt;br /&gt;
Almost every action taken in the game will increase the Rank:&lt;br /&gt;
* Firing a bullet from the main weapon or Options&lt;br /&gt;
* Collecting an item (all items, including Power-Ups, Options, Medals, and even the 1-UP item, will increase Rank)&lt;br /&gt;
* Using a Bomb or Hadou&lt;br /&gt;
* Sealing enemy bullets&lt;br /&gt;
&lt;br /&gt;
''Ibara'''s Rank system is quite complex, but there are a few basic principles that can help new players:&lt;br /&gt;
* The Rank will decrease ''more'' if you die with ''fewer'' lives in stock. In other words, if you have only 1 spare life and die (thus leaving you with 0 stock), it will decrease the difficulty ''twice as much'' as if you died with 2 lives in stock.&lt;br /&gt;
* Partial Bombs will increase rank more rapidly than Full Bombs.&lt;br /&gt;
* The Hadou Gun will increase rank even more rapidly than either kind of Bomb.&lt;br /&gt;
* Collecting Power-Up and Option items will ''always'' increase Rank, even if the items do not impart a change to the Player (IE: collecting Power-Up items while at full shot strength will still raise rank).&lt;br /&gt;
* Raising your autofire rate does ''not'' affect the per-frame Rank; however, since you are firing bullets more rapidly, it ''does'' still affect the rate at which Rank will build over time.&lt;br /&gt;
&lt;br /&gt;
=== Rank System In-Depth ===&lt;br /&gt;
Rank value is stored internally as a hexadecimal value, which is actually 'inverted' compared to the Player's experience of it - as this value ''decreases'', the game gets harder. Because it is more consistent with the user experience, it is customary to refer to the increase in game difficulty as 'increasing the Rank', even though that is not technically accurate to the internal implementation.&lt;br /&gt;
&lt;br /&gt;
Information in this section is adapted from a document written by Archer (the current [[STG Hall of Records#Ibara|World Record]] holder).&amp;lt;ref&amp;gt;In-depth rank info from an unpublished document written by Archer (dated September 17th 2011)&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Settings ====&lt;br /&gt;
There are two separate settings determining the rank in ''Ibara''. Difficulty 1 determines only the starting rank and has no further effect on the gameplay. After the player has started a run, the rank is then gradually increasing determined by difficulty 2, which is the per frame rank increase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty 1 (starting rank) !! Decimal !! Hexadecimal&lt;br /&gt;
|-&lt;br /&gt;
| Easy || style=&amp;quot;text-align:right;&amp;quot; | 14,155,776 || style=&amp;quot;text-align:right;&amp;quot; | D80,000&lt;br /&gt;
|-&lt;br /&gt;
| Normal [default] || style=&amp;quot;text-align:right;&amp;quot; | 13,631,488 || style=&amp;quot;text-align:right;&amp;quot; | D00,000&lt;br /&gt;
|-&lt;br /&gt;
| Hard || style=&amp;quot;text-align:right;&amp;quot; | 13,107,200 || style=&amp;quot;text-align:right;&amp;quot; | C80,000&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard || style=&amp;quot;text-align:right;&amp;quot; | 12,582,912 || style=&amp;quot;text-align:right;&amp;quot; | C00,000&lt;br /&gt;
|-&lt;br /&gt;
| Super Hard || style=&amp;quot;text-align:right;&amp;quot; | 12,058,624 || style=&amp;quot;text-align:right;&amp;quot; | B80,000&lt;br /&gt;
|-&lt;br /&gt;
| Unbelievable || style=&amp;quot;text-align:right;&amp;quot; | 11,534,336 || style=&amp;quot;text-align:right;&amp;quot; | B00,000&lt;br /&gt;
|-&lt;br /&gt;
! Difficulty 2 (per frame rank) !! !!&lt;br /&gt;
|-&lt;br /&gt;
| Slow || style=&amp;quot;text-align:right;&amp;quot; | 12 || style=&amp;quot;text-align:right;&amp;quot; | C&lt;br /&gt;
|-&lt;br /&gt;
| Medium [default] || style=&amp;quot;text-align:right;&amp;quot; | 16 || style=&amp;quot;text-align:right;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| Fast || style=&amp;quot;text-align:right;&amp;quot; | 20 || style=&amp;quot;text-align:right;&amp;quot; | 14&lt;br /&gt;
|-&lt;br /&gt;
| Very Fast || style=&amp;quot;text-align:right;&amp;quot; | 24 || style=&amp;quot;text-align:right;&amp;quot; | 18&lt;br /&gt;
|-&lt;br /&gt;
| Maximum Fast || style=&amp;quot;text-align:right;&amp;quot; | 28 || style=&amp;quot;text-align:right;&amp;quot; | 1C&lt;br /&gt;
|-&lt;br /&gt;
| Unforgettable || style=&amp;quot;text-align:right;&amp;quot; | 32 || style=&amp;quot;text-align:right;&amp;quot; | 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Rank maxes out at 00,000,000 (000,000 in hex) regardless of the difficulty settings.&lt;br /&gt;
* Starting rank for Harder mode is 8,808,032 (866,660 in hex) on default settings.&lt;br /&gt;
* Starting rank for Extended mode is the same as on Normal mode on default settings.&lt;br /&gt;
* When PCB is in &amp;quot;Special Mode&amp;quot;, 0x100,000 is added to the starting rank, making the game slightly easier.&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous Actions ====&lt;br /&gt;
Rank is influenced by certain actions of the player, e.g. firing your Shot or picking up an item. All of the actions that have an effect on rank are listed in the tables below. Even though, an increase in difficulty is actually measured by a decreasing rank counter, the numbers below are listed as if the rank counter would count up. This is simply to make things easier to follow.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action !! Rank increase in decimal !! Rank increase in hexadecimal&lt;br /&gt;
|-&lt;br /&gt;
| Death from 1 life &amp;gt; 0 lives || style=&amp;quot;text-align:right;&amp;quot; | -2,097,152 || style=&amp;quot;text-align:right;&amp;quot; | -200,000&lt;br /&gt;
|-&lt;br /&gt;
| Death from 2 lives &amp;gt; 1 life || style=&amp;quot;text-align:right;&amp;quot; | -1,048,576 || style=&amp;quot;text-align:right;&amp;quot; | -100,000&lt;br /&gt;
|-&lt;br /&gt;
| Death from 3 lives &amp;gt; 2 lives || style=&amp;quot;text-align:right;&amp;quot; | -524,288 || style=&amp;quot;text-align:right;&amp;quot; | -80,000&lt;br /&gt;
|-&lt;br /&gt;
| Death from 4 lives &amp;gt; 3 lives || style=&amp;quot;text-align:right;&amp;quot; | -262,144 || style=&amp;quot;text-align:right;&amp;quot; | -40,000&lt;br /&gt;
|-&lt;br /&gt;
| Death from 5 lives &amp;gt; 4 lives || style=&amp;quot;text-align:right;&amp;quot; | -131,072 || style=&amp;quot;text-align:right;&amp;quot; | -20,000&lt;br /&gt;
|-&lt;br /&gt;
| Seal a bullet || style=&amp;quot;text-align:right;&amp;quot; | 4,096 || style=&amp;quot;text-align:right;&amp;quot; | 1,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Cancelling bullets turning them into rose items has no effect on rank.&lt;br /&gt;
* Grazing enemy bullets has no effect on rank.&lt;br /&gt;
&lt;br /&gt;
==== Item Collection ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Rank increase in decimal !! Rank increase in hexadecimal&lt;br /&gt;
|-&lt;br /&gt;
| 100~900 Medals || style=&amp;quot;text-align:right;&amp;quot; | 256 || style=&amp;quot;text-align:right;&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| 1,000~9,000 Medals || style=&amp;quot;text-align:right;&amp;quot; | 1,024 || style=&amp;quot;text-align:right;&amp;quot; | 400&lt;br /&gt;
|-&lt;br /&gt;
| 10,000 Medal || style=&amp;quot;text-align:right;&amp;quot; | 4,096 || style=&amp;quot;text-align:right;&amp;quot; | 1,000&lt;br /&gt;
|-&lt;br /&gt;
| 100pt. Rose Item || style=&amp;quot;text-align:right;&amp;quot; | 256 || style=&amp;quot;text-align:right;&amp;quot; | 100&lt;br /&gt;
|-&lt;br /&gt;
| 200pt. Rose Item || style=&amp;quot;text-align:right;&amp;quot; | 512 || style=&amp;quot;text-align:right;&amp;quot; | 200&lt;br /&gt;
|-&lt;br /&gt;
| 400pt. Rose Item || style=&amp;quot;text-align:right;&amp;quot; | 768 || style=&amp;quot;text-align:right;&amp;quot; | 300&lt;br /&gt;
|-&lt;br /&gt;
| 800pt. Rose Item || style=&amp;quot;text-align:right;&amp;quot; | 1,024 || style=&amp;quot;text-align:right;&amp;quot; | 400&lt;br /&gt;
|-&lt;br /&gt;
| Shot Power Up (small) || style=&amp;quot;text-align:right;&amp;quot; | 4,096 || style=&amp;quot;text-align:right;&amp;quot; | 1,000&lt;br /&gt;
|-&lt;br /&gt;
| Shot Power Up (large) || style=&amp;quot;text-align:right;&amp;quot; | 65,536 || style=&amp;quot;text-align:right;&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| Bomb Item (small) || style=&amp;quot;text-align:right;&amp;quot; | 8,192 || style=&amp;quot;text-align:right;&amp;quot; | 2,000&lt;br /&gt;
|-&lt;br /&gt;
| Bomb Item (large) || style=&amp;quot;text-align:right;&amp;quot; | 131,072 || style=&amp;quot;text-align:right;&amp;quot; | 20,000&lt;br /&gt;
|-&lt;br /&gt;
| Option Item || style=&amp;quot;text-align:right;&amp;quot; | 65,536 || style=&amp;quot;text-align:right;&amp;quot; | 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 1-Up Item || style=&amp;quot;text-align:right;&amp;quot; | 524,288 || style=&amp;quot;text-align:right;&amp;quot; | 80,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* Dropping a medal has no effect on rank.&lt;br /&gt;
* Collecting excess items for score has no additional effect on rank.&lt;br /&gt;
* Powering up with with a Shot Power Up (small or large) has no effect on rank.&lt;br /&gt;
* Reaching the next full bomb with a Bomb Item (small or large) has no effect on rank.&lt;br /&gt;
* Triggering any of the Special Options has no effect on rank.&lt;br /&gt;
&lt;br /&gt;
==== Attacks ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Attack (per full burst) !! Rank increase in decimal !! Rank increase in hexadecimal&lt;br /&gt;
|-&lt;br /&gt;
| Regular Shot (Shot Level 0~2) || style=&amp;quot;text-align:right;&amp;quot; | 30 || style=&amp;quot;text-align:right;&amp;quot; | 1E&lt;br /&gt;
|-&lt;br /&gt;
| Regular Shot (Shot Level 3) || style=&amp;quot;text-align:right;&amp;quot; | 40 || style=&amp;quot;text-align:right;&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| Regular Shot (Shot Level 4~5 and Special) || style=&amp;quot;text-align:right;&amp;quot; | 50 || style=&amp;quot;text-align:right;&amp;quot; | 32&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun || style=&amp;quot;text-align:right;&amp;quot; | 15 || style=&amp;quot;text-align:right;&amp;quot; | F&lt;br /&gt;
|-&lt;br /&gt;
| 5-Way || style=&amp;quot;text-align:right;&amp;quot; | 75 || style=&amp;quot;text-align:right;&amp;quot; | 4B&lt;br /&gt;
|-&lt;br /&gt;
| Gatling || style=&amp;quot;text-align:right;&amp;quot; | 15 || style=&amp;quot;text-align:right;&amp;quot; | F&lt;br /&gt;
|-&lt;br /&gt;
| Homing || style=&amp;quot;text-align:right;&amp;quot; | 40 || style=&amp;quot;text-align:right;&amp;quot; | 28&lt;br /&gt;
|-&lt;br /&gt;
| Rocket || style=&amp;quot;text-align:right;&amp;quot; | 100 || style=&amp;quot;text-align:right;&amp;quot; | 64&lt;br /&gt;
|-&lt;br /&gt;
| Burner || style=&amp;quot;text-align:right;&amp;quot; | 32 || style=&amp;quot;text-align:right;&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
| Napalm || style=&amp;quot;text-align:right;&amp;quot; | 50 || style=&amp;quot;text-align:right;&amp;quot; | 32&lt;br /&gt;
|-&lt;br /&gt;
| Bomb (fragment) || style=&amp;quot;text-align:right;&amp;quot; | 20,480 || style=&amp;quot;text-align:right;&amp;quot; | 5,000&lt;br /&gt;
|-&lt;br /&gt;
| Bomb (full) || style=&amp;quot;text-align:right;&amp;quot; | 8,192 || style=&amp;quot;text-align:right;&amp;quot; | 2,000&lt;br /&gt;
|-&lt;br /&gt;
| Activating a Hadou Gun || style=&amp;quot;text-align:right;&amp;quot; | 69,632 || style=&amp;quot;text-align:right;&amp;quot; | 11,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The values for Regular Shot have been tested for Dyne (A). They may or may not differ for Bond and the different sub types.&lt;br /&gt;
* While activating a Hadou Gun has an effect on rank as indicated, actually releasing it has no effect on rank.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
''For a thorough explanation of Ibara scoring mechanics, please refer to [[Ibara/Scoring]].''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scoring in ''Ibara'' can be broadly divided into five main categories. Here is a quick summary of each category and the main scoring mechanisms within; for more details, please refer to ''[[Ibara/Scoring]]'':&lt;br /&gt;
* '''Item Collection''' - The primary scoring mechanism in the game. At most levels of play, scoring from Item Collection will form the majority of Player scores.&lt;br /&gt;
** ''Medaling'' - Building and maintaining a Medal chain and collecting [[#Point Medals|Point Medals]] will usually constitute the majority of Player score.&lt;br /&gt;
** ''Option Surplus Bonuses'' - Collecting a duplicate [[#Option|Option]] will provide 10,000 points, which over the course of the game can contribute greatly to the score and supplement Medaling.&lt;br /&gt;
* '''Boss Milking''' - Several Bosses and Midbosses can be [[Glossary of shmups#Milk|milked]] for points through different means. At the highest levels of play, these milks actually contribute the majority of the final score. All boss milks in ''Ibara'' involve significant risk, and can easily end a run.&lt;br /&gt;
** ''Major Milks'' - These bosses can each contribute millions of points if done properly.&lt;br /&gt;
*** ''Stage 2 Boss: Midi Rose'' - The final phase can be milked for tick points. Dramatically raises [[#Rank|Rank]].&lt;br /&gt;
*** ''Stage 3 Boss: Kasumi Rose'' - The final phase can be milked for drones and item drops. Reliant on RNG, and dramatically raises [[#Rank|Rank]].&lt;br /&gt;
*** ''Stage 6 Boss: Teresa Rose'' - The final phase can be milked for drones and item drops.&lt;br /&gt;
** ''Minor Milks'' - These milks are still valuable, but much less so compared to those listed above. If done well, perhaps ~200,000 points could be gained from them.&lt;br /&gt;
*** ''Stage 4 Midboss'' - The tail section can be milked for drones.&lt;br /&gt;
*** ''Stage 4 Boss: Shasta Rose'' - The 'seed' missiles can be milked for 5,000 points each, but will explode and produce revenge bullets when destroyed. Very dangerous and reliant on RNG.&lt;br /&gt;
* '''Enemy Destruction''' - Many enemies, Bosses and Midbosses in ''Ibara'' have multiple 'parts' that can be separately destroyed. As each component is worth points, it is optimal to completely destroy every part individually.&lt;br /&gt;
* '''Damage Optimization''' - Depending on what kind of damage is used to defeat enemies, they are worth different amounts of points. This can play a significant role in some areas, such as Stage 1.&lt;br /&gt;
* '''Minor Optimizations''' - Additional mechanics that play a comparatively minor (though not entirely insignificant) role in scoring. These contribute so little points that they are not worth optimizing for except at the very highest levels of play, and even then, should be low-priority.&lt;br /&gt;
** ''[[Glossary#Tick Points|Tick Points]]'' - Firing at invincible boss components generates small amounts of points. This is essential to one of the Boss Milks mentioned above, but is otherwise a very minor optimization.&lt;br /&gt;
** ''Shot and Bomb Surplus Bonuses'' - The Surplus Bonuses for collecting Shot and Bomb items while at max capacity can provide some score, but as a general rule, this is not worth the rank increase that will also occur.&lt;br /&gt;
** ''[[Glossary#Grazing|Bullet Grazing]]'' - Bullets that come extremely close to the Player (but do not actually contact the hitbox) will give a small score bonus.&lt;br /&gt;
** ''Bullet Canceling'' - Bullets that are canceled by a Boss explosion, Player death animation, Bomb, or Hadou trail will drop [[#Rose Items|roses]] that can be collected for a small score bonus.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
''Please refer to [[Ibara/Strategy]] for a detailed discussion of gameplay and boss strategies.''&lt;br /&gt;
&lt;br /&gt;
== Hardware and Special Features ==&lt;br /&gt;
The ''Ibara'' PCB has multiple revisions and includes several interesting Test Mode features for calibrating and debugging the game. Of particular note is '''Special Mode'''.&lt;br /&gt;
&lt;br /&gt;
=== Revisions ===&lt;br /&gt;
* &amp;lt;code&amp;gt;2005/03/22 Master Ver..&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Special Mode ===&lt;br /&gt;
&amp;lt;small&amp;gt;''ED: I don't remember Special Mode things; need to go look it up again!''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''TDS: Not sure if this is the right place for this, but the info should be somewhere on this page''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To enter special mode, SW2 in the S2 bank of dip switches on the PCB must be flipped to the OFF position. Once that's done, if you hold A+B while pressing the Service button, you'll be brought into the Special Mode Menu.  Choose Game Mode to start the game in special mode.  &lt;br /&gt;
&lt;br /&gt;
Alternatively, hold A+B when you power on the game and don't release until the ROM/RAM Test screen is active, you will boot into the Special Version of the game (not the test menu).&lt;br /&gt;
&lt;br /&gt;
=== Test Mode ===&lt;br /&gt;
* '''Game Mode'''&lt;br /&gt;
** Exits Test Mode&lt;br /&gt;
* '''Object Test'''&lt;br /&gt;
** Displays the main sprite sheet used for rendering text and HUD elements&lt;br /&gt;
* '''Character Test'''&lt;br /&gt;
** Displays sprite data, score information, durability, and other properties for player ships, weapons, enemies, items, and other 'dynamic' elements&lt;br /&gt;
* '''Map Test'''&lt;br /&gt;
** Displays stage backgrounds&lt;br /&gt;
* '''DIP Switch Setting'''&lt;br /&gt;
** Allows the operator to change the following settings:&lt;br /&gt;
*** Coin slot count&lt;br /&gt;
*** Price per game / Free Play&lt;br /&gt;
*** Enable or disable BGM during play&lt;br /&gt;
*** Enable or disable Sound Effects&lt;br /&gt;
*** Enable or disable Continues&lt;br /&gt;
*** Enable or disable sound during the 'Attract Mode' demonstration between credits&lt;br /&gt;
*** Difficulty1 'Starting Rank' (See [[#Settings|Rank: Settings]] for more information)&lt;br /&gt;
*** Difficulty2 'Per Frame Rank' (See [[#Settings|Rank: Settings]] for more information)&lt;br /&gt;
*** Extend rate and style&lt;br /&gt;
*** Player starting stock&lt;br /&gt;
*** Enable or disable saving of scores persistently (between power cycles)&lt;br /&gt;
* '''Screen Test'''&lt;br /&gt;
** Displays a grid and color bars for calibration of the CRT monitor, and provides basic position, size, and brightness/contrast adjustments&lt;br /&gt;
*** NOTE: Despite &amp;lt;code&amp;gt;Brite&amp;lt;/code&amp;gt; having a default value of &amp;lt;code&amp;gt;0F&amp;lt;/code&amp;gt;, it should actually be set to &amp;lt;code&amp;gt;00&amp;lt;/code&amp;gt; for calibration!&amp;lt;ref&amp;gt;Reverse engineering efforts by [[User:Trap15|trap15]] have tested various combinations of Brite and Contrast, and through examination of the game code determined that the implementation of the feature in-game uses &amp;lt;code&amp;gt;Brite: 00&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;Contrast: 1F&amp;lt;/code&amp;gt; as the 'true' default color reference.&amp;lt;/ref&amp;gt;&lt;br /&gt;
* '''I/O Test'''&lt;br /&gt;
** Displays an input test screen, allowing the operator to validate that all game controls are functional&lt;br /&gt;
* '''Sound Test'''&lt;br /&gt;
** Plays BGM and Sound Effects&lt;br /&gt;
* '''Adjust Time'''&lt;br /&gt;
** Allows the operator to adjust the Real Time Clock. Year, Month, and Day are not used, but the background clock in Stage 6 does correctly show the current time&lt;br /&gt;
* '''Initialize Ranking'''&lt;br /&gt;
** Clears the saved score tables for all modes&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Programmer [[Shinobu Yagawa]] previously worked on the games ''[[Recca]]'', ''[[Battle Garegga]]'', ''[[Armed Police Batrider]]'', and ''[[Battle Bakraid]]''. ''Ibara'' has much more in common with these games than with much of Cave's other releases, many of which were primarily developed by Tsuneki Ikeda.&lt;br /&gt;
&lt;br /&gt;
During the development of ''Ibara'', Yagawa was allegedly instructed to remake 'that game' - a veiled reference to ''Battle Garegga''.&amp;lt;sup&amp;gt;(ED: needs sourcing!)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Release==&lt;br /&gt;
The game was released in arcades in July 15, 2005, and it was released on the PlayStation 2 on February 23, 2006.&lt;br /&gt;
&lt;br /&gt;
To remedy some of the concerns fans had with the original version of the game, Cave released an updated version in limited distribution called ''[[Ibara Kuro: Black Label]]''. It was released on February 10, 2006. The update contains many additions, some of which appeared earlier in the released PlayStation 2 port in the form of Arrange Mode.&lt;br /&gt;
&lt;br /&gt;
A sequel, ''[[Pink Sweets: Ibara Sorekara]]'', was released in the arcades on April 21, 2006.&lt;br /&gt;
&lt;br /&gt;
===Playstation 2 Port===&lt;br /&gt;
The Playstation 2 port of ''Ibara'', released on February 23, 2006, is generally considered to be a mediocre port. It has significant loading times between stages, and a number of visual issues (most notably an issue with blurry graphics and interlacing effects). In a game already (in)famous for poor bullet visibility and overwhelming visual effects, this can pose a significant problem. There have been some complaints of gameplay changes as well (such as a shorter Stage 1 opening over the water, and fewer enemy spawns). Additionally, almost all slowdown present in the arcade version has been completely removed. Though ''Ibara'' is not a game normally known for having significant slowdown, it makes a large difference in the overall game feel, as the arcade version is actually almost always running slightly slow&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;. There are a few specific areas where slowdown is severe on the arcade PCB; notably, the end sections of stage 3 and 6, and several boss patterns in the fights against the stage 5 and 6 bosses.&lt;br /&gt;
&lt;br /&gt;
The port features a 'savestate' style system for training, but does not feature a regular stage select training mode.&lt;br /&gt;
&lt;br /&gt;
Despite the lack of slowdown and other changes, excellent scores have still been obtained on the PS2 port, and it is still viable as a slightly more affordable way to play and learn the game.&amp;lt;ref&amp;gt; PS2 Superplay by Archer, V,669,710, Bond Type D. https://www.youtube.com/watch?v=T0Ol7KkwHI4 &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The PS2 port also features an Arrange mode, with significantly altered mechanics compared to the main game. In many ways it is similar to ''[[Ibara Kuro: Black Label]]'', with changes including a more dynamic rank system that is somewhat player-controllable and an emphasis on bullet canceling using the bomb and Hadou mechanics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;Though details are not fully known, fan reverse engineering efforts suggest that ''Ibara'''s engine (and by extension, also the engine of ''Muchi Muchi Pork'' and ''Pink Sweets'') might constantly be loading and unloading data in the 'background' during play, which causes extra load on the processor.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reception===&lt;br /&gt;
''Ibara'' was not as well received as other Cave games upon release. It is often claimed that ''Ibara'' was not very popular with arcade players or operators.&amp;lt;sup&amp;gt;(ED: needs sourcing!)&amp;lt;/sup&amp;gt; Weekly Famitsu magazine awarded the PlayStation 2 version of ''Ibara'' a score of only 26/40 based on four reviews (7/7/6/6).&lt;br /&gt;
&amp;lt;ref&amp;gt;https://www.famitsu.com/cominy/?m=pc&amp;amp;a=page_h_title&amp;amp;title_id=11135&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref&amp;gt;https://www.famitsu.com/cominy/?m=pc&amp;amp;a=page_h_title&amp;amp;title_id=24103&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref&amp;gt;https://www.famitsu.com/cominy/?m=pc&amp;amp;a=page_h_title&amp;amp;title_id=24093H&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref&amp;gt;http://www.cubed3.com/news/4566/1/nintendo-reviews-baten-kaitos-gets-top-honours-from-famitsu.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ibara]] [[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=26301</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=26301"/>
		<updated>2023-12-04T14:41:33Z</updated>

		<summary type="html">&lt;p&gt;Trap15: /* White Label &amp;amp; Black Label */ fucking cave code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WL Logo.png|190px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #f43838&lt;br /&gt;
|title = DoDonPachi DaiOuJou&lt;br /&gt;
|background = white&lt;br /&gt;
|image = WL Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 230px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Shohei Satoh&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Takashi Ichimura&lt;br /&gt;
|art = Shohei Satoh&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|designer = Akira Wakabayashi&amp;lt;br/&amp;gt;Kengo Arai&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|releasedate = '''Arcade:''' April 5, 2002 / April 20, 2010 (Tamashii)&amp;lt;br/&amp;gt;'''PS2:''' April 10, 2003&amp;lt;br/&amp;gt;'''Xbox 360:''' February 9th, 2009&lt;br /&gt;
|previousgame = [[Progear no Arashi]]&lt;br /&gt;
|nextgame = [[Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndexMulti&lt;br /&gt;
|mode1=White Label&lt;br /&gt;
|page1=DoDonPachi_DaiOuJou&lt;br /&gt;
|mode2=Black Label&lt;br /&gt;
|page2=DoDonPachi_DaiOuJou_Black_Label&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions in hexadecimal values (0x40 subpixels = 1 pixel), where Y+,X+ is the top-right corner and Y-,X- is the bottom left corner.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type/Game !! Y+ !! Y- !! X+ !! X- !! Pixel size (X*Y)&lt;br /&gt;
|-&lt;br /&gt;
| Type A (WL) || 0x100 || 0xC0 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (WL) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type A (BL) || 0x80 || 0x100 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type B (BL) || 0x100 || 0x80 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type A (DDP3) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (DDP3) || 0x140 || 0x80 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. &lt;br /&gt;
&lt;br /&gt;
The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
When entering the loop, not all resources from the first loop are carried over equally. The following table indicates how resources are carried between the first and second loop:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | &lt;br /&gt;
! White Label&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Life Stock&lt;br /&gt;
| Set to 0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Stock&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Capacity&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Stock&lt;br /&gt;
| Carried over&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Charge&lt;br /&gt;
| Set to 0&lt;br /&gt;
| Any full charged bars are discarded, any partial charge is preserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In White Label, all stocked lives are removed upon entering the loop; however, the player can earn lives back by either no-missing or no-bombing stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Due to a bug, Hyper stocks carried over from the first loop will not work properly in the second loop in White Label until at least one Hyper is earned in the loop.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (80 frames of invulnerability during stages, 120 frames during bosses), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
[[File:DOJ score display glitch.jpg|thumb|200px|right|The 7th score digit is displayed as a semicolon&amp;lt;ref&amp;gt;Occured during fufufu's demonstration at Stunfest 2018: [https://www.youtube.com/watch?v=mUF3299XqLc&amp;amp;t=2910s YouTube]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
==== White Label ====&lt;br /&gt;
&lt;br /&gt;
* If the player carries a hyper over from 1-5 into 2-1, it does not properly activate in 2-1. This glitch is reset after picking up another hyper item in 2-1.&lt;br /&gt;
&lt;br /&gt;
==== White Label'' &amp;amp; ''Black Label ====&lt;br /&gt;
* If a hyper item appears on screen the same frame a midsize enemy is destroyed with the laser, the chain gauge does not refill from the destruction of the enemy and the chain breaks immediately.&lt;br /&gt;
* Bee Medal Overflow Bug: Due to a BCD problem, the score gained from picking up a bee medal is sometimes calculated incorrectly depending on the hit count of the active chain. The user [[User:Trap15|Trap15]] has posted a simulator on his Twitter.&amp;lt;ref&amp;gt;[https://twitter.com/trap0xf/status/1589280723999264768 Trap15's Twitter] (November 6, 2022)&amp;lt;/ref&amp;gt; This bug has then been analyzed from a scoring perspective by Rokukichi.&amp;lt;ref&amp;gt;[https://rokulpg.blogspot.com/2022/11/blog-post.html Rokukichi's Blog] (November 8, 2022)&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Resulting from the Bee Medal Overflow Bug: If the number created is not a valid BCD number, a visual glitch occurs with the 7th score digit causing it to be displayed as a symbol instead of a number, such as '&amp;gt;', '=' or ';'. Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score. This glitch does not have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
* Invulnerability frames after hyper activation during bosses on 2p side is 80 and not the usual 120 as it is the case for 1p side. During stages, there is no difference between 1p and 2p side (both 80 frames).&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=64256 Shmups Forum: Differences between 1P and 2P player sides (various games)]; Additionally confirmed by [[User:Trap15|Trap15]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* If the player hits Stage 2 Boss only after its HP bar fully fills, the player will do a large amount of damage on the first hit. If the boss has been hit, this extra damage does not apply. The normal damage of A-S's laser is 158 (0x9E), and the bugged initial damage is 12287 (0x2FFF). Despite bosses seemingly normally taking damage even while the bar fills, this bug damage only applies on the Stage 2 boss if it hasn't been hit until after it finishes filling. Stage 4 boss and Hibachi are the only other bosses that may be hit before the HP bar fully fills, and the extra damage is not exhibited there, so it is certainly a bug.&amp;lt;ref&amp;gt;[https://discord.com/channels/632397247866339347/632398439556317194/1134401307420131379 Original research by trap15]&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label&amp;lt;ref&amp;gt;[https://www.gamengai.com/#/cmnt-info?id=1966 IKD in Black Label Interview]&amp;lt;/ref&amp;gt;, was released. In 2016, this version was dumped and made widely available. In terms of gameplay, this version is a mix of White Label and Black Label.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*English langauge endings.&lt;br /&gt;
*A maximum of three lives can be carried over into the 2nd loop.&lt;br /&gt;
*Score gain from the Maximum bonus lies between WL and BL.&lt;br /&gt;
*Conditions for gaining extra lives in loop 2 are unique to this version.{{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen. The original version is referred to as '''White Label'''.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Tamashii===&lt;br /&gt;
&lt;br /&gt;
In 2016, a slightly altered version of the original game (White Label) was ported to PGM2 hardware for distribution on the Chinese market.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*Chinese language endings.&lt;br /&gt;
*Before the ship select, players can choose to play original mode or an easy mode. Both modes have separate highscore tables in the attract cycle.&lt;br /&gt;
*The chain meter depletes entirely while using laser on the first midboss of stage 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:Ddpiiititle.png|DoDonPachi III&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojbltitle.png|DDP DOJ Black Label&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojtamashiititle.png|DDP DOJ Tamashii&amp;lt;br&amp;gt;title screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=26300</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=26300"/>
		<updated>2023-12-04T14:21:43Z</updated>

		<summary type="html">&lt;p&gt;Trap15: /* Bug: White Label &amp;amp; Black Label */ Add information about Hibachi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WL Logo.png|190px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #f43838&lt;br /&gt;
|title = DoDonPachi DaiOuJou&lt;br /&gt;
|background = white&lt;br /&gt;
|image = WL Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 230px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Shohei Satoh&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Takashi Ichimura&lt;br /&gt;
|art = Shohei Satoh&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|designer = Akira Wakabayashi&amp;lt;br/&amp;gt;Kengo Arai&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|releasedate = '''Arcade:''' April 5, 2002 / April 20, 2010 (Tamashii)&amp;lt;br/&amp;gt;'''PS2:''' April 10, 2003&amp;lt;br/&amp;gt;'''Xbox 360:''' February 9th, 2009&lt;br /&gt;
|previousgame = [[Progear no Arashi]]&lt;br /&gt;
|nextgame = [[Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndexMulti&lt;br /&gt;
|mode1=White Label&lt;br /&gt;
|page1=DoDonPachi_DaiOuJou&lt;br /&gt;
|mode2=Black Label&lt;br /&gt;
|page2=DoDonPachi_DaiOuJou_Black_Label&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions in hexadecimal values (0x40 subpixels = 1 pixel), where Y+,X+ is the top-right corner and Y-,X- is the bottom left corner.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type/Game !! Y+ !! Y- !! X+ !! X- !! Pixel size (X*Y)&lt;br /&gt;
|-&lt;br /&gt;
| Type A (WL) || 0x100 || 0xC0 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (WL) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type A (BL) || 0x80 || 0x100 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type B (BL) || 0x100 || 0x80 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type A (DDP3) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (DDP3) || 0x140 || 0x80 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. &lt;br /&gt;
&lt;br /&gt;
The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
When entering the loop, not all resources from the first loop are carried over equally. The following table indicates how resources are carried between the first and second loop:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | &lt;br /&gt;
! White Label&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Life Stock&lt;br /&gt;
| Set to 0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Stock&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Capacity&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Stock&lt;br /&gt;
| Carried over&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Charge&lt;br /&gt;
| Set to 0&lt;br /&gt;
| Any full charged bars are discarded, any partial charge is preserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In White Label, all stocked lives are removed upon entering the loop; however, the player can earn lives back by either no-missing or no-bombing stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Due to a bug, Hyper stocks carried over from the first loop will not work properly in the second loop in White Label until at least one Hyper is earned in the loop.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (80 frames of invulnerability during stages, 120 frames during bosses), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
[[File:DOJ score display glitch.jpg|thumb|200px|right|The 7th score digit is displayed as a semicolon&amp;lt;ref&amp;gt;Occured during fufufu's demonstration at Stunfest 2018: [https://www.youtube.com/watch?v=mUF3299XqLc&amp;amp;t=2910s YouTube]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
==== White Label ====&lt;br /&gt;
&lt;br /&gt;
* If the player carries a hyper over from 1-5 into 2-1, it does not properly activate in 2-1. This glitch is reset after picking up another hyper item in 2-1.&lt;br /&gt;
&lt;br /&gt;
==== White Label'' &amp;amp; ''Black Label ====&lt;br /&gt;
* If a hyper item appears on screen the same frame a midsize enemy is destroyed with the laser, the chain gauge does not refill from the destruction of the enemy and the chain breaks immediately.&lt;br /&gt;
* Bee Medal Overflow Bug: Due to a BCD problem, the score gained from picking up a bee medal is sometimes calculated incorrectly depending on the hit count of the active chain. The user [[User:Trap15|Trap15]] has posted a simulator on his Twitter.&amp;lt;ref&amp;gt;[https://twitter.com/trap0xf/status/1589280723999264768 Trap15's Twitter] (November 6, 2022)&amp;lt;/ref&amp;gt; This bug has then been analyzed from a scoring perspective by Rokukichi.&amp;lt;ref&amp;gt;[https://rokulpg.blogspot.com/2022/11/blog-post.html Rokukichi's Blog] (November 8, 2022)&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Resulting from the Bee Medal Overflow Bug: If the number created is not a valid BCD number, a visual glitch occurs with the 7th score digit causing it to be displayed as a symbol instead of a number, such as '&amp;gt;', '=' or ';'. Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score. This glitch does not have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
* Invulnerability frames after hyper activation during bosses on 2p side is 80 and not the usual 120 as it is the case for 1p side. During stages, there is no difference between 1p and 2p side (both 80 frames).&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=64256 Shmups Forum: Differences between 1P and 2P player sides (various games)]; Additionally confirmed by [[User:Trap15|Trap15]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* If the player hits Stage 2 Boss only after its HP bar fully fills, the player will do a large amount of damage on the first hit. If the boss has been hit, this extra damage does not apply. The normal damage of A-S's laser is 158 (0x9E), and the bugged initial damage is 12287 (0x2FFF). During the HP bar fill, damage is nullified, and as a result this extra damage will not apply if the player hits the boss until the fill is complete. Stage 4 boss is the only other boss that may be hit before the HP bar fully fills, and the extra damage is not exhibited there, so it is certainly a bug. A strange exception is Hibachi, which both takes damage during the HP bar fill, and does not take the extra bug damage.&amp;lt;ref&amp;gt;[https://discord.com/channels/632397247866339347/632398439556317194/1134401307420131379 Original research by trap15]&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label&amp;lt;ref&amp;gt;[https://www.gamengai.com/#/cmnt-info?id=1966 IKD in Black Label Interview]&amp;lt;/ref&amp;gt;, was released. In 2016, this version was dumped and made widely available. In terms of gameplay, this version is a mix of White Label and Black Label.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*English langauge endings.&lt;br /&gt;
*A maximum of three lives can be carried over into the 2nd loop.&lt;br /&gt;
*Score gain from the Maximum bonus lies between WL and BL.&lt;br /&gt;
*Conditions for gaining extra lives in loop 2 are unique to this version.{{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen. The original version is referred to as '''White Label'''.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Tamashii===&lt;br /&gt;
&lt;br /&gt;
In 2016, a slightly altered version of the original game (White Label) was ported to PGM2 hardware for distribution on the Chinese market.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*Chinese language endings.&lt;br /&gt;
*Before the ship select, players can choose to play original mode or an easy mode. Both modes have separate highscore tables in the attract cycle.&lt;br /&gt;
*The chain meter depletes entirely while using laser on the first midboss of stage 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:Ddpiiititle.png|DoDonPachi III&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojbltitle.png|DDP DOJ Black Label&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojtamashiititle.png|DDP DOJ Tamashii&amp;lt;br&amp;gt;title screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=RefRain_-_prism_memories_-/Video_Index&amp;diff=26299</id>
		<title>RefRain - prism memories -/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=RefRain_-_prism_memories_-/Video_Index&amp;diff=26299"/>
		<updated>2023-12-04T13:38:56Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Paul Eales is a cheater&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:REFRAIN ilust.png|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Miria &amp;amp; Must Viper ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Mode&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| JulianSeph 842 Gamez&lt;br /&gt;
| 735,998,950&lt;br /&gt;
| Re:Normal&lt;br /&gt;
| TLB ALL&lt;br /&gt;
| [https://www.youtube.com/watch?v=1GqRmLfk3pY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Paul Eales&lt;br /&gt;
| 692,519,430&lt;br /&gt;
| Re:Advanced&lt;br /&gt;
| TLB ALL&lt;br /&gt;
| [https://youtu.be/YGnY6Yott4k Youtube]&lt;br /&gt;
| Tool-assisted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tee &amp;amp; Blitz Lester ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Mode&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| FFT&lt;br /&gt;
| 2,307,966,718&lt;br /&gt;
| Re:Extreme&lt;br /&gt;
| TLB ALL&lt;br /&gt;
| [https://youtu.be/-ZWgU2SX5rQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mews &amp;amp; Bronx Terror ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Mode&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Dingo&lt;br /&gt;
| 1,072,331,150&lt;br /&gt;
| Re:Normal&lt;br /&gt;
| TLB ALL&lt;br /&gt;
| [https://youtu.be/bni9Jc3st-0 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Paul Eales&lt;br /&gt;
| 1,070,239,130&lt;br /&gt;
| Re:Extreme&lt;br /&gt;
| TLB ALL&lt;br /&gt;
| [https://youtu.be/CIyp1qRWuPA Youtube]&lt;br /&gt;
| Tool-assisted&lt;br /&gt;
|-&lt;br /&gt;
| Dingo&lt;br /&gt;
| 768,497,700&lt;br /&gt;
| Normal&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/q5x_P31qvtQ Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Saipon&lt;br /&gt;
| 726,898,250&lt;br /&gt;
| Normal&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/6gSOiORw6dk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|RefRain - prism memories -]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=26297</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=26297"/>
		<updated>2023-12-04T13:22:50Z</updated>

		<summary type="html">&lt;p&gt;Trap15: /* White Label &amp;amp; Black Label */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WL Logo.png|190px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #f43838&lt;br /&gt;
|title = DoDonPachi DaiOuJou&lt;br /&gt;
|background = white&lt;br /&gt;
|image = WL Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 230px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Shohei Satoh&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Takashi Ichimura&lt;br /&gt;
|art = Shohei Satoh&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|designer = Akira Wakabayashi&amp;lt;br/&amp;gt;Kengo Arai&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|releasedate = '''Arcade:''' April 5, 2002 / April 20, 2010 (Tamashii)&amp;lt;br/&amp;gt;'''PS2:''' April 10, 2003&amp;lt;br/&amp;gt;'''Xbox 360:''' February 9th, 2009&lt;br /&gt;
|previousgame = [[Progear no Arashi]]&lt;br /&gt;
|nextgame = [[Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
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__TOC__&lt;br /&gt;
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&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions in hexadecimal values (0x40 subpixels = 1 pixel), where Y+,X+ is the top-right corner and Y-,X- is the bottom left corner.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type/Game !! Y+ !! Y- !! X+ !! X- !! Pixel size (X*Y)&lt;br /&gt;
|-&lt;br /&gt;
| Type A (WL) || 0x100 || 0xC0 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (WL) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type A (BL) || 0x80 || 0x100 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type B (BL) || 0x100 || 0x80 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type A (DDP3) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (DDP3) || 0x140 || 0x80 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. &lt;br /&gt;
&lt;br /&gt;
The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
When entering the loop, not all resources from the first loop are carried over equally. The following table indicates how resources are carried between the first and second loop:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | &lt;br /&gt;
! White Label&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Life Stock&lt;br /&gt;
| Set to 0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Stock&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Capacity&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Stock&lt;br /&gt;
| Carried over&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Charge&lt;br /&gt;
| Set to 0&lt;br /&gt;
| Any full charged bars are discarded, any partial charge is preserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In White Label, all stocked lives are removed upon entering the loop; however, the player can earn lives back by either no-missing or no-bombing stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Due to a bug, Hyper stocks carried over from the first loop will not work properly in the second loop in White Label until at least one Hyper is earned in the loop.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (80 frames of invulnerability during stages, 120 frames during bosses), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
[[File:DOJ score display glitch.jpg|thumb|200px|right|The 7th score digit is displayed as a semicolon&amp;lt;ref&amp;gt;Occured during fufufu's demonstration at Stunfest 2018: [https://www.youtube.com/watch?v=mUF3299XqLc&amp;amp;t=2910s YouTube]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
==== White Label ====&lt;br /&gt;
&lt;br /&gt;
* If the player carries a hyper over from 1-5 into 2-1, it does not properly activate in 2-1. This glitch is reset after picking up another hyper item in 2-1.&lt;br /&gt;
&lt;br /&gt;
==== White Label'' &amp;amp; ''Black Label ====&lt;br /&gt;
* If a hyper item appears on screen the same frame a midsize enemy is destroyed with the laser, the chain gauge does not refill from the destruction of the enemy and the chain breaks immediately.&lt;br /&gt;
* Bee Medal Overflow Bug: Due to a BCD problem, the score gained from picking up a bee medal is sometimes calculated incorrectly depending on the hit count of the active chain. The user [[User:Trap15|Trap15]] has posted a simulator on his Twitter.&amp;lt;ref&amp;gt;[https://twitter.com/trap0xf/status/1589280723999264768 Trap15's Twitter] (November 6, 2022)&amp;lt;/ref&amp;gt; This bug has then been analyzed from a scoring perspective by Rokukichi.&amp;lt;ref&amp;gt;[https://rokulpg.blogspot.com/2022/11/blog-post.html Rokukichi's Blog] (November 8, 2022)&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Resulting from the Bee Medal Overflow Bug: If the number created is not a valid BCD number, a visual glitch occurs with the 7th score digit causing it to be displayed as a symbol instead of a number, such as '&amp;gt;', '=' or ';'. Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score. This glitch does not have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
* Invulnerability frames after hyper activation during bosses on 2p side is 80 and not the usual 120 as it is the case for 1p side. During stages, there is no difference between 1p and 2p side (both 80 frames).&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=64256 Shmups Forum: Differences between 1P and 2P player sides (various games)]; Additionally confirmed by [[User:Trap15|Trap15]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* If the player hits Stage 2 Boss only after its HP bar fully fills, the player will do a large amount of damage on the first hit. If the boss has been hit, this extra damage does not apply. The normal damage of A-S's laser is 158 (0x9E), and the bugged initial damage is 12287 (0x2FFF). During the HP bar fill, damage is nullified, and as a result this extra damage will not apply if the player hits the boss until the fill is complete. Stage 4 boss is the only other boss that may be hit before the HP bar fully fills, and the extra damage is not exhibited there, so it is certainly a bug.&amp;lt;ref&amp;gt;[https://discord.com/channels/632397247866339347/632398439556317194/1134401307420131379 Original research by trap15]&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label&amp;lt;ref&amp;gt;[https://www.gamengai.com/#/cmnt-info?id=1966 IKD in Black Label Interview]&amp;lt;/ref&amp;gt;, was released. In 2016, this version was dumped and made widely available. In terms of gameplay, this version is a mix of White Label and Black Label.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*English langauge endings.&lt;br /&gt;
*A maximum of three lives can be carried over into the 2nd loop.&lt;br /&gt;
*Score gain from the Maximum bonus lies between WL and BL.&lt;br /&gt;
*Conditions for gaining extra lives in loop 2 are unique to this version.{{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen. The original version is referred to as '''White Label'''.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Tamashii===&lt;br /&gt;
&lt;br /&gt;
In 2016, a slightly altered version of the original game (White Label) was ported to PGM2 hardware for distribution on the Chinese market.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*Chinese language endings.&lt;br /&gt;
*Before the ship select, players can choose to play original mode or an easy mode. Both modes have separate highscore tables in the attract cycle.&lt;br /&gt;
*The chain meter depletes entirely while using laser on the first midboss of stage 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:Ddpiiititle.png|DoDonPachi III&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojbltitle.png|DDP DOJ Black Label&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojtamashiititle.png|DDP DOJ Tamashii&amp;lt;br&amp;gt;title screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=26296</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=26296"/>
		<updated>2023-12-04T13:20:43Z</updated>

		<summary type="html">&lt;p&gt;Trap15: /* Bugs: White Label &amp;amp; Black Label */ Add Stage 2 boss damage bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WL Logo.png|190px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #f43838&lt;br /&gt;
|title = DoDonPachi DaiOuJou&lt;br /&gt;
|background = white&lt;br /&gt;
|image = WL Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 230px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Shohei Satoh&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Takashi Ichimura&lt;br /&gt;
|art = Shohei Satoh&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|designer = Akira Wakabayashi&amp;lt;br/&amp;gt;Kengo Arai&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|releasedate = '''Arcade:''' April 5, 2002 / April 20, 2010 (Tamashii)&amp;lt;br/&amp;gt;'''PS2:''' April 10, 2003&amp;lt;br/&amp;gt;'''Xbox 360:''' February 9th, 2009&lt;br /&gt;
|previousgame = [[Progear no Arashi]]&lt;br /&gt;
|nextgame = [[Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndexMulti&lt;br /&gt;
|mode1=White Label&lt;br /&gt;
|page1=DoDonPachi_DaiOuJou&lt;br /&gt;
|mode2=Black Label&lt;br /&gt;
|page2=DoDonPachi_DaiOuJou_Black_Label&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions in hexadecimal values (0x40 subpixels = 1 pixel), where Y+,X+ is the top-right corner and Y-,X- is the bottom left corner.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type/Game !! Y+ !! Y- !! X+ !! X- !! Pixel size (X*Y)&lt;br /&gt;
|-&lt;br /&gt;
| Type A (WL) || 0x100 || 0xC0 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (WL) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type A (BL) || 0x80 || 0x100 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type B (BL) || 0x100 || 0x80 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type A (DDP3) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (DDP3) || 0x140 || 0x80 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. &lt;br /&gt;
&lt;br /&gt;
The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
When entering the loop, not all resources from the first loop are carried over equally. The following table indicates how resources are carried between the first and second loop:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | &lt;br /&gt;
! White Label&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Life Stock&lt;br /&gt;
| Set to 0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Stock&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Capacity&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Stock&lt;br /&gt;
| Carried over&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Charge&lt;br /&gt;
| Set to 0&lt;br /&gt;
| Any full charged bars are discarded, any partial charge is preserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In White Label, all stocked lives are removed upon entering the loop; however, the player can earn lives back by either no-missing or no-bombing stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Due to a bug, Hyper stocks carried over from the first loop will not work properly in the second loop in White Label until at least one Hyper is earned in the loop.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (80 frames of invulnerability during stages, 120 frames during bosses), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
[[File:DOJ score display glitch.jpg|thumb|200px|right|The 7th score digit is displayed as a semicolon&amp;lt;ref&amp;gt;Occured during fufufu's demonstration at Stunfest 2018: [https://www.youtube.com/watch?v=mUF3299XqLc&amp;amp;t=2910s YouTube]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
==== White Label ====&lt;br /&gt;
&lt;br /&gt;
* If the player carries a hyper over from 1-5 into 2-1, it does not properly activate in 2-1. This glitch is reset after picking up another hyper item in 2-1.&lt;br /&gt;
&lt;br /&gt;
==== White Label'' &amp;amp; ''Black Label ====&lt;br /&gt;
* If a hyper item appears on screen the same frame a midsize enemy is destroyed with the laser, the chain gauge does not refill from the destruction of the enemy and the chain breaks immediately.&lt;br /&gt;
* Bee Medal Overflow Bug: Due to a BCD problem, the score gained from picking up a bee medal is sometimes calculated incorrectly depending on the hit count of the active chain. The user [[User:Trap15|Trap15]] has posted a simulator on his Twitter.&amp;lt;ref&amp;gt;[https://twitter.com/trap0xf/status/1589280723999264768 Trap15's Twitter] (November 6, 2022)&amp;lt;/ref&amp;gt; This bug has then been analyzed from a scoring perspective by Rokukichi.&amp;lt;ref&amp;gt;[https://rokulpg.blogspot.com/2022/11/blog-post.html Rokukichi's Blog] (November 8, 2022)&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Resulting from the Bee Medal Overflow Bug: If the number created is not a valid BCD number, a visual glitch occurs with the 7th score digit causing it to be displayed as a symbol instead of a number, such as '&amp;gt;', '=' or ';'. Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score. This glitch does not have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
* Invulnerability frames after hyper activation during bosses on 2p side is 80 and not the usual 120 as it is the case for 1p side. During stages, there is no difference between 1p and 2p side (both 80 frames).&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=64256 Shmups Forum: Differences between 1P and 2P player sides (various games)]; Additionally confirmed by [[User:Trap15|Trap15]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* If the player hits Stage 2 Boss only after its HP bar fully fills, the player will do a large amount of damage on the first hit. If the boss has been hit, this extra damage does not apply. The normal damage of A-S's laser is 158 (0x9E), and the bugged initial damage is 12287 (0x2FFF). Stage 4 boss is the only other boss that may be hit before the HP bar fully fills, and this behavior is not exhibited there, so it is certainly a bug.&amp;lt;ref&amp;gt;[https://discord.com/channels/632397247866339347/632398439556317194/1134401307420131379 Original research by trap15]&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label&amp;lt;ref&amp;gt;[https://www.gamengai.com/#/cmnt-info?id=1966 IKD in Black Label Interview]&amp;lt;/ref&amp;gt;, was released. In 2016, this version was dumped and made widely available. In terms of gameplay, this version is a mix of White Label and Black Label.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*English langauge endings.&lt;br /&gt;
*A maximum of three lives can be carried over into the 2nd loop.&lt;br /&gt;
*Score gain from the Maximum bonus lies between WL and BL.&lt;br /&gt;
*Conditions for gaining extra lives in loop 2 are unique to this version.{{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen. The original version is referred to as '''White Label'''.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Tamashii===&lt;br /&gt;
&lt;br /&gt;
In 2016, a slightly altered version of the original game (White Label) was ported to PGM2 hardware for distribution on the Chinese market.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*Chinese language endings.&lt;br /&gt;
*Before the ship select, players can choose to play original mode or an easy mode. Both modes have separate highscore tables in the attract cycle.&lt;br /&gt;
*The chain meter depletes entirely while using laser on the first midboss of stage 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:Ddpiiititle.png|DoDonPachi III&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojbltitle.png|DDP DOJ Black Label&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojtamashiititle.png|DDP DOJ Tamashii&amp;lt;br&amp;gt;title screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Main_Page&amp;diff=26012</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Main_Page&amp;diff=26012"/>
		<updated>2023-11-24T13:31:31Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Fix alphabetization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style='text-align: center;'&amp;gt;[[File:wiki_logo.png|center]]&lt;br /&gt;
&amp;lt;big&amp;gt;Hello, and welcome to the digital library known as the '''Shmups Wiki'''!&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
This is a community-centered wiki, aiming to archive and verify information about various games in the [[shooting game|shoot-em-up]] category of games.&amp;lt;br&amp;gt;&lt;br /&gt;
'''As an open community project, everyone is encouraged to contribute'''!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We exist to help encourage the growth of the shooting game community, and to help make it easier to get into the genre.&amp;lt;br&amp;gt;&lt;br /&gt;
We exist as an answer to the question, ''&amp;quot;Where do I go to learn more about this game (and/or how to play it)?&amp;quot;''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We aim to offer detailed '''game breakdowns''', '''art galleries''', '''game and genre history''', and '''various strategic information'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Our central goal is to become the '''ultimate compendium of shmup information''' -- officially verified by highly competent players and researchers in the community!&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a long-term goal and a declaration of the intent of shmups.wiki -- this wiki will eventually contain accurate information about '''every shooting game made by every developer''', no matter how obscure! &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
►►► &amp;lt;big&amp;gt;[[Shmups Wiki:List of shooting games |List of shooting games]]&amp;lt;/big&amp;gt; ◄◄◄&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
►►► &amp;lt;big&amp;gt;Check out the [[STG Hall of Records]] for an overview of all World Record scores in arcade shmups!&amp;lt;/big&amp;gt; ◄◄◄&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
►►► &amp;lt;big&amp;gt;Check out the [[:Category:Video Index|Video Index]]! Previously hosted on The Electric Underground, it is now publicly open to editing!&amp;lt;/big&amp;gt; ◄◄◄&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
►►► &amp;lt;big&amp;gt;Check out our [[Help:Glossary|Glossary]] of terms commonly used in the shoot-em-up community!&amp;lt;/big&amp;gt; ◄◄◄&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
►►► &amp;lt;big&amp;gt;''Interested in contributing a game or page entry?'' Please see our [[Shmups Wiki:Template Page |template]] to get an idea of page structure!&amp;lt;/big&amp;gt; ◄◄◄&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
►►► Join the [https://discord.gg/HE8MgE4 Discord] to stay involved with community discussions and additions! ◄◄◄&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Notable Shooting Game Developers ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''[[AlfaSystem]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[Capcom]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[CAVE]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[Compile]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[Irem]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[Konami]]'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''[[Milestone]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[Namco]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[NMK]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[Psikyo]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[Qute]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[Raizing]]'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''[[Seibu Kaihatsu]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[Success]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[Taito]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[Takumi]]'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''[[Toaplan]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[Treasure]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[Triangle Service]]'''&amp;lt;/big&amp;gt; | &amp;lt;big&amp;gt;'''[[Video System]]'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Recent Changes ==&lt;br /&gt;
&lt;br /&gt;
{{Special:RecentChanges/days=7,hidebots,hideanons,namespace=Main}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
&lt;br /&gt;
This website and all its contents, unless otherwise stated, are licensed under the [https://creativecommons.org/licenses/by-sa/4.0/ Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) License].&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=25949</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=25949"/>
		<updated>2023-11-23T10:11:45Z</updated>

		<summary type="html">&lt;p&gt;Trap15: /* Hitbox */ Swap axes for pixel size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WL Logo.png|190px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #f43838&lt;br /&gt;
|title = DoDonPachi DaiOuJou&lt;br /&gt;
|background = white&lt;br /&gt;
|image = WL Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 230px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Shohei Satoh&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Takashi Ichimura&lt;br /&gt;
|art = Shohei Satoh&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|designer = Akira Wakabayashi&amp;lt;br/&amp;gt;Kengo Arai&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|releasedate = '''Arcade:''' April 5, 2002 / April 20, 2010 (Tamashii)&amp;lt;br/&amp;gt;'''PS2:''' April 10, 2003&amp;lt;br/&amp;gt;'''Xbox 360:''' February 9th, 2009&lt;br /&gt;
|previousgame = [[Progear no Arashi]]&lt;br /&gt;
|nextgame = [[Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndexMulti&lt;br /&gt;
|mode1=White Label&lt;br /&gt;
|page1=DoDonPachi_DaiOuJou&lt;br /&gt;
|mode2=Black Label&lt;br /&gt;
|page2=DoDonPachi_DaiOuJou_Black_Label&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions in hexadecimal values (0x40 subpixels = 1 pixel), where Y+,X+ is the top-right corner and Y-,X- is the bottom left corner.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type/Game !! Y+ !! Y- !! X+ !! X- !! Pixel size (X*Y)&lt;br /&gt;
|-&lt;br /&gt;
| Type A (WL) || 0x100 || 0xC0 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (WL) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type A (BL) || 0x80 || 0x100 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type B (BL) || 0x100 || 0x80 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type A (DDP3) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (DDP3) || 0x140 || 0x80 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. &lt;br /&gt;
&lt;br /&gt;
The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
When entering the loop, not all resources from the first loop are carried over equally. The following table indicates how resources are carried between the first and second loop:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | &lt;br /&gt;
! White Label&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Life Stock&lt;br /&gt;
| Set to 0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Stock&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Capacity&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Stock&lt;br /&gt;
| Carried over&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Charge&lt;br /&gt;
| Set to 0&lt;br /&gt;
| Any full charged bars are discarded, any partial charge is preserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In White Label, all stocked lives are removed upon entering the loop; however, the player can earn lives back by either no-missing or no-bombing stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Due to a bug, Hyper stocks carried over from the first loop will not work properly in the second loop in White Label until at least one Hyper is earned in the loop.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (80 frames of invulnerability during stages, 120 frames during bosses), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
[[File:DOJ score display glitch.jpg|thumb|200px|right|The 7th score digit is displayed as a semicolon&amp;lt;ref&amp;gt;Occured during fufufu's demonstration at Stunfest 2018: [https://www.youtube.com/watch?v=mUF3299XqLc&amp;amp;t=2910s YouTube]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
==== White Label ====&lt;br /&gt;
&lt;br /&gt;
* If the player carries a hyper over from 1-5 into 2-1, it does not properly activate in 2-1. This glitch is reset after picking up another hyper item in 2-1.&lt;br /&gt;
&lt;br /&gt;
==== White Label'' &amp;amp; ''Black Label ====&lt;br /&gt;
* If a hyper item appears on screen the same frame a midsize enemy is destroyed with the laser, the chain gauge does not refill from the destruction of the enemy and the chain breaks immediately.&lt;br /&gt;
* Bee Medal Overflow Bug: Due to a BCD problem, the score gained from picking up a bee medal is sometimes calculated incorrectly depending on the hit count of the active chain. The user [[User:Trap15|Trap15]] has posted a simulator on his Twitter.&amp;lt;ref&amp;gt;[https://twitter.com/trap0xf/status/1589280723999264768 Trap15's Twitter] (November 6, 2022)&amp;lt;/ref&amp;gt; This bug has then been analyzed from a scoring perspective by Rokukichi.&amp;lt;ref&amp;gt;[https://rokulpg.blogspot.com/2022/11/blog-post.html Rokukichi's Blog] (November 8, 2022)&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Resulting from the Bee Medal Overflow Bug: If the number created is not a valid BCD number, a visual glitch occurs with the 7th score digit causing it to be displayed as a symbol instead of a number, such as '&amp;gt;', '=' or ';'. Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score. This glitch does not have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
* Invulnerability frames after hyper activation during bosses on 2p side is 80 and not the usual 120 as it is the case for 1p side. During stages, there is no difference between 1p and 2p side (both 80 frames).&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=64256 Shmups Forum: Differences between 1P and 2P player sides (various games)]; Additionally confirmed by [[User:Trap15|Trap15]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label&amp;lt;ref&amp;gt;[https://www.gamengai.com/#/cmnt-info?id=1966 IKD in Black Label Interview]&amp;lt;/ref&amp;gt;, was released. In 2016, this version was dumped and made widely available. &amp;lt;!-- This page should have a difference list between WL-&amp;gt;DDP3-&amp;gt;BL, if you have knowledge about this variant, please add it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen. The original version is referred to as '''White Label'''.&lt;br /&gt;
&lt;br /&gt;
Changes in Black Label include: &lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mars_Matrix&amp;diff=25841</id>
		<title>Mars Matrix</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mars_Matrix&amp;diff=25841"/>
		<updated>2023-11-21T10:57:48Z</updated>

		<summary type="html">&lt;p&gt;Trap15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo MarsMatrix Outlines 2x.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Mars Matrix&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = BoxArt_MarsMatrix.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Box art (DC)&lt;br /&gt;
|imagescalepx = 240px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|music = Yasushi Kaminishi&amp;lt;br/&amp;gt;Masahiro Yuge&lt;br /&gt;
|program = Takafumi Nishi&amp;lt;br/&amp;gt;Kaju Ishii&amp;lt;br/&amp;gt;Tosihiko Onodera&amp;lt;br/&amp;gt;Naoto Sakurada&lt;br /&gt;
|art = Ken Taketoshi&amp;lt;br/&amp;gt;Tatsuhiro Suzuki&amp;lt;br/&amp;gt;Hiroki Akiyama&amp;lt;br/&amp;gt;Yuji Ootou&lt;br /&gt;
|releasedate = '''Arcade''': 2000 &amp;lt;/br&amp;gt; '''Sega Dreamcast''': 2001&lt;br /&gt;
|previousgame = [[Giga Wing 2]]&lt;br /&gt;
|nextgame = [[Night Raid]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:MarsMatrix Screenshot 001.png|200px|thumb|left]]'''''Mars Matrix: Hyper Solid Shooting''''' (マーズマトリックス) is a vertical [[shooting game]] developed by [[Takumi]] and published by [[Capcom]] on April 12, 2000 for the CPS-2 arcade platform. It was additionally ported to the Sega Dreamcast console in 2001. ''Mars Matrix'' and ''[[Giga Wing 2]]'' were both released in the same year.&lt;br /&gt;
&lt;br /&gt;
The defining aspects of ''Mars Matrix'' are its &amp;quot;wide&amp;quot; screen resolution &amp;lt;small&amp;gt;(compared to other vertical shooters)&amp;lt;/small&amp;gt;, innovative '''one-button gameplay''', extremely high bullet counts, unique experience system, strong soundtrack / atmosphere, and a '''savage difficulty''' right from the jump, ramping up very noticeably from Stage 2 onward and never letting up. &lt;br /&gt;
&lt;br /&gt;
In terms of plot, the game's events takes place in a cyberpunk future, involving a colonized Mars revolting against Earth control. The pilot (who is un-named) and their chosen '''Mosquito''' space jet (01 or 02) is sent off to fight against Mars's attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''GO PLAY MARS MATRIX.'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Mars Matrix'' takes advantage of '''four different gameplay mechanics''' that are all controlled with '''a single button''' (The Button). Note that in the Dreamcast port of the game, you can set dedicated buttons for the Rapid Shot and Piercing Cannon commands, but not on the Arcade version.&lt;br /&gt;
&lt;br /&gt;
The game is played in a single [[loop]] through six stages, each with a challenging [[Boss]] awaiting at the end. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tap rapidly&lt;br /&gt;
| &lt;br /&gt;
* Fires the ship's '''Rapid Shot''', which functions how you'd expect&lt;br /&gt;
* Damage and volley sizes increase with each time that you Level Up your ship&lt;br /&gt;
|-&lt;br /&gt;
! Tap slowly&lt;br /&gt;
|&lt;br /&gt;
* Fires the ship's '''Piercing Cannon''', dealing massive damage to anything caught in its path&lt;br /&gt;
* Range is short, only reaching to about just under half of the screen&lt;br /&gt;
|-&lt;br /&gt;
! Hold down and release&lt;br /&gt;
|&lt;br /&gt;
* Activates the ship's '''Mosquito Barrier''', which grabs enemy bullets while draining the GHB Meter&lt;br /&gt;
* While holding enemy bullets, the player can move their ship around to drift bullets around them&lt;br /&gt;
* Release the button to fling the absorbed bullets in the direction they are facing, which turn into EXP Cubes upon striking enemies, and starts recharging the GHB Meter&lt;br /&gt;
|-&lt;br /&gt;
! Hold until GHB Meter is empty&lt;br /&gt;
|&lt;br /&gt;
* Fires off a '''Gravity Hole Bomb''', dealing massive damage to all enemies on screen and canceling all enemy bullets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Experience System ===&lt;br /&gt;
''Mars Matrix'' utilizes an '''experience-based leveling system''' (EXP) that provides the player eight levels of strength, affecting the strength of the player's Rapid Shot. The player earns EXP through collecting '''gold cubes''', which are generated by destroying certain kinds of enemies and certain destructible objects, or through capturing bullets with the Mosquito Barrier and flinging them into enemies or certain background objects. &lt;br /&gt;
&lt;br /&gt;
When the player collects a gold cube, a small meter fills up &amp;lt;small&amp;gt;(the amount based on the size of cube)&amp;lt;/small&amp;gt; and begins to progressively empty. While this meter is active, every cube the player collects will chain their values together -- in other words, '''each cube collected is worth more than the next'''. When the meter empties, the value of the cubes are reset to their base value.&lt;br /&gt;
&lt;br /&gt;
The player's EXP is also directly tied to scoring, as the EXP applies a '''score multiplier''' to all point-gaining opportunities in the game. This makes early-game EXP collection extremely lucrative, as the player can play through the game with a powerful ship very early, which also causes all targets to become extremely high value (which enables a [[counter-stop]] in the arcade version of the game).&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Piercing Cannon ===&lt;br /&gt;
The Piercing Cannon is a massively powerful '''close-range''' weapon, used by tapping The Button slowly. When fired, it releases a huge persistent hitbox in front of the player's ship; this hitbox has range of about half of the screen's vertical height. &lt;br /&gt;
&lt;br /&gt;
The damage output of the Piercing Cannon does not change with ship strength, but it does so much damage that it is wise to utilize frequently, especially against larger targets.&lt;br /&gt;
&lt;br /&gt;
=== Rapid Shot ===&lt;br /&gt;
The Rapid Shot serves as the primary '''long-range''' weapon for the player, fired by tapping The Button quickly. The tapping window for activating a Rapid Shot after a Piercing Cannon is actually quite generous, so the player doesn't need to rapidly mash The Button in order to sustain rapid fire. &lt;br /&gt;
&lt;br /&gt;
The strength of this weapon and the size of the bullets increases with each level up, which makes the weapon more and more powerful as the player progresses and improves their box chaining. Having a powerful Rapid Shot enables the player to use more defensive routes when they want to stay far away from dangerous targets but still deal a consistent amount of damage.&lt;br /&gt;
&lt;br /&gt;
=== Mosquito Barrier ===&lt;br /&gt;
As the primary defensive mechanic, the Mosquito Barrier allows the player to hold The Button (for about half a second) to suction enemy bullets around them, and then release The Button to fling those bullets into enemies. The trajectory of reflected bullets is influenced by the player's movement before releasing The Button. The cooldown for the Mosquito Barrier is completely dependent on '''how long the player holds The Button before releasing it'''. There is a brief period of invincibility after de-activating the barrier.&lt;br /&gt;
&lt;br /&gt;
Intelligent and conservative use of the Mosquito Barrier is crucial for survival even in the early game, as the game's bullet patterns are very aggressive. However, it is also essential to use for high-level scoring, as it allows a player to use long charges to generate very high numbers of cubes, or use short charges to collect cubes in small bursts -- both strategies are highly useful for keeping a box chain going and making each collected cube more valuable than the last, increasing the player's overall score gains and leveling up their ship's strength quickly. &lt;br /&gt;
&lt;br /&gt;
=== Gravity Hole Bomb ===&lt;br /&gt;
The Gravity Hole Bomb serves as an emergency answer to overwhelming bullet counts, as it absorbs all bullets on-screen and converts them into a powerful explosive attack. This attack is used by holding The Button until the GHB meter is completely filled.&lt;br /&gt;
&lt;br /&gt;
The Bomb is powerful enough to destroy most enemies that are on screen, but it has an extremely long cooldown time before the weapon can be used again. Note that Mosquito Barrier and Gravity Hole Bomb utilize the exact same resource, meaning that if the GHB Meter is recharging, '''the player cannot utilize Gravity Hole Bomb ''or'' Mosquito Barrier!'''&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
There are two selectable ships in ''Mars Matrix,'' each one offering a slightly different playstyle. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 50%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#ff6600; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;MOSQUITO-01&amp;lt;/big&amp;gt;&lt;br /&gt;
! Shot Type&lt;br /&gt;
! Fire Power&lt;br /&gt;
! Max Speed&lt;br /&gt;
! Mobility&lt;br /&gt;
|-&lt;br /&gt;
! [[File:MarsMatrix_Mosquito01.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Wide'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 🟥🟥🟥⬛⬛&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 🟥🟥🟥⬛⬛&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 50%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#0055ff; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;MOSQUITO-02&amp;lt;/big&amp;gt;&lt;br /&gt;
! Shot Type&lt;br /&gt;
! Fire Power&lt;br /&gt;
! Max Speed&lt;br /&gt;
! Mobility&lt;br /&gt;
|-&lt;br /&gt;
! [[File:MarsMatrix_Mosquito02.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Straight'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 🟥🟥🟥🟥🟥&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 🟥🟥🟥🟥🟥&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The main difference between the two ships is the '''shot type''' and the '''movement speed'''. &lt;br /&gt;
&lt;br /&gt;
The 01 offers an average movement speed combined with a spread shot that fans outward from the ship, giving it good screen control and highly precise micro-movement ability, but its slower movement speed can also make it more challenging to chain together EXP cubes, and it might have to weave through tight bullet patterns without the ability to macro-dodge out of the way entirely. &lt;br /&gt;
&lt;br /&gt;
The 02, meanwhile, offers a concentrated straight shot and high movement speed, allowing it the ability to efficiently move into position and consistently damage targets from any distance, as well as enabling certain cube chains that the 01 isn't fast enough to chain together, with its higher movement speed also requiring a higher degree of control from the player in order to avoid slamming into bullets.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Mars Matrix Dreamcast box art provided by Mobygames: https://www.mobygames.com/game/dreamcast/mars-matrix/cover-art/gameCoverId,115124/&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet-absorption_mechanic]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Halley%27s_Comet&amp;diff=25840</id>
		<title>Halley's Comet</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Halley%27s_Comet&amp;diff=25840"/>
		<updated>2023-11-21T10:55:56Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Halley's Comet - title.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Halley's Comet&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Halley's Comet (poster &amp;amp; card).jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Flyer&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Hisayoshi Ogura&lt;br /&gt;
|&lt;br /&gt;
|program = Fukio Mitsuji&lt;br /&gt;
|&lt;br /&gt;
|releasedate = January 1986&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Halley's Comet, made in 1986 by Taito, features you defending various planets from attacking invaders. It's one of the rare games where you have to actively destroy enemies or else you're penalized for letting them escape, with a gameover potentially resulting if you let too many past. It's currently available as part of Hamster's Arcade Archives for the PS4 as well as Nintendo Switch. The game is single player only, and there do not appear to be there are no continues available. Deaths result in a checkpoint-style respawn with you back to your base power and speed levels.&lt;br /&gt;
&lt;br /&gt;
Halley's Comet takes about about 45 minutes to an hour per loop depending on how many times you die or &amp;quot;reset&amp;quot; miniboss/comet entrance fights by using bombs to milk the spawning enemies for points. Clearing both loops will generally get you enough points to counterstop the game; depending on how well you've scored up to that point you'll trigger the counterstop somewhere between halfway through the final level of loop 2, or shortly into loop 3's first level.&lt;br /&gt;
&lt;br /&gt;
It's not clear where difficulty maxes out but brief testing suggests difficulty might cap in loop 2. By the point you reach loop 3 you've counterstopped the game, and you're just playing to see how far you can get from that point onward.&lt;br /&gt;
&lt;br /&gt;
Default dip settings for the game are Normal difficulty, 3 lives, and extend setting of 200,000 , 800,000, and every 600,000 after.&lt;br /&gt;
&lt;br /&gt;
[[File:Areas in Halley's Comet.png|thumb]]&lt;br /&gt;
Each level is broken up into three numbered Areas, where you try to protect the planet from getting attacked by swarms of enemies trying to get past you. Each Area has swarms of basic enemies that keep spawning in a fixed pattern of enemy types (randomly selecting from preset flight patterns each time a wave of enemies spawn), as well as asteroids to shoot for powerups, and unique large enemies that give a score bonus for shooting them all down. Each Area ends with a boss; the early Area has 1 or 2 large enemies that shoot dark blue orbs at you, the middle Area's boss is the comet entrance where you have to shoot 4 turrets that pop up at random locations to advance, and the Area within the comet ends with a boss that has a large set of turrets that pop up as basic enemies keep spawning. Shoot all the turrets to end the level.&lt;br /&gt;
&lt;br /&gt;
[[File:Halley's Comet - game over.gif|thumb]]&lt;br /&gt;
Each enemy that manages to escape by flying offscreen deals 1% damage to the planet, and if the current planet you're trying to rescue hits 100% damage, it's an immediate game over. Some enemies like the multisegmented worm-like enemies deal 1% per segment that gets past you, so damage can add up very quickly if you die in the middle of the stage, leaving you at low shot power and unable to safely deal with all the enemies until you power up again. There also does not appear to be any way to reduce the amount of damage a planet has accumulated; when you loop the game, the damage values stay at what they were in Loop 1 and do not reset back to 0, so if you died a lot on a particular level in Loop 1 and the planet racked up a lot of damage, you're at higher risk of an immediate game over from the planet getting destroyed in subsequent loops!&lt;br /&gt;
&lt;br /&gt;
If you're fortunate enough to beat a level while keeping the planet at 0% damage you get a special bonus: an extra life! The end of level bonus is linear, and is equal to 50000 - (500 x planet damage%). Note that finishing a level with 0% damage is not so much a matter of skill as it is luck; there's several enemy waves that can almost instantly send an enemy off the left or right side of the screen and easily damage the planet you're trying to protect. As a general rule, if you're doing well and haven't died in a level, 10% damage or lower is a realistic amount to aim for.&lt;br /&gt;
&lt;br /&gt;
Levels are also on a time limit. If the comet is able to get low enough, it'll instantly hit the planet, and '''result in an immediate game over.''' The gameover point is when the tip of the comet is about 1/4 of the way into the planet's sprite. However, from a practical standpoint the time limit is generally never a threat in normal gameplay. The game is super generous with how much time you have to clear the level, and the only way to run out of time is to deliberately waste time by resetting fights, such as bombing a comet entrance repeatedly so as to milk points from more enemy waves. You can milk the comet entrance safely with 2 or 3 bombs and still have tons of time to spare. Dying only costs a bit of time depending on where you die; if you die in the middle of a level on basic enemies or inside the comet it'll actually skip the enemy waves you were fighting, but dying on one of the three Area bosses will reset the fight and let the comet move down slightly.&lt;br /&gt;
&lt;br /&gt;
Basically, you shouldn't ever worry about the time limit, but keep in mind it can kill you if you try for aggressive milking shenanigans using your bombs to warp into hyperspace and reset the comet entrance fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
'''Button 1:''' Shoot (holding it shoots slowly, tap it rapidly to shoot much faster)&lt;br /&gt;
&lt;br /&gt;
The game has a slow built-in autofire rate. 10 hz autofire on Button 1 is a good speed to use which works well when you're at low power as well as high power. Without autofire, the game requires a lot of button tapping due to its length. At max shot power you can actually get away with holding the button down and not having autofire. It's just barely fast enough to be decent, but not particularly good, either.&lt;br /&gt;
&lt;br /&gt;
Note that the recent ports in the Hamster Arcade Archives only allow for 15 hz, 20 hz, or 30 hz speeds. 20 and 30 hz are unnecessarily fast and leave too wide of a gap between your shots without really adding much benefit (the minibosses in each level don't seem to die much faster at 30 hz), so 15 hz there is the recommended setting, even if it's slightly on the fast side to give an optimal balance of coverage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Button 2:''' Bomb (when you have a helper ship attached, sacrifices the helper ship in exchange for using a bomb)&lt;br /&gt;
&lt;br /&gt;
Bombs can only be used when you pick up helper ships, whether with the individual icons or the green G item that instantly gives you a full formation of 6. Using a bomb sacrifices one helper ship to instantly clear the screen of enemies and also send you into hyperspace, skipping ahead in the level to get closer to the comet. If you're fighting a miniboss, or you're at the entrance of the comet, bombing simply cancels the bullets and warps you into hyperspace backwards, essentially resetting the fight and letting you try again. This allows you to milk some extra points, particularly at the comet entrances.&lt;br /&gt;
&lt;br /&gt;
When you bomb inside of the comets, you don't activate hyperspace. You simply kill all bullets and enemies onscreen. Note that it will not reset the comet boss fight when you use a bomb, but bombs also don't damage the boss's turrets.&lt;br /&gt;
&lt;br /&gt;
When you collect a bomb item it takes a second for it to actually spawn, and during this brief period you can't use it to bomb. If you hide at the bottom of the screen, 4 of your bombs will be hidden off-screen and can't be hit by any enemies, but being off-screen also pauses their spawning animation.&lt;br /&gt;
&lt;br /&gt;
If one of your helper ships close to you his hit, the ships behind it in the formation will detach and fly upwards where you can attempt to collect them. If one of the two ships that's exposed when you're at the bottom of the screen is hit, any ships behind them that &lt;br /&gt;
are off-screen immediately vanish.&lt;br /&gt;
&lt;br /&gt;
Button 2 does not require or benefit from the use of autofire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Powerups ===&lt;br /&gt;
----&lt;br /&gt;
Your ship starts out at extremely low power. You fire a single laser per shot, and move with very low speed. Dying causes you to lose all powerups, so dying at a tough spot makes for an extremely difficult recovery process (Jupiter or Mars in particular are rough and lead to chaindeaths). If you die in the middle of a stage, you'll have to let some enemies past you as you focus on getting powerups again. The key powerups you need when recovering are the spreadshot and the speed up items. Make sure not to miss those!&lt;br /&gt;
&lt;br /&gt;
Powerups appear as you shoot asteroids, or as you shoot the boxes that appear in comets. Powerups always seem to spawn in a fixed order, so you can predict what powerups will spawn next aside from the three special powerups. When you reveal a special powerup the one you get is randomly selected. The powerups appear roughly in this order:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Twin Laser.jpg|thumb|none|Twin Laser]]&lt;br /&gt;
Twin Laser: Adds a pair of lasers to your ship, allowing you to fire three tightly packed beams per shot. Each beam is its own hitbox, making this powerup immediately useful for punching through swarms. It takes like 4 or 5 of these to max out this upgrade, which makes it longer and wider, thus easier to hit with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Halley's Comet - Bomb.jpg|thumb|none|Bomb]]&lt;br /&gt;
Bomb: Adds a helper ship to the side of your ship. They add slightly to your firepower by shooting small shots every now and then, and provide a slight bit of defense by blocking a shot for you (which causes the helper to be destroyed). Pressing Button 2 sacrifices them in order to fire off a bomb (see Controls above for details), which is what really makes them helpful as it's your only means of escape if you're about to get hit. You can carry up to 6 of the helper ships as bombs.&lt;br /&gt;
&lt;br /&gt;
Sometimes when you bomb during a level outside the comet, enemies will spawn during the hyperspace animation. You are totally invulnerable though and can't be hit by them, but they can fly past you and damage the planet (the screen gets wiped when hyperspace ends).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Halley's Comet - Middle Laser.jpg|thumb|none|Middle Laser]]&lt;br /&gt;
Middle Laser: Powers up your main laser to be longer and slightly wider. Twin Laser is more important, but this is still useful to collect whenever you can safely do so. Takes 4 or 5 of these to max out this upgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Halley's Comet - Spreadshot.jpg|thumb|none|Spreadshot]]&lt;br /&gt;
Spreadshot: Extremely useful, adds spreadfire to your shots. The spreadfire is quite strong in this game, capable of killing basic enemies in one hit. It's also decently powerful on enemies that take more hits. Collecting more of these doesn't make it any stronger, but upgrades the size of the projectiles, making them cover much more of the screen. When you're at max shot power you have a ton of spread in Halley's Comet. Takes 4 or 5 of these to max out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Halley's Comet - Speed Up.jpg|thumb|none|Speed Up]]&lt;br /&gt;
Speed Up: You can collect up to 3 of these, at which point your speed's at the maximum. Your ship has a bit of startup acceleration when moving before it travels at full speed, and speed upgrades appear to boost both your maximum speed as well as reduce how long it takes to accelerate to max speed. It's recommended that you stick with 2 Speed Up items to give yourself a good balance of speed and tight dodging control, but you can definitely make the max of 3 Speed Up items work. It's not like a Gradius game where collecting too many Speed Ups can make you way too fast to realistically control. Because you're extremely slow at default ship speed, picking up one of these as soon as you can is a high priority. Also note that for some reason these never appear to spawn inside of the comet.&lt;br /&gt;
&lt;br /&gt;
Note that even at max speed, you can still control your speed. As with many other shmups, holding down and tapping left or right to move at a diagonal along the bottom of the screen moves you slower than just going left or right. This can help for tight tap dodges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following three items are special items. Whenever one spawns, the game seems to randomly pick one to give you:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Halley's Comet - Max Power.jpg|thumb|none|Max Power]]&lt;br /&gt;
Max Power: Immediately gives you every single weapon powerup in the game and fully upgrades all of them. It doesn't do anything special if you're already fully upgraded, but if you died recently or if you're early on in the game, suddenly getting maxed out Twin Laser, Middle Laser, and Spreadshot is incredibly helpful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Halley's Comet - Group.jpg|thumb|none|Group]]&lt;br /&gt;
Group: This immediately gives your ship a full formation of 6 helper ships to use as bombs or just to have as extra firepower. Pretty handy! Along with the Max Power item, this is one of the two more commonly dropped special items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[image to be added]&lt;br /&gt;
Pow: A dark blue circular P icon that immediately destroys all enemies and bullets onscreen, same as if you used a bomb. It only seems to appear inside the comets. Note that the larger turrets that spray rainbow fire don't appear to get destroyed by these!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Halley's Comet - Barrier.jpg|thumb|none|Barrier]]&lt;br /&gt;
Barrier: This powerup is extremely rare. It's entirely possible to get through both loops '''without ever seeing one''', and only on very rare occasions has it been seen spawning early in Loop 1. This rainbow coloured powerup gives your ship a frontal barrier that has no time limit. It can absorb nearly every shot type in the game including some of the bigger, weirder looking attacks fired at you, '''and can eat about 20 hits or so''' (!!!) before disappearing. The remaining hit count appears to be retained between levels and doesn't recover or recharge except presumably by grabbing another Barrier item if you're lucky enough to see two in a single playthrough.&lt;br /&gt;
&lt;br /&gt;
The Barrier only covers your front, so you're still vulnerable to diagonal attacks that hit your sides, but if you pick one up consider yourself extremely lucky as it makes life a lot easier due to the sheer number of hits it can soak up.&lt;br /&gt;
&lt;br /&gt;
Also note that that it's only ever been seen spawning in the last part of the level, when you're inside the comet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
The game doesn't appear to have a noticeable rank system, if any. Difficulty is more or less strictly tied to what level you're currently on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game starts at the Earth, flies you to the inner planets and the Sun, then slingshots you to Pluto and back through the inner planets. In other words, the stage order is: Earth, Venus, Mercury, the Sun, Pluto, Neptune, Uranus, Saturn, Jupiter, Mars -&amp;gt; loop back to Earth. The game appears to loop infinitely, and difficulty seems to max out at loop 2 (needs additional testing/confirmation).&lt;br /&gt;
&lt;br /&gt;
Earth is Area 1 to 3, Venus is Area 4 to 6, Mercury is 7 to 9, and so on. Loop 2 starts at Area 31 and goes up to Area 60. Note that Loop 3 is unusual; '''it reuses Loop 2 numbering so Loop 3 Earth shows as Area 31 again on the scoreboard.''' If you're playing far enough that you're at Loop 3 or higher, it's probably best just to refer to your progress as &amp;quot;Loop #, [Planet], [Beginning/Middle/Comet]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring mostly consists of surviving well. There's a ton of extends/1UPs in this game you can get from scoring, and you can hold well over 10 lives stocked (once you have more than 9 lives it displays 10 as A, 11 as B, 12 as C, and so on). You should counterstop the game at 10 million (9,999,90) by the last level of Loop 2. You can score more early on by collecting powerups (which give 1000 each), and by making sure to kill as many enemies as possible. Most enemies give 500 points per kill or so, and special waves of enemies give 10000 to 40000 for killing them all without bombing them (or without killing the pod that instantly destroys the wave, there's a couple waves where a pod appears that serves as a weakpoint and hitting it will destroy the wave without giving the score bonus, the first example is found at Venus).&lt;br /&gt;
&lt;br /&gt;
You can also use bombs outside the entrance of a comet to reset the fight, or destroy all the turrets except one at the boss inside a comet, then milk enemies for additional points. Just be careful not to accidentally get killed in the process, and don't dawdle for too long because the level does technically have a time limit, even if it's an extremely generous one!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
----&lt;br /&gt;
There were a few revisions of the game that were released. While there don't appear to be any significant gameplay adjustments, the older revisions of the game have exploitable scoring glitches that allow you to get way more points than intended per level, or even counterstop the game at the end of the first level ([https://shmups.system11.org/viewtopic.php?p=1475144#p1475144 thanks to Lethe and Pearl for the info]). Use a bomb right as the last panel of the comet boss is destroyed to break the level transition and get a massive amount of points as the game glitches out. Or, do this bomb glitch and get hit by an enemy that spawns as the level is about to end, and you can immediately counterstop the game by glitching out the game. [https://www.youtube.com/watch?v=nK-RbMF8pro Video explanation by Pearl here.] Note that these bugs do not appear to be in the newer Japanese revisions or in Halley's Comet '87. They are also fixed by default in Hamster's Arcade Archives releases, albeit there's a menu option to disable this bugfix if you want to try and trigger it.&lt;br /&gt;
&lt;br /&gt;
Hamster's Arcade Archives releases appear to be arcade perfect ports. They also have improved sound quality over currently available emulation, which appears to be missing some of the deep bass noises that are sometimes played such as when using a bomb to enter hyperspace. Highly recommended ports.&lt;br /&gt;
&lt;br /&gt;
There's also a version known called &amp;quot;Halley's Comet '87&amp;quot; which has a modified title screen, but it's not clear what gameplay differences there are, if any.&lt;br /&gt;
&lt;br /&gt;
The game had sequel called &amp;quot;Halley Wars&amp;quot; for both Famicom and Game Gear. These versions are quite different from each other as well as the original arcade game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
----&lt;br /&gt;
[[File:Kumagaya !.jpg|thumb]]&lt;br /&gt;
Moving up to the top of the screen over the text that appears at the beginning of each level (&amp;quot;RESCUE THE [planet name] FROM THE COMETS !&amp;quot;) causes the message &amp;quot;DO NOT ERASE !&amp;quot; to appear in angry red letters. From level 2 (Venus) onward, if you then hold button 1 down while you're there, the message will change to reveal various developer names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
&lt;br /&gt;
Each area features unique predetermined miniboss spawns, and slight variations on the order and aggressiveness of the non-stop waves of enemies that keep spawning. More specific details to be added in the future.&lt;br /&gt;
&lt;br /&gt;
'''Earth (Area 1-3 / 31-33)'''&lt;br /&gt;
&lt;br /&gt;
Easy. First priority is to get powered up, particularly with Spreadshot and Speed Up. If you're in loop 2 and accidentally get killed, it's fortunately not too hard to recover here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Venus (Area 4-6 / 34-36)'''&lt;br /&gt;
&lt;br /&gt;
[to do]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mercury (Area 7-9 / 37-39)'''&lt;br /&gt;
&lt;br /&gt;
[to do]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Sun (Area 10-12 / 40-42)'''&lt;br /&gt;
&lt;br /&gt;
[to do]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Pluto (Area 13-15 / 43-45)'''&lt;br /&gt;
&lt;br /&gt;
Amusingly misspelled &amp;quot;Plato&amp;quot; on the level screen, Pluto is the first area where the early area bosses come in pairs as opposed to singly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Neptune (Area 16-18 / 46-48)'''&lt;br /&gt;
&lt;br /&gt;
[to do]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Uranus (Area 19-21 / 49-51)'''&lt;br /&gt;
&lt;br /&gt;
[to do]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Saturn (Area 22-24 / 52-54)'''&lt;br /&gt;
&lt;br /&gt;
[to do]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Jupiter (Area 25-27 / 55-57)'''&lt;br /&gt;
&lt;br /&gt;
The enemies that line up in a pair of columns you met at Venus show up again inside the comet, except they're far more aggressive about shooting this time, and there's no weak spot you can hit to destroy them all. Consider bombing them for safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mars (Area 28-30 / 58-60)'''&lt;br /&gt;
&lt;br /&gt;
Mars is uniquely nasty for having enemies spawn at a much faster rate, to the extent that '''you will often have multiple enemy waves overlapping at once.''' It's because of this that dying here can lead to an immediate game over as a result of being unable to recover. The enemies can potentially kill you over and over, sapping all your lives.&lt;br /&gt;
&lt;br /&gt;
The turrets at comet entrance fire very dense lines of shots and don't stay up for long, so you'll have to be quick about dealing with them.&lt;br /&gt;
&lt;br /&gt;
There's a giant mech that appears early once you enter the comet. It's a unique enemy found nowhere else that fires rocket punches at you, and soaks up damage like a sponge. Killing it with your lasers is very dangerous as it takes a massive beating before going down, and gives negligible points for the effort. It is highly recommended that you bring a bomb into the comet so that you can bomb it to death as soon as it appears on-screen, which will destroy it instantly without any fuss or risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Loop 2 changes:'''&lt;br /&gt;
&lt;br /&gt;
Loop 2 is functionally the same as Loop 1, except that the basic enemies that keep spawning move MUCH faster, changing how far down their waves move prior to firing. Otherwise the bullets they fire move at the same speeds, bosses have the same health, you just have to adjust your dodges to match the new trajectories enemies take due to their increased movement speed. Recovery is much tougher if you die as the very fast enemies are difficult to hit with at low shot power.&lt;br /&gt;
&lt;br /&gt;
Loop 3 and onward appear to be identical to Loop 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
BKR: ''YOU COULD RESCUE THE WIKI ENTRY!'' &amp;gt;w&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Halley%27s_Comet/Video_Index&amp;diff=25839</id>
		<title>Halley's Comet/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Halley%27s_Comet/Video_Index&amp;diff=25839"/>
		<updated>2023-11-21T10:55:24Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Round&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| T．S (めんく)&lt;br /&gt;
| 9,999,990+a&lt;br /&gt;
| MAME32Plus!Plus!0.119&lt;br /&gt;
| 58&lt;br /&gt;
| [https://www.youtube.com/watch?v=al69pcfHZRA Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| BKR&lt;br /&gt;
| 9,999,990+a&lt;br /&gt;
| MAME&lt;br /&gt;
| 61&lt;br /&gt;
| [https://www.youtube.com/watch?v=qZ0CAHbU_4E Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Template:VideoIndexMulti&amp;diff=25838</id>
		<title>Template:VideoIndexMulti</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Template:VideoIndexMulti&amp;diff=25838"/>
		<updated>2023-11-21T10:46:20Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Expand number of possibilities to 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''For {{{mode1}}} replay videos, visit the [[{{{page1}}}/Video_Index|{{{mode1}}} Video Index]].''&lt;br /&gt;
{{#if:{{{mode2|}}}|&amp;lt;br&amp;gt;''For {{{mode2}}} replay videos, visit the [[{{{page2}}}/Video_Index|{{{mode2}}} Video Index]].''}}&lt;br /&gt;
{{#if:{{{mode3|}}}|&amp;lt;br&amp;gt;''For {{{mode3}}} replay videos, visit the [[{{{page3}}}/Video_Index|{{{mode3}}} Video Index]].''}}&lt;br /&gt;
{{#if:{{{mode4|}}}|&amp;lt;br&amp;gt;''For {{{mode4}}} replay videos, visit the [[{{{page4}}}/Video_Index|{{{mode4}}} Video Index]].''}}&lt;br /&gt;
{{#if:{{{mode5|}}}|&amp;lt;br&amp;gt;''For {{{mode5}}} replay videos, visit the [[{{{page5}}}/Video_Index|{{{mode5}}} Video Index]].''}}&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Raioh&amp;diff=25837</id>
		<title>Raioh</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Raioh&amp;diff=25837"/>
		<updated>2023-11-21T10:43:39Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = &lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = RaiohTitle.jpg&lt;br /&gt;
|width = 333px;&lt;br /&gt;
|imagecaption = &lt;br /&gt;
|imagescalepx = 280px&lt;br /&gt;
&lt;br /&gt;
|developer = Ontake Workshop&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 	October 6th 2023 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Raioh (雷凰) is a shmup by Ontake Workshop created in Unity and released for STEAM in October 6th 2023. &lt;br /&gt;
The game is a tribute to Raiden, Kyukyoku Tiger and Daioh.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Similar to Raiden, the player can fire shots and bombs, as well pickup weapon variants.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Button 1:''' Shot&lt;br /&gt;
* '''Button 2:''' Bomb&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring consists of destroying enemies and collecting coins.&lt;br /&gt;
&lt;br /&gt;
After clearing a stage, the stage clear bonus values go like this:&lt;br /&gt;
*Remaining lives: 2000 pts. multiplied by lives left&lt;br /&gt;
*Remaining bombs: 3000 pts. multiplied by bombs left&lt;br /&gt;
*Coins: 3000. pts. multiplied by amount of coins collected&lt;br /&gt;
&lt;br /&gt;
After that, the total bonus will be formed and add up to the player´s score.&lt;br /&gt;
&lt;br /&gt;
Extends are every 100000 pts.&lt;br /&gt;
&lt;br /&gt;
=== Weapons  ===&lt;br /&gt;
----&lt;br /&gt;
* Red Vulcan:&lt;br /&gt;
A weapon that rapidly fires a sequence of wide shots. &lt;br /&gt;
&lt;br /&gt;
* Blue Laser:&lt;br /&gt;
A weapon that fires forward laser shots.&lt;br /&gt;
&lt;br /&gt;
* Yellow Cross:&lt;br /&gt;
A weapon that fires shots in a cross formation.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|||'''Coin:''' Gives 1000 pts. when collected&lt;br /&gt;
|-&lt;br /&gt;
|||'''Bomb: ''' Adds an extra bomb.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The game is similar to Raiden for the designs in the game.&lt;br /&gt;
*The Yellow Cross weapon is a reference to Kyukyoku Tiger´s Cross weapon.&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Raioh/Video_Index&amp;diff=25836</id>
		<title>Raioh/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Raioh/Video_Index&amp;diff=25836"/>
		<updated>2023-11-21T10:43:32Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Player !! Mode !! data-sort-type=number | Score !! Area !! Link !! Date &lt;br /&gt;
|-&lt;br /&gt;
! SLK&lt;br /&gt;
|  Arcade Hard || 1809350 || ALL || [https://www.youtube.com/watch?v=X6CekQvQ-2U&amp;amp;t=554s YouTube] || 2023 October 6th &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Super-X&amp;diff=25835</id>
		<title>Super-X</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Super-X&amp;diff=25835"/>
		<updated>2023-11-21T10:42:52Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SuperXlogo.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = &lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = SuperXtitle.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = &lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
&lt;br /&gt;
|developer = Dooyong&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1994&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Super-X (スーパー・エックス) is an unlicensed arcade shmup by Dooyong released in 1994. The game was published by N.T.C. and Mitchell. Both N.T.C. and Mitchell versions of the game seem practically the same.&lt;br /&gt;
&lt;br /&gt;
The game has 7 stages with seemingly infinite loops. After clearing Stage 7, the game will just proceed to the next loop.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Similar to Raiden, the player can fire the main shot and a bomb.&lt;br /&gt;
When the player reaches MAX weapon power level, the Super Power will be activated. Super Power acts as a Hyper system that fires strea of 5-way shots rapidly, and also allows the A button to be held. After the Super Power deactivates, the player`s weapon level will be slightly decreased. Super Power can be instantly activated by collecting a P item.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Shot&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring consists of destroying enemies, and collecting bonuses from items. &lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
* Red (Red widespread):&lt;br /&gt;
 Can fire a spread of wide shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* L (Blue laser):&lt;br /&gt;
 Fires a stream of forward laser beams. At high power level, the weapon will transform into wide lighting beams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* G (Green laser):&lt;br /&gt;
 Fires a series of forward lasers. At high level, the coverage of the weapon increases&lt;br /&gt;
&lt;br /&gt;
When collecting an weapon color box with the same weapon color variant, 5000 pts. are awarded.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|||'''S: '''  Increases player scrolling speed. Grants 5000 pts. if collected on MAX speed level.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Bomb item: '''  Grants an extra bomb. &lt;br /&gt;
|-&lt;br /&gt;
|||'''P: ''' Instantly activates the Super Power.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The gameplay is pretty similar to Raiden.&lt;br /&gt;
* The Bomb item looks pretty similar to the ones in Raiden.&lt;br /&gt;
* The blue weapon at high power level is a reference to Tatsujin´s blue lightning weapon.&lt;br /&gt;
* The Stage 1 BGM is pretty similar to the Raiden II BGM &amp;quot;Repeated tragedy&amp;quot;&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Super-X/Video_Index&amp;diff=25834</id>
		<title>Super-X/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Super-X/Video_Index&amp;diff=25834"/>
		<updated>2023-11-21T10:42:46Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Player !! Area !! data-sort-type=number | Score !! Link !! Date &lt;br /&gt;
|-&lt;br /&gt;
! 2A03&lt;br /&gt;
| 1-ALL (2-3) || 2470600 || [https://www.youtube.com/watch?v=75cBPjkUnGA YouTube] || 2020 June 20th&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Excess_Fraction/Video_Index&amp;diff=25833</id>
		<title>Excess Fraction/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Excess_Fraction/Video_Index&amp;diff=25833"/>
		<updated>2023-11-21T10:41:50Z</updated>

		<summary type="html">&lt;p&gt;Trap15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Player !! data-sort-type=number | Score !! Area !! Link !! Date &lt;br /&gt;
|-&lt;br /&gt;
! STG - SLK&lt;br /&gt;
| 13247980 || ALL || [https://www.youtube.com/watch?v=NNIXsBs0NC8 YouTube] || 2021 April 1st&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Excess_Fraction&amp;diff=25832</id>
		<title>Excess Fraction</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Excess_Fraction&amp;diff=25832"/>
		<updated>2023-11-21T10:41:37Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:EFLogo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = &lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = EFTitle.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = &lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
&lt;br /&gt;
|developer = Twinkle Soft&lt;br /&gt;
|&lt;br /&gt;
|platform = PC (Doujin)&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 2000&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Excess Fraction is a doujin shmup by Twinkle Soft for Windows in 2000.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The player can fire the main shot. The player is also equipped with a Bomb Power gauge that can be filled by grazing (known as stratching in this game). When the Bomb Power gauge is full, the player can use it to deploy a seires of explosion within a ranged radius.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Z key/Button 1:''' Shot&lt;br /&gt;
* '''X key/Button 2:''' Bomb&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The game has a multiplier, increases every time the player scratches a bullet. The multiplier can reach up to 16x&lt;br /&gt;
&lt;br /&gt;
Each graze gives 100 pts.&lt;br /&gt;
&lt;br /&gt;
Extends are first at 2000000 pts., then at 6000000 pts.&lt;br /&gt;
&lt;br /&gt;
When clearing a stage, the end stage score bonus values go like this:&lt;br /&gt;
&lt;br /&gt;
*Boss breaks: Amount gets mutliplied by 10000.&lt;br /&gt;
&lt;br /&gt;
*Boss time: Remaining boss time gets mutliplied by 1000.&lt;br /&gt;
&lt;br /&gt;
*Scratches: Amount gets mutiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
*Small star: Amount gets multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
*Medium star: Amount get multiplied by 3000.&lt;br /&gt;
&lt;br /&gt;
*Big star: Amount get multiplied by 5000.&lt;br /&gt;
&lt;br /&gt;
After that, the total bonus will be formed and will add up to the player´s score.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|||'''Small star: ''' Appears when destroying small enemies and when cancelling bullets. Gives 100 pts. each.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Medium star: ''' Appears when destroying medium enemies. Gives 500 pts. each&lt;br /&gt;
|-&lt;br /&gt;
|||'''Big star: ''' Appears when destroying medium enemies. Gives 5000 pts. each&lt;br /&gt;
|-&lt;br /&gt;
|||'''Power-up: ''' Increases player`s shot level. Grants 10000 pts. if collected with Max shot power.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Full power: ''' Instantly powers up player`s shot to Max level. Only appears if continiues are used.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Bomb: ''' Instantly fills the entire Bomb Power gauge. Grants 10000 pts. if collected with full Bomb Gauge.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|||'''1UP: ''' Grants an Extend when collected. Appears if the all the mini cannons of the Stage 4 Midboss are destroyed before destroying it`s main part.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Stage 1 Boss has almost a similar appearance to Black Heart from Battle Garegga.&lt;br /&gt;
* The Stage 5 Boss` first form is quite a reference to Kraken from Battle Bakraid.&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Excess_Fraction/Video_Index&amp;diff=25831</id>
		<title>Excess Fraction/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Excess_Fraction/Video_Index&amp;diff=25831"/>
		<updated>2023-11-21T10:41:23Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Player !! data-sort-type=number | Score !! Area !! Continiues used !! Link !! Date &lt;br /&gt;
|-&lt;br /&gt;
! STG - SLK&lt;br /&gt;
| 13247980 || ALL || 0 || [https://www.youtube.com/watch?v=NNIXsBs0NC8 YouTube] || 2021 April 1st&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Space_Moth_DX&amp;diff=25830</id>
		<title>Space Moth DX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Space_Moth_DX&amp;diff=25830"/>
		<updated>2023-11-21T10:40:40Z</updated>

		<summary type="html">&lt;p&gt;Trap15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SMDXLogo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = &lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = SMDXTitle.jpg&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = &lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
&lt;br /&gt;
|developer = 1CC Games&lt;br /&gt;
|&lt;br /&gt;
|publisher = Chorus Worldwide&lt;br /&gt;
|&lt;br /&gt;
|releasedate = January 22 2016 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Space Moth Lunar Edition is a shmup by 1CC Games and published by Chorus Worldwide Games in January 22 2016 for PC/STEAM.&lt;br /&gt;
&lt;br /&gt;
This is the first commercial game of 1CC Games.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The player can fire shots and bombs. When the player attacks a large enemy with the rapid shot, it will drain their souls, make them agressivier and award more points &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring consists of killing enemies, use the bullet neutralizer circle to cancel bullets and increase the multiplier and attack large enemies with the main shot to drain the souls of big enemies and get extra score.&lt;br /&gt;
If bombs are used, red skulls will appear and will decrease the multiplier.&lt;br /&gt;
&lt;br /&gt;
If the player finishes off a boss with 1 second remaining on the timer, the player will recieve a timer bonus.&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
----&lt;br /&gt;
*Arcade: The standard game mode.&lt;br /&gt;
*DX: Same as Arcade mode, with the addition of suicide bullets. It also features a Hit Bonus system exclusively to this mode, in which score increases by hitting enemies with the rapid shot. Each part of the rapid shot, left, middle and right will give points when it connects.&lt;br /&gt;
&lt;br /&gt;
=== Ships  ===&lt;br /&gt;
----&lt;br /&gt;
* Space Moth:&lt;br /&gt;
 Basic ship that has good attack coverage. &lt;br /&gt;
&lt;br /&gt;
* Hawk DX-1&lt;br /&gt;
 Ship that`s the same as Space Moth, only somewhat slightly powerful&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|||'''Bomb: ''' Adds an extra bomb.&lt;br /&gt;
|-&lt;br /&gt;
|||'''1UP: '''  Grants an extra life. They are found in stages 3 and 5. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bonus items list ==&lt;br /&gt;
[[File:SMDXBonusItemsList.jpg|frameless|none|]]&lt;br /&gt;
The list of bonus items troughout the 5 stages.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The game is highly inspired in Mushihimesama for having insects and frogs designs.&lt;br /&gt;
* The Stage 5 Boss is a forced time-out boss, which are references to Stone-like from Radiant Silvergun and Ubusugami Oukinokai from Ikaruga, who are forced time-out bosses.&lt;br /&gt;
* The game`s bullet color formula are similar to Mushihimesama.&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Space_Moth_DX&amp;diff=25829</id>
		<title>Space Moth DX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Space_Moth_DX&amp;diff=25829"/>
		<updated>2023-11-21T10:40:30Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SMDXLogo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = &lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = SMDXTitle.jpg&lt;br /&gt;
|width = 500px;&lt;br /&gt;
|imagecaption = &lt;br /&gt;
|imagescalepx = 444px&lt;br /&gt;
&lt;br /&gt;
|developer = 1CC Games&lt;br /&gt;
|&lt;br /&gt;
|publisher = Chorus Worldwide&lt;br /&gt;
|&lt;br /&gt;
|releasedate = January 22 2016 &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Space Moth Lunar Edition is a shmup by 1CC Games and published by Chorus Worldwide Games in January 22 2016 for PC/STEAM.&lt;br /&gt;
&lt;br /&gt;
This is the first commercial game of 1CC Games.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The player can fire shots and bombs. When the player attacks a large enemy with the rapid shot, it will drain their souls, make them agressivier and award more points &lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring consists of killing enemies, use the bullet neutralizer circle to cancel bullets and increase the multiplier and attack large enemies with the main shot to drain the souls of big enemies and get extra score.&lt;br /&gt;
If bombs are used, red skulls will appear and will decrease the multiplier.&lt;br /&gt;
&lt;br /&gt;
If the player finishes off a boss with 1 second remaining on the timer, the player will recieve a timer bonus.&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
----&lt;br /&gt;
*Arcade: The standard game mode.&lt;br /&gt;
*DX: Same as Arcade mode, with the addition of suicide bullets. It also features a Hit Bonus system exclusively to this mode, in which score increases by hitting enemies with the rapid shot. Each part of the rapid shot, left, middle and right will give points when it connects.&lt;br /&gt;
&lt;br /&gt;
=== Ships  ===&lt;br /&gt;
----&lt;br /&gt;
* Space Moth:&lt;br /&gt;
 Basic ship that has good attack coverage. &lt;br /&gt;
&lt;br /&gt;
* Hawk DX-1&lt;br /&gt;
 Ship that`s the same as Space Moth, only somewhat slightly powerful&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|||'''Bomb: ''' Adds an extra bomb.&lt;br /&gt;
|-&lt;br /&gt;
|||'''1UP: '''  Grants an extra life. They are found in stages 3 and 5. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bonus items list ==&lt;br /&gt;
[[File:SMDXBonusItemsList.jpg|frameless|none|]]&lt;br /&gt;
The list of bonus items troughout the 5 stages.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The game is highly inspired in Mushihimesama for having insects and frogs designs.&lt;br /&gt;
* The Stage 5 Boss is a forced time-out boss, which are references to Stone-like from Radiant Silvergun and Ubusugami Oukinokai from Ikaruga, who are forced time-out bosses.&lt;br /&gt;
* The game`s bullet color formula are similar to Mushihimesama.&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Space_Moth_DX/Video_Index&amp;diff=25828</id>
		<title>Space Moth DX/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Space_Moth_DX/Video_Index&amp;diff=25828"/>
		<updated>2023-11-21T10:40:18Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Player !! Mode !! Ship !! data-sort-type=number | Score !! Area !! Link !! Date &lt;br /&gt;
|-&lt;br /&gt;
! Jaimers&lt;br /&gt;
|  DX || Space Moth || 336574 || ALL || [https://www.youtube.com/watch?v=mOvVTID339g YouTube] || 2016 October 8th &lt;br /&gt;
|-&lt;br /&gt;
! JulianSeph 842 Gamez&lt;br /&gt;
|  Arcade || Space Moth || 224024 || ALL || [https://www.youtube.com/watch?v=chcbUo6fF9E&amp;amp;t=28s YouTube] || 2023 November 12th &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Storm_Blade&amp;diff=25827</id>
		<title>Storm Blade</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Storm_Blade&amp;diff=25827"/>
		<updated>2023-11-21T10:39:31Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page, clean up weird phrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:StormBladelogo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = &lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = StormBladetitle.jpg&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = Promotional flyer&lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
|developer = Visco&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 31 1996&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Storm Blade is a shmup by Visco in December 31 1996 for Arcades. It is clearly inspired by the likes of Psikyo and Video System, and could be reasonably mistaken for one of their games.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The player can fire the main shot and the bomb.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Button A:''' Shot&lt;br /&gt;
* '''Button B:''' Bomb&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring consists of destroying as many enemies as possible. After clearing a stage, the score is increased by the shoot down count, bomb stocks left, thus forming the mission bonus.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game has 6 stages in 2 loops. There`s barely any difference of enemy firing density between both loops.&lt;br /&gt;
&lt;br /&gt;
The RNG element can mix up the order of the 3 starting stages.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank is not well understood properly, however, it does seem to exist. A perfect example of the rank change is that when the player reaches MAX rank, suicide bullets will come out, which can happen in 2nd loop.&lt;br /&gt;
&lt;br /&gt;
=== Characters and planes ===&lt;br /&gt;
----&lt;br /&gt;
* Lucky and F-14D Tomcat (America):&lt;br /&gt;
A character that has a wide frontal shot coverage. His bomber can summon a barrage of missiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Alex and MiG-29A Fulcrum (China):&lt;br /&gt;
Has narrow frontal laser shots and side laser beams. His bomber can fire a big laser blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Camel and AV-8B Harrier II (England):&lt;br /&gt;
Fires widespread shots and homing missiles. Her bomber can summon energy balls that surround her.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Kamikaze and Zero Fighter (Japan):&lt;br /&gt;
Fires a 3 way shot and has auto aimed side shots. His bomber can summon assist planes as protection method.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|||'''Power-up: ''' Increases shot power.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Bomb: ''' Adds an extra bomb. &lt;br /&gt;
|-&lt;br /&gt;
|||'''1UP:''' Awards an extend. This item only appears once in Stage 1-5.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Storm_Blade/Video_Index&amp;diff=25826</id>
		<title>Storm Blade/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Storm_Blade/Video_Index&amp;diff=25826"/>
		<updated>2023-11-21T10:39:21Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Created page with &amp;quot;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; |- ! Player !! Ship !! data-sort-type=number | Score !! Area !! Link !! Date  |- ! Emuser012 |  AV-8B || 3058600 || 2-ALL || [http...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Player !! Ship !! data-sort-type=number | Score !! Area !! Link !! Date &lt;br /&gt;
|-&lt;br /&gt;
! Emuser012&lt;br /&gt;
|  AV-8B || 3058600 || 2-ALL || [https://www.youtube.com/watch?v=7ztEt1Iqrr8&amp;amp;t=156s YouTube] || 2014 September 21st&lt;br /&gt;
|-&lt;br /&gt;
! Pearl&lt;br /&gt;
|  MiG-29A || 3210220 || 2-ALL || [https://www.youtube.com/watch?v=NbcNPUw3akw&amp;amp;t=1263s YouTube] || 2022 November 15th &lt;br /&gt;
|-&lt;br /&gt;
! PEG&lt;br /&gt;
|  MiG-29A || 3812120 || 2-ALL || [https://www.youtube.com/watch?v=IrHlxz9uwRA YouTube] || 2022 November 27th &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=GG_Aleste&amp;diff=25825</id>
		<title>GG Aleste</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=GG_Aleste&amp;diff=25825"/>
		<updated>2023-11-21T10:37:02Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GGA1.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = &lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GGA1Title.png&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = &lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
&lt;br /&gt;
|developer = Compile&lt;br /&gt;
|&lt;br /&gt;
|platform = Game Gear&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 29 1991&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
GG Aleste (GGアレスタ) is a shmup by Compile in 1991 for the Sega Game Gear. It is the 1st Aleste game for the Game Gear.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The player is equipped with a main vulcan shot and a subweapon, which can be altered by picking sub-weapon items. To power-up the main vulcan, the player must collect P chips, and to power up the sub-weapon, big P circles must be collected. &lt;br /&gt;
When the player reaches a bonus stage, the sub-weapon is disabled. If the player destroys all the enemies in a bonus stage, perfect bonus is awarded.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Button I:''' Shot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Modes ===&lt;br /&gt;
----&lt;br /&gt;
*Normal: The standard game mode. Contains 8 stages.&lt;br /&gt;
*Special: Same as Normal mode, but with the addition of suicide bullets.&lt;br /&gt;
&lt;br /&gt;
=== Sub-weapons  ===&lt;br /&gt;
----&lt;br /&gt;
* L (Laser):&lt;br /&gt;
 Fires a powerful laser bear forward. When at high sub-weapon level, lasers can be fired from the back.&lt;br /&gt;
&lt;br /&gt;
* W (Wide):&lt;br /&gt;
 Fires wide wave shots. It`s an essential weapon for killing smaller enemies.&lt;br /&gt;
&lt;br /&gt;
* H (Homing):&lt;br /&gt;
 Fires homing beams that will chase any enemy.&lt;br /&gt;
&lt;br /&gt;
* S (Splitter):&lt;br /&gt;
 Fires a bullet that later splits in two.&lt;br /&gt;
&lt;br /&gt;
* D (Orbiting Flames):&lt;br /&gt;
 Fires a series of flames capable of cancelling enemy bullets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|||'''P chip: ''' When collected enough, the main vulcan will power-up.&lt;br /&gt;
|-&lt;br /&gt;
|||'''P circle: ''' Increases the sub-weapon level when collected.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
The game follows Ellinor Waizen (the daughter Raymond Waizen from the original Aleste) who pilots the Galvanic Gunner space fighter craft to fight back against an invading army known as Moon Child.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* During it`s development, the project was initially overseen by Kengo Morita (of Puyo Puyo) before Kodama hurriedly took over, who made it out of pride as a Compile staffer.&lt;br /&gt;
* When getting extends, it plays the typical Compile jingle, which is also shared in other Compile shmups.&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=GG_Aleste/Video_Index&amp;diff=25824</id>
		<title>GG Aleste/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=GG_Aleste/Video_Index&amp;diff=25824"/>
		<updated>2023-11-21T10:36:44Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Player !! Mode !! data-sort-type=number | Score !! Area !! Platform !! Link !! Date &lt;br /&gt;
|-&lt;br /&gt;
! Angry Hina&lt;br /&gt;
|  Special || 1448140 || ALL || Switch (Autofire OFF, slowdown ON) || [https://www.youtube.com/watch?v=wfpsdlgu3xc YouTube] || 2021 January 24th&lt;br /&gt;
|-&lt;br /&gt;
! clippa&lt;br /&gt;
|  Normal || 1247840 || ALL || PS4 (Autofire OFF, slowdown ON) || [https://www.youtube.com/watch?v=_injJ5WXDWs YouTube] || 2021 February 2nd&lt;br /&gt;
|-&lt;br /&gt;
! Neo Antwon&lt;br /&gt;
|  Special || 1469910 || ALL || PS4 (Autofire OFF, slowdown ON) || [https://www.youtube.com/watch?v=3oMnquUgI7o YouTube] || 2021 March 21st&lt;br /&gt;
|-&lt;br /&gt;
! wabbylegs&lt;br /&gt;
|  Normal || 1340990 || ALL || Switch (Autofire OFF, slowdown OFF) || [https://www.youtube.com/watch?v=UVoOv9g2Ai0 YouTube] || 2022 January 4th&lt;br /&gt;
|-&lt;br /&gt;
! JulianSeph 842 Gamez&lt;br /&gt;
|  Normal || 1492050 || ALL || Game Gear (on RetroArch PC 1.10.1 via the PicoDrive core) || [https://www.youtube.com/watch?v=AK0vlbysSDY YouTube] || 2023 August 5th&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Space_Moth_Lunar_Edition&amp;diff=25823</id>
		<title>Space Moth Lunar Edition</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Space_Moth_Lunar_Edition&amp;diff=25823"/>
		<updated>2023-11-21T10:35:36Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SMLELogo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = &lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = SMLETitle.jpg&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = &lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
&lt;br /&gt;
|developer = 1CC Games&lt;br /&gt;
|&lt;br /&gt;
|publisher = Chorus Worldwide&lt;br /&gt;
|&lt;br /&gt;
|releasedate = November 18 2021 (PC/STEAM, Nintendo Switch, XBOX Series X/S, PS4)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Space Moth Lunar Edition is a shmup by 1CC Games and published by Chorus Worldwide Games in November 18 2021 for PC/STEAM, Nintendo Switch, XBOX Series X/S and PS4.&lt;br /&gt;
&lt;br /&gt;
The game is a remake of Space Moth DX from 2016, and features many changes compared to the Space Moth DX release.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The player can attack enemies with the main shot to increase the bullet neutralizer circle, and when the circle flashes rainbow, it means it`s at MAX. Using the bullet neutralizer circle will turn bullets into gold skulls. Collecting gold skulls will increase the multiplier, and when the multiplier reaches x24.00, big orange skulls will appear when canceling bullets with the bullet neutralizer circle.&lt;br /&gt;
Another function that the main shot has is that when attacking large enemies long enough, it will drain their soul and when killing them with the laser, extra points will be granted. Keep in mind that when drainin large enemy souls, they will become more agressive.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring consists of killing enemies, use the bullet neutralizer circle to cancel bullets and increase the multiplier and attack large enemies with the main shot to drain the souls of big enemies and get extra score.&lt;br /&gt;
If bombs are used, red skulls will appear and will decrease the multiplier.&lt;br /&gt;
Score can also be increased by grazing bullets.&lt;br /&gt;
&lt;br /&gt;
=== Ships  ===&lt;br /&gt;
----&lt;br /&gt;
* Space Moth:&lt;br /&gt;
 -Rapid: Wide&lt;br /&gt;
 Power: ***&lt;br /&gt;
 Speed: ****&lt;br /&gt;
   &lt;br /&gt;
 -Laser&lt;br /&gt;
 Power: ****&lt;br /&gt;
 Speed: ***&lt;br /&gt;
 Basic ship that has good attack coverage. Space Moth`s bullet neutralizer circle follows it`s movement upon activation.&lt;br /&gt;
&lt;br /&gt;
* Hawk DX-1&lt;br /&gt;
 -Rapid: Forward&lt;br /&gt;
 Power: **&lt;br /&gt;
 Speed: *****&lt;br /&gt;
   &lt;br /&gt;
 -Laser&lt;br /&gt;
 Power: *****&lt;br /&gt;
 Speed: **&lt;br /&gt;
 Ship that has trace options. Hawk DX-1`s bullet neutralizer circle stays in a determined position upon activation.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|||'''Gold skull: ''' Depending on what level the bullet neutralizer circle is activated, it will grant different gold skull sizes.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Red skull: ''' They appear from cancelled bullets via bombing, which decreases the mutliplier.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Bomb: ''' Adds an extra bomb.&lt;br /&gt;
|-&lt;br /&gt;
|||'''1UP: '''  Grants an extra life. They are found in stages 3 and 5. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The game is highly inspired in Mushihimesama for having insects and frogs designs.&lt;br /&gt;
* The Stage 5 Boss is a forced time-out boss, which are references to Stone-like from Radiant Silvergun and Ubusugami Oukinokai from Ikaruga, who are forced time-out bosses.&lt;br /&gt;
* The game`s bullet color formula is similar to DoDonPachi.&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Space_Moth_Lunar_Edition/Video_Index&amp;diff=25822</id>
		<title>Space Moth Lunar Edition/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Space_Moth_Lunar_Edition/Video_Index&amp;diff=25822"/>
		<updated>2023-11-21T10:35:19Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Player !! Ship !! data-sort-type=number | Score !! Area !! Link !! Date &lt;br /&gt;
|-&lt;br /&gt;
! morsalty&lt;br /&gt;
|  Space Moth || 4197972 || ALL || [https://www.youtube.com/watch?v=IQkgweqjtI8 YouTube] || 2021 November 19th &lt;br /&gt;
|-&lt;br /&gt;
! Shmupsheep&lt;br /&gt;
|  Space Moth || 9840625 || ALL || [https://www.youtube.com/watch?v=84bPiU0H-XI YouTube] || 2021 December 29th &lt;br /&gt;
|-&lt;br /&gt;
! Juancito Folkius&lt;br /&gt;
|  Space Moth || 19588301 || ALL || [https://www.youtube.com/watch?v=HGEhz5T2qi0 YouTube] || 2022 November 29th &lt;br /&gt;
|-&lt;br /&gt;
! JulianSeph 842 Gamez&lt;br /&gt;
|  Space Moth || 7089561 || ALL || [https://www.youtube.com/watch?v=cRuDldeX4FY YouTube] || 2023 November 7th &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Star_Hunter_DX&amp;diff=25821</id>
		<title>Star Hunter DX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Star_Hunter_DX&amp;diff=25821"/>
		<updated>2023-11-21T10:34:33Z</updated>

		<summary type="html">&lt;p&gt;Trap15: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = &lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = SHDXTitle.jpg&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = &lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
&lt;br /&gt;
|developer = 1CC Games&lt;br /&gt;
|&lt;br /&gt;
|publisher = Chorus Worldwide&lt;br /&gt;
|&lt;br /&gt;
|releasedate = August 5 2021 (PC/STEAM, Nintendo Switch), August 25 2021 (PS4), August 26 2021 (XBOX Series X/S)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Space Moth Lunar Edition is a shmup by 1CC Games and published by Chorus Worldwide Games in November 18 2021 for PC/STEAM, Nintendo Switch, then for PS4 August 25 2021 and later for XBOX Series X/S in August 26 2021.&lt;br /&gt;
&lt;br /&gt;
The game is majorly inspired in other shmups like Progear no Arashi, P-47 Aces, Operation Ragnarok, E.D.F., Area 88, etc.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The player can use the rapid shot, laser and bomb. Destroying enemies will release blue cubes, which fill up the Bullet Time circle. Bullet Time consists of enhancing weapon power, slowing down time, display enemy HP bars and get gold cubes from cancelled bullets. While having some Bullet Time left on the Bullet Time circle, it can be deactivated. Rescuing astronauts will also fill up the Bullet Time circle. Bombs stock start at 3 (which is the max Bomb capacity). To recover bombs, you must graze enough until filling the Bomb charge gauge.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring consists of increasing the multiplier with the rapid shot, and collecting gold cubes with Bullet Time. The multiplier affects the gold cube values, and to fill up the multiplier, the player must attack enemies with the rapid shot or graze bullets. Multiplier reaches up to x8.00.&lt;br /&gt;
&lt;br /&gt;
After clearing a stage, the score is increased by average multiplier, gold bonus, astronaut bonus, graze bonus, live bonus and boss bonus.&lt;br /&gt;
&lt;br /&gt;
=== Difficulties ===&lt;br /&gt;
----&lt;br /&gt;
Each difficulty variates the enemy firing density, as well the score requirement for spawning 1UP items.&lt;br /&gt;
*Space Cadet: Casual difficulty. 1UP items spawn every 3000000 pts.&lt;br /&gt;
*Bounty Hunter: Original difficulty. 1UP items spawn every 6000000 pts.&lt;br /&gt;
*Bullet Hell: Expert difficulty. 1UP items spawn every 9000000 pts.&lt;br /&gt;
&lt;br /&gt;
=== Characters and ships ===&lt;br /&gt;
----&lt;br /&gt;
* Luna and Hawk DX-7:&lt;br /&gt;
 -Rapid: Wide&lt;br /&gt;
 Power: ***&lt;br /&gt;
 Speed: ****&lt;br /&gt;
   &lt;br /&gt;
 -Laser&lt;br /&gt;
 Power: ***&lt;br /&gt;
 Speed: **&lt;br /&gt;
 Basic character that has good wide rapid coverage and deals decent damage with the laser.&lt;br /&gt;
&lt;br /&gt;
* CAT-99 and CV1000-D:&lt;br /&gt;
 -Rapid: Hunter&lt;br /&gt;
 Power: *****&lt;br /&gt;
 Speed: **&lt;br /&gt;
   &lt;br /&gt;
 -Laser&lt;br /&gt;
 Power: *&lt;br /&gt;
 Speed: ****&lt;br /&gt;
 Character that has a strong rapid shot with slow movement, while it`s laser attack is weak with fast movement.&lt;br /&gt;
&lt;br /&gt;
* Edgar and Jamma:&lt;br /&gt;
 -Rapid: Forward&lt;br /&gt;
 Power: *&lt;br /&gt;
 Speed: *****&lt;br /&gt;
   &lt;br /&gt;
 -Laser&lt;br /&gt;
 Power: *****&lt;br /&gt;
 Speed: *&lt;br /&gt;
 Character that has a weak rapid shot with slow movement, while it`s laser attack is strong with slow movement.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|||'''Blue cube: ''' Fills up the Bullet Time circle.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Gold cube: ''' Grants extra points depending on multiplier. They spawn from cancelled bullets by killing enemies with Bullet Time.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Astronaut: ''' Upon collecting, they can greatly fill the Bullet Time circle&lt;br /&gt;
|-&lt;br /&gt;
|||'''1UP: '''  Grants an extra life. They spawn after filling up the Extend charge gauge.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moolah`s hidden escape pod phase ==&lt;br /&gt;
In order to trigger Moolah`s escape pod, the player must destroy all the white parts of her ship while in Bullet Time.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The game is highly insired in Progear no Arashi.&lt;br /&gt;
* CAT-99`s ship name CV1000-D is a refence to CAVE`s CV1000-D arcade hardware.&lt;br /&gt;
* There`s an explosion sound that comes from ChoRenSha 68K.&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Star_Hunter_DX&amp;diff=25820</id>
		<title>Star Hunter DX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Star_Hunter_DX&amp;diff=25820"/>
		<updated>2023-11-21T10:34:20Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = &lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = SHDXTitle.jpg&lt;br /&gt;
|width = 500px;&lt;br /&gt;
|imagecaption = &lt;br /&gt;
|imagescalepx = 444px&lt;br /&gt;
&lt;br /&gt;
|developer = 1CC Games&lt;br /&gt;
|&lt;br /&gt;
|publisher = Chorus Worldwide&lt;br /&gt;
|&lt;br /&gt;
|releasedate = August 5 2021 (PC/STEAM, Nintendo Switch), August 25 2021 (PS4), August 26 2021 (XBOX Series X/S)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Space Moth Lunar Edition is a shmup by 1CC Games and published by Chorus Worldwide Games in November 18 2021 for PC/STEAM, Nintendo Switch, then for PS4 August 25 2021 and later for XBOX Series X/S in August 26 2021.&lt;br /&gt;
&lt;br /&gt;
The game is majorly inspired in other shmups like Progear no Arashi, P-47 Aces, Operation Ragnarok, E.D.F., Area 88, etc.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The player can use the rapid shot, laser and bomb. Destroying enemies will release blue cubes, which fill up the Bullet Time circle. Bullet Time consists of enhancing weapon power, slowing down time, display enemy HP bars and get gold cubes from cancelled bullets. While having some Bullet Time left on the Bullet Time circle, it can be deactivated. Rescuing astronauts will also fill up the Bullet Time circle. Bombs stock start at 3 (which is the max Bomb capacity). To recover bombs, you must graze enough until filling the Bomb charge gauge.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring consists of increasing the multiplier with the rapid shot, and collecting gold cubes with Bullet Time. The multiplier affects the gold cube values, and to fill up the multiplier, the player must attack enemies with the rapid shot or graze bullets. Multiplier reaches up to x8.00.&lt;br /&gt;
&lt;br /&gt;
After clearing a stage, the score is increased by average multiplier, gold bonus, astronaut bonus, graze bonus, live bonus and boss bonus.&lt;br /&gt;
&lt;br /&gt;
=== Difficulties ===&lt;br /&gt;
----&lt;br /&gt;
Each difficulty variates the enemy firing density, as well the score requirement for spawning 1UP items.&lt;br /&gt;
*Space Cadet: Casual difficulty. 1UP items spawn every 3000000 pts.&lt;br /&gt;
*Bounty Hunter: Original difficulty. 1UP items spawn every 6000000 pts.&lt;br /&gt;
*Bullet Hell: Expert difficulty. 1UP items spawn every 9000000 pts.&lt;br /&gt;
&lt;br /&gt;
=== Characters and ships ===&lt;br /&gt;
----&lt;br /&gt;
* Luna and Hawk DX-7:&lt;br /&gt;
 -Rapid: Wide&lt;br /&gt;
 Power: ***&lt;br /&gt;
 Speed: ****&lt;br /&gt;
   &lt;br /&gt;
 -Laser&lt;br /&gt;
 Power: ***&lt;br /&gt;
 Speed: **&lt;br /&gt;
 Basic character that has good wide rapid coverage and deals decent damage with the laser.&lt;br /&gt;
&lt;br /&gt;
* CAT-99 and CV1000-D:&lt;br /&gt;
 -Rapid: Hunter&lt;br /&gt;
 Power: *****&lt;br /&gt;
 Speed: **&lt;br /&gt;
   &lt;br /&gt;
 -Laser&lt;br /&gt;
 Power: *&lt;br /&gt;
 Speed: ****&lt;br /&gt;
 Character that has a strong rapid shot with slow movement, while it`s laser attack is weak with fast movement.&lt;br /&gt;
&lt;br /&gt;
* Edgar and Jamma:&lt;br /&gt;
 -Rapid: Forward&lt;br /&gt;
 Power: *&lt;br /&gt;
 Speed: *****&lt;br /&gt;
   &lt;br /&gt;
 -Laser&lt;br /&gt;
 Power: *****&lt;br /&gt;
 Speed: *&lt;br /&gt;
 Character that has a weak rapid shot with slow movement, while it`s laser attack is strong with slow movement.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|||'''Blue cube: ''' Fills up the Bullet Time circle.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Gold cube: ''' Grants extra points depending on multiplier. They spawn from cancelled bullets by killing enemies with Bullet Time.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Astronaut: ''' Upon collecting, they can greatly fill the Bullet Time circle&lt;br /&gt;
|-&lt;br /&gt;
|||'''1UP: '''  Grants an extra life. They spawn after filling up the Extend charge gauge.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moolah`s hidden escape pod phase ==&lt;br /&gt;
In order to trigger Moolah`s escape pod, the player must destroy all the white parts of her ship while in Bullet Time.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The game is highly insired in Progear no Arashi.&lt;br /&gt;
* CAT-99`s ship name CV1000-D is a refence to CAVE`s CV1000-D arcade hardware.&lt;br /&gt;
* There`s an explosion sound that comes from ChoRenSha 68K.&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Star_Hunter_DX/Video_Index&amp;diff=25819</id>
		<title>Star Hunter DX/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Star_Hunter_DX/Video_Index&amp;diff=25819"/>
		<updated>2023-11-21T10:34:15Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Player !! Difficulty !! Character !! data-sort-type=number | Score !! Area !! Port and version !! Link !! Date &lt;br /&gt;
|-&lt;br /&gt;
! Kanzaki Shintarou&lt;br /&gt;
|  Bullet Hell || Edgar || 51651898 || ALL || PC Ver. 2.00 || [https://www.youtube.com/watch?v=4i-otCVwDYk&amp;amp;t=1433s YouTube] || 2022 February 11th&lt;br /&gt;
|-&lt;br /&gt;
! JulianSeph 842 Gamez&lt;br /&gt;
|  Space Cadet || Luna || 23481124 || ALL || PC Ver. 2.00 || [https://www.youtube.com/watch?v=snxQfQTlcTI&amp;amp;t=13s YouTube] || 2023 November 17th &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=The_Hurricane_of_the_Varstray&amp;diff=25818</id>
		<title>The Hurricane of the Varstray</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=The_Hurricane_of_the_Varstray&amp;diff=25818"/>
		<updated>2023-11-21T10:32:20Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:VarstrayLogo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = &lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = VarstrayIlust.jpg&lt;br /&gt;
|width = 320px;&lt;br /&gt;
|imagecaption = &lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
&lt;br /&gt;
|developer = Studio SiestA&lt;br /&gt;
|&lt;br /&gt;
|releasedate = December 21st 2015&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''The Hurricane of the Varstray''' (ヴァルシュトレイの狂飆) is a shmup by Studio SiestA in 2015, initally released as doujin DVD game and then later to STEAM. The game is divided between two versions, one is Collateral Hazard and the other one being Threat of the 3rd Force.&lt;br /&gt;
&lt;br /&gt;
The game is a Star Soldier styled shmup combined with CAVE elements, featuring an insanely high bullet density.&lt;br /&gt;
&lt;br /&gt;
Collateral Hazard has 12 stages, while Threat of the 3rd Force feature 4 long stages. Both versions have an optional 2nd loop known as &amp;quot;Special Dimension&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The player controls a ship that can fire the main weapon, including a sub-weapon as well. The Baryon gauge is used for 2 things, Baryon Shield and Baryon Laser. The Baryon Laser consists of a Hyper weapon that can fire multiple spread lasers, and killing enemies and cancelling bullets with it will release gold items, and if the player lets go the shot button during the Baryon Laser duration, the gold items can be attracted. Collecting gold items will fill up the Grabuster gauge. Grabuster is a force field that gives i-frames to the player and also allows smashing enemies with the ship safely. Smashing things around with the Grabuster will also reveal medals.&lt;br /&gt;
When the player collects a G item, the Baryon gauge will be instantly filled. If an F item is collected, it will instantly fill both Baryon and Grabuster gauges.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''Button 1:''' Shot&lt;br /&gt;
* '''Button 2:''' Baryon Laser&lt;br /&gt;
* '''Button 3:''' Change between main and sub.&lt;br /&gt;
* '''Button 4''' Slow movement&lt;br /&gt;
* '''Button 5''' Change sub-weapon variants&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring consists of destroying enemies and things with Grabuster to collect medals, cancelling bullets and stage performance.&lt;br /&gt;
&lt;br /&gt;
If the player clears a stage without getting damaged (Baryon Shield activation), the player will recieve 1000000 pts.&lt;br /&gt;
&lt;br /&gt;
If the player clears a stage without dying, the player will recieve 1000000 pts.&lt;br /&gt;
&lt;br /&gt;
The Baryon Laser bonus is 200000 pts., and is multiplied by a determined amount.&lt;br /&gt;
&lt;br /&gt;
Remaining lives bonus are 200000 pts., and is multiplied by a determined amount of lives left.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
*Takatsuki Miho:&lt;br /&gt;
 Features a wide shot coverage on front and back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Pushpa M. Valammpati:&lt;br /&gt;
 Has the widest firing coverage on the front.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Wilma Toreau:&lt;br /&gt;
 She has a partially forward firing shot style.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Tatiana Ivanovna Volkogonov:&lt;br /&gt;
 She can fire widely and from the sides.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Leontina Tudor:&lt;br /&gt;
 Has a forward firing type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Aurelia Weidenfeller:&lt;br /&gt;
 Has a wide coverage on the front.&lt;br /&gt;
&lt;br /&gt;
Leontina and Aurelia are the only 2 available characters in Threat of the 3rd Force.&lt;br /&gt;
&lt;br /&gt;
=== Modes and difficulty ===&lt;br /&gt;
----&lt;br /&gt;
-Modes&lt;br /&gt;
*Arcade: The normal game mode. It has an optional 2nd loop.&lt;br /&gt;
*Story: A single loop mode that features unique story scenes for each character.&lt;br /&gt;
*Challenge: Features special caravan modes.&lt;br /&gt;
&lt;br /&gt;
-Difficulties:&lt;br /&gt;
*Novice&lt;br /&gt;
*Standard&lt;br /&gt;
*Advanced&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|||'''Power-up:''' Increases shot power&lt;br /&gt;
|-&lt;br /&gt;
|||'''Max Power:''' Instantly boosts the shot power to MAX. Only appears after losing all lives.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Gold item:''' They appear when destroying enemies and cancelling bullets with the Baryon Laser. They fill up the Grabuster gauge.&lt;br /&gt;
|-&lt;br /&gt;
|||''' Medal:''' These medals appear when smashing surroundings with the Grabuster.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Secret target:''' Grants a Special Bonus when collected.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Hidden panel:''' Grants a Special Bonus when collected.&lt;br /&gt;
|-&lt;br /&gt;
|||'''G item:''' Instantly boosts the Baryon gauge to MAX.&lt;br /&gt;
|-&lt;br /&gt;
|||'''F item:''' Instantly boosts both Baryon and Grabuster gauges to MAX.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
*The hidden panels are 8-bit pixel versions of the Trouble Witches characters.&lt;br /&gt;
*The bullet color formula are similar to DoDonPachi.&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=The_Hurricane_of_the_Varstray/Video_Index&amp;diff=25817</id>
		<title>The Hurricane of the Varstray/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=The_Hurricane_of_the_Varstray/Video_Index&amp;diff=25817"/>
		<updated>2023-11-21T10:31:51Z</updated>

		<summary type="html">&lt;p&gt;Trap15: Move video index to a new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Player !! Mode and difficulty !! Character !! data-sort-type=number | Score !! Area !! Continiues used !! Link !! Date &lt;br /&gt;
|-&lt;br /&gt;
! Enrico Paiella&lt;br /&gt;
|  Arcade Standard || Pushpa || 3138661849 || 2-ALL || 1 || [https://www.youtube.com/watch?v=CIQjfNHZDEw&amp;amp;t=69s YouTube] || 2020 April 1st&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Trap15</name></author>
		
	</entry>
</feed>