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	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
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		<title>Help:Glossary</title>
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		<updated>2025-08-29T09:37:55Z</updated>

		<summary type="html">&lt;p&gt;Wanda: expanded time-out description a bit to cover more cases, changed the few instances of masc pronouns referring to the player to they/them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0-9==&lt;br /&gt;
===1cc===&lt;br /&gt;
Abbreviation of &amp;quot;'''1 Credit Clear'''&amp;quot; or &amp;quot;'''1 Coin Clear'''&amp;quot;. Refers to completing all of the stages of a game on a single credit (no continues). &lt;br /&gt;
&lt;br /&gt;
Another term that is used is &amp;quot;'''x-ALL'''&amp;quot;, where x represents the number of [[loop]]s completed in a single run on a single credit. In the case of a game like ''[[DoDonPachi]]'' which features two loops, beating both loops on one credit is referred to as an ALL or 2-ALL, while beating only the first loop is called a 1-ALL.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Arrange===&lt;br /&gt;
An '''arrange mode''' is an alternate version of a game, commonly either included with a home port or created as part of a special event, where mechanics, artwork, and various aspects of the game are &amp;quot;remixed&amp;quot; and modified in various ways. &lt;br /&gt;
&lt;br /&gt;
Arrange modes typically don't have enough changes to be considered completely different games, as they are often re-conceptualizations of stages and mechanics, but in some cases, they do have enough differences to be given separate leaderboards, strategies, and stage routing.&lt;br /&gt;
&lt;br /&gt;
===Auto-fire===&lt;br /&gt;
''Also called '''Auto-Shot''' or '''Full Auto'''.''&lt;br /&gt;
&lt;br /&gt;
A feature found in some shmups which allows you to fire shots continuously by holding down the &amp;quot;fire&amp;quot; button, or a separately-designated &amp;quot;auto-fire&amp;quot; button, instead of tapping the fire button repeatedly. Older shooters usually require continuous button tapping to keep firing. Auto-fire typically appears either as a configuration option (&amp;quot;internal&amp;quot;), is added to a game by a hack/circuit/controller/other program (&amp;quot;external&amp;quot;), or is implemented as a situational part of the game mechanics such as certain weapons or powerup levels.&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Refers to the rate at which auto-fire simulates button presses, usually expressed in hertz. For instance, a 30 Hz auto-fire rate means that the shot button is being pressed 30 times a second. Different auto-fire rates can be useful in managing a [[Help:Glossary#Shot Limit|shot limit]] or when performing advanced game-specific techniques. In some games this is natively configurable, while in other cases players will engineer an auto-fire hack to set extra buttons to different auto-fire rates to use in different situations.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bidirectional Shooters===&lt;br /&gt;
A subset of scrolling shooters where the player is able to move and attack bidirectionally across the x or y axis. Typically horizontal, though vertical variants do exist. This is distinct from tailgun mechanics as the player is able to completely reverse the axis of movement. Major examples include [[Defender]], [[Juno First]], and [[Fantasy Zone]].&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
A '''bomb''' is the generic term for a limited-use weapon, usually one that does large amounts of damage, typically granting some amount of invincibility for use in emergency situations. Bombs are often stored in stocks similarly to lives, though sometimes they operate on a meter or even just a cooldown timer. They will often be replenished each time the player loses a life.&lt;br /&gt;
&lt;br /&gt;
===Bottomdragging===&lt;br /&gt;
&lt;br /&gt;
If the game has normalised diagonals, moving diagonally while pressed against a side of the screen reduces ship speed to ~70%, thus making it easier to [[Help:Glossary#Micrododging/Macrododging|micrododge]] while also giving more room to [[Help:Glossary#Streaming|stream]]. Mainly used at the bottom of the screen but can occasionally be useful on other sides.&lt;br /&gt;
&lt;br /&gt;
===Bullet Cancel===&lt;br /&gt;
In some games, destroying certain enemies or meeting specific conditions will result in bullets being deleted from the screen, known as a '''bullet cancel'''. Bullet cancels are typically used as a part of a game's scoring system, as cancelled bullets will often increase score, release point items, or create other similar effects.&lt;br /&gt;
&lt;br /&gt;
===Bullet Hell===&lt;br /&gt;
''Also called '''Danmaku''' or '''Manic Shooter'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shoot-em-up characterized by large numbers of bullets, often in intricate patterns. Innovated in large part by the developers of [[Toaplan]] and [[CAVE]], and with [[DonPachi]], released in 1995.&lt;br /&gt;
&lt;br /&gt;
===Bullet Herding===&lt;br /&gt;
''Also called '''Luring'''. Related to [[Help:Glossary#Streaming|Streaming]] and [[Help:Glossary#Misdirection|Misdirection]].''&lt;br /&gt;
&lt;br /&gt;
'''Bullet herding''' is a basic technique in shoot-em-up play that involves baiting aimed bullets/hazards into a limited part of the screen by manipulating their direction via positioning. This concentrates the aimed bullets into a specific area, making the rest of the screen safer to move around in. See the [[Help:Dodging_strategy#Threat_zones|dodging strategy page]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Bullet Wobble===&lt;br /&gt;
'''Bullet wobble''' describes a design quirk where game objects follow the physics of [https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#screen_space| screen space] rather than the physics of [https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#world_space| world space]. For instance, in a vertical shmup with &amp;quot;bullet wobble&amp;quot; and with left-right screen scrolling controlled by the player's left-right motion, if a bullet is fired straight down from the top center of the screen, that bullet will remain horizontally centered on the screen no matter how much the player scrolls the background (world space) left or right, because the bullet is treated as being on a static non-moving area (screen space). This is often considered disorienting and rarely appears in relatively newer games.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Capture===&lt;br /&gt;
To beat a boss/clear a pattern/complete a segment/et cetera without getting hit or using safety resources such as bombs. Flawless survival.&lt;br /&gt;
&lt;br /&gt;
===Caravan Shooter===&lt;br /&gt;
'''Caravan Shooters''', or '''Caravan Mode''' if featured as part of a larger title, are a style of shmup geared towards fast-paced, timed, competitive score attack play. Gameplay typically consists of two to five minute sessions comprised of either levels in the primary game or levels specifically made for the mode or event. The name is derived from the Hudson All-Japan Caravan Festival, which in its early years featured this style of contest for [[Star Force]] and the [[Star Soldier]] series. Similar games were made for the Summer Carnival events held by Naxat Soft.&lt;br /&gt;
&lt;br /&gt;
===Chain===&lt;br /&gt;
''Also called '''Combos'''.''&lt;br /&gt;
&lt;br /&gt;
Any of a number of various repeated techniques a player can perform to increase the points awarded for shooting enemies, collecting items, or other things under the right circumstances: the most common varieties involve shooting down many enemies (or enemies of a specific type) in a row, or collecting a certain type of score item many times in a row.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint===&lt;br /&gt;
Specific areas of a stage where the player is sent back to on death / respawn. Although checkpoints may function differently in different games, they typically reduce your power level back to the starting level, as well as replenish resources such as bombs. Checkpoints most famously appear in early horizontal shmups like ''[[Gradius]]'' and ''[[R-Type]]'' (the former of which even has a term associated with its brutal checkpoint difficulty, known as &amp;quot;Gradius Syndrome&amp;quot; in the fandom) and many [[Toaplan]] titles such as ''[[Tatsujin]]''.&lt;br /&gt;
&lt;br /&gt;
===Counter-stop===&lt;br /&gt;
A '''counter-stop''', '''counterstop''', or '''CS''' refers to when a score counter reaches the maximum amount that it is able to reach, commonly displayed on a HUD as a series of 9s in each score digit. When a counter-stop is achieved, in most cases, the game stops counting score for the player. It is not possible to score higher than a counter-stop, so often players will stop using scoring techniques upon reaching it.&lt;br /&gt;
&lt;br /&gt;
Games with particularly exploitable counter-stop strategies due to oversights in game design, such as ''[[Dogyuun]]'', are in many cases not played for high scores, or are played in ways that specifically avoid counter-stop strategies.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Doppler===&lt;br /&gt;
''Not to be confused with [[Help:Glossary#Point-blank|pointblanking]] or [[Help:Glossary#Shot Limit|shot limit]].''&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy while shooting means less travel time for the player's bullets to connect and thus an increase in damage output. The opposite is true however when backing away instead. The effects are noticeable for very slow moving projectiles, and non-existent for the instantaneous such as some lasers.&lt;br /&gt;
&lt;br /&gt;
===Doujin===&lt;br /&gt;
Any artwork made by independent Japanese creators, often a small group or even a single person. Many famous shooting games are doujin works, such as the Touhou Project series. While often conflated with the Western concept of indie, many doujin creators consider themselves philosophically different from indie creators.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Euroshmup===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Full article: [[Euroshmups]]''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Euroshmup''' is a slang term applied to some shmups, usually in a derogatory manner, as a means to criticize or highlight perceived flaws within that game. Although there is no concrete definition, elements of a euroshmup may often include:&lt;br /&gt;
* Ship physics / Ship momentum&lt;br /&gt;
* Player shields / Health bars&lt;br /&gt;
* Unavoidable dangers (which are meant to be absorbed with health bars or shields)&lt;br /&gt;
* No bullet patterns / Only simple [[Dodging_strategy#Aimed_patterns|aimed bullets]]&lt;br /&gt;
* Limited weapon ammo, which usually also introduces shops and money management into the game&lt;br /&gt;
* Lack of complex enemy ship AI such as ships that curve around the screen&lt;br /&gt;
* Extremely high enemy HP&lt;br /&gt;
* Very slow player bullets&lt;br /&gt;
* Huge number of levels often with little variation between them&lt;br /&gt;
* No scoring systems&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
'''Extend''' is a term used primarily in arcade games (and especially in [[shooting game]]s) to describe extra lives or &amp;quot;1UPs&amp;quot;. In shooting games, extends are usually rewarded after earning a certain score, or after completing specific in-game tasks.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
===Fixed Shooter===&lt;br /&gt;
A style of shooter where the player and enemy formations are held at set distances from each other, and where the player has highly limited to no y-axis mobility. Background elements may imply movement, but these have no impact on enemy movement or gameplay. These are mostly early entries in the genre made in the late 70s and early 80s, though later and modern examples do exist.&lt;br /&gt;
&lt;br /&gt;
Major examples include [[Space Invaders]], [[Galaxian]], [[Galaga]], and [[Centipede]].&lt;br /&gt;
&lt;br /&gt;
====Tube Shooter====&lt;br /&gt;
A rare but unique subset of fixed shooters where player movement is restricted to the the rim of a polygonal or cylindrical axis with fixed enemy placement. Typically used to simulate 3D enemy and shot movement.&lt;br /&gt;
&lt;br /&gt;
Major Examples are [[Tempest]] and [[Gyruss]].&lt;br /&gt;
&lt;br /&gt;
===Full Extent of the Jam===&lt;br /&gt;
A notorious misspelling of &amp;quot;Full extent of the law&amp;quot; found in the terribly written legal notices of early [[CAVE]] shooters. Has been parodied by CAVE themselves in the legal notices for ports of their games, such as [[Mushihimesama]] on PC.&lt;br /&gt;
&lt;br /&gt;
===Frame Button===&lt;br /&gt;
A button provided (generally externally) that allows pressing an input for a single frame. These are most commonly set to trigger lever inputs, to allow for precise movement that can't easily be done via the lever.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
===Gradius Syndrome===&lt;br /&gt;
''Also known as '''Power-Up Syndrome''', '''One-Life Game'''&lt;br /&gt;
&lt;br /&gt;
Refers to a game where dying once leads to the player losing most or all of their power ups, and where recovery from such a state is extremely difficult even if the game provides a large number of extends.&amp;lt;br&amp;gt;Games notable for this behavior include '''[[Gradius]]''' and '''[[Darius II|Darius II/Sagaia]]'''.&lt;br /&gt;
&lt;br /&gt;
===Grazing===&lt;br /&gt;
''See [[History#Grazing|the history page]] for more details.''&lt;br /&gt;
&lt;br /&gt;
'''Grazing''' is a mechanic present in some shooting games, in which some effect is produced by getting extremely close to, but not touching, enemy bullets. Grazing may be used in games to increase score, provide items, or even slow down bullets, among other effects.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
===Hitbox===&lt;br /&gt;
A '''hitbox''' is a typically invisible box or region, used by a game to calculate whether objects have collided or not. They are typically made of simple shapes, and are used to simplify and add consistency to collision detection, as using every pixel of a sprite or model for collision detection would be both computationally more intensive and mechanically unwieldy. Player ships, enemy ships, bullets, environment, and so on, can all have hitboxes. Hitboxes are often much smaller than the objects might appear, so developers will often add some sort of visual feature to hint at hitbox location - such as a bright cockpit on a ship, an ornament on a character's back, or even displaying the hitbox itself with a small dot. Bullets may also have their hitboxes indicated via a different colored region toward the center of the bullet, that more closely matches its true hitbox.&lt;br /&gt;
&lt;br /&gt;
===Horizontally Scrolling Shooters===&lt;br /&gt;
&lt;br /&gt;
A style of shooter that presents gameplay from a side-on perspective with the screen scrolling on the x-axis. Typically, movement is from left to right, but can also be right to left. &lt;br /&gt;
&lt;br /&gt;
Major examples include [[Scramble]], [[Defender]], [[Gradius]], [[R-Type]], and [[Darius]].&lt;br /&gt;
&lt;br /&gt;
===Hyper System===&lt;br /&gt;
''See [[History#Hyper System|the history page]] for more details.''&lt;br /&gt;
&lt;br /&gt;
'''Hyper system''' or '''hyper''' refers to a game mechanic where the player can spend a gauge or power-up that grants them increased power, invulnerability, or various other enhancements for a limited time.&lt;br /&gt;
&lt;br /&gt;
In more non-traditional uses of the term, '''hyper''' may be used to refer to any temporary, powered-up state.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
===Label===&lt;br /&gt;
Shmup re-releases and variations, particularly those produced by CAVE, are often referred to as (something) Label, most commonly Black Label. Whilst there is no true terminology behind the usage of different prefixes, most &amp;quot;Label&amp;quot; games follow the pattern below:&lt;br /&gt;
&lt;br /&gt;
'''White Label''' - Refers to original release (unofficial, mostly used for Dodonpachi DaiOuJou)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Black Label''' - Improved Re-release of the original game, sometimes changes are more significant.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Death Label''' - Boss Rush version of the game with no stages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue Label/Red Label''' - Arranged versions typically made for festival events.&amp;lt;br&amp;gt;&lt;br /&gt;
The usage of &amp;quot;labels&amp;quot; in this manner appears to be inspired by whiskey production and sale.&lt;br /&gt;
&lt;br /&gt;
===Loop===&lt;br /&gt;
''Also called '''Round'''.''&lt;br /&gt;
&lt;br /&gt;
A successful completion of all of a shmup's levels that are available for one &amp;quot;trip&amp;quot; through the game, from beginning to end. The term &amp;quot;loop&amp;quot; is most commonly used when a shmup starts itself over at the first stage after a player completes it, thus sending them through a second &amp;quot;loop,&amp;quot; or &amp;quot;lap,&amp;quot; of the game, which is usually more difficult than the first &amp;quot;loop.&amp;quot; Some shmups offer several successive &amp;quot;loops,&amp;quot; sometimes even ad infinitum. Successive &amp;quot;loops&amp;quot; of a shmup will usually leave the player's score from the previous &amp;quot;loops&amp;quot; intact, enabling them to reach even higher scores.&lt;br /&gt;
&lt;br /&gt;
Some shmups require a player to one-credit the game in order to reach a successive loop, while others will send the player to it no matter how many times he has to continue to finish the initial run. Sometimes &amp;quot;loops&amp;quot; which occur after the initial trip through the game will only require the player to progress through a limited portion of the game's total stages, though most of the time they involve all stages; in other instances, later loops can contain a number of various things not seen in earlier ones.&lt;br /&gt;
&lt;br /&gt;
It’s worth noting that some shmuppers do not consider the first, or &amp;quot;original&amp;quot; trip through a game's stages as a &amp;quot;loop,&amp;quot; but only the successive ones: Thus, to them, the second successive run through is the &amp;quot;first loop&amp;quot;, the third is the &amp;quot;second loop&amp;quot;, and so on. However, most feel free to refer to the original run through a game's stages as the &amp;quot;first loop,&amp;quot; and progress in succession from there.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that, in games which contain one or more loops, the way stages are listed oftentimes also notes which loop the stage is in: most of the time, the loop is listed first, and the stage second. For instance, the first few stages in the initial loop of a game would be listed as &amp;quot;1-1,&amp;quot; &amp;quot;1-2,&amp;quot; &amp;quot;1-3,&amp;quot; etc., while the same stages in the second loop would be &amp;quot;2-1,&amp;quot; &amp;quot;2-2,&amp;quot; &amp;quot;2-3,&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
===Memory shmup===&lt;br /&gt;
''Also called '''Memorizer'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize its layout in order to perform effectively, though quick reflexes are also a factor to an extent. The [[R-Type]] games are the archetypical example.&lt;br /&gt;
&lt;br /&gt;
===Micrododging/Macrododging===&lt;br /&gt;
Two strategies to dodging enemy fire. '''Micrododging''' refers to precisely weaving your way through enemy projectiles, focusing on a small portion of the screen and threading yourself through the small openings in the pattern with delicate, subtle movements. '''Macrododging''' refers to focusing on the entire screen in order to find larger openings or blind spots that allow them to avoid the bullet pattern entirely with large, quick movements. See [[Help:Dodging_strategy#Threat_zones|the dodging strategy subpage]], [[Help:Glossary#Bullet Herding|bullet herding]] and [[Help:Glossary#Misdirection|misdirection]].&lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To &amp;quot;milk&amp;quot; an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of repeated (and/or infinite) sources of points which are present. In most cases, this involves leaving the enemy alive for as long as is possible rather than destroying it immediately. Examples include continually grazing shots and repeatedly destroying any endlessly respawning weaker enemies or sub-parts for the entire duration of the battle, rather than attacking the core and ending the encounter quickly. In some cases, a player will have to take additional unorthodox actions such as suicide or intentional power down to milk most effectively. If there is a boss timer in effect, in most cases the player will want to be sure to stop milking and focus on destroying the boss before it runs out, or else forfeit the points that the boss would have been worth.&lt;br /&gt;
&lt;br /&gt;
===Misdirection===&lt;br /&gt;
''Related to [[Help:Glossary#Bullet Herding|Bullet Herding]].''&lt;br /&gt;
&lt;br /&gt;
Nullifying a momentarily aimed attack by baiting it to shoot in a &amp;quot;safe&amp;quot; direction. For example, briefly moving above an enemy so it shoots to the top of the screen, leaving the bottom of the screen empty. A type of [[Help:Glossary#Micrododging/Macrododging|macrododge]].&lt;br /&gt;
&lt;br /&gt;
===Multidirectional Shooters===&lt;br /&gt;
The earliest form of shooter. A subgenre of shooter where the player is able to move and shoot in a full 360 degrees. Typically involves either constant forward movement or turn-and-thrust mechanics. &lt;br /&gt;
&lt;br /&gt;
Major Examples are [[Spacewar!]], [[Computer Space]], [[Asteroids]], [[Bosconian]], and [[Time Pilot]].&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
===No-miss===&lt;br /&gt;
In shooting games (and many games that originate in Japan), a &amp;quot;miss&amp;quot; refers to player death. Achieving a '''No-Miss''' means going through the entire stage, game, or boss fight without losing a life. &lt;br /&gt;
&lt;br /&gt;
Many games offer significant bonus points for achieving a No-Miss at the end of the stage, or at the end of the game. In games that feature a [[Help:Glossary#True Last Boss|True Last Boss]] or other hidden content, a No-Miss is occasionally a requirement to unlock said content. Even if a score incentive isn't present, a No-Miss run may be a significant personal achievement or one of community prestige.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Option===&lt;br /&gt;
''Also called a '''Bit'''.''&lt;br /&gt;
&lt;br /&gt;
An '''option''' is an augment to a player's ship that grants additional firepower. In some games, options can also be used to block bullets. Options are usually represented by a pod-like object or a small ship that flies with the player's ship.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Point-blank===&lt;br /&gt;
'''Point-blank''' describes ''getting as close to an enemy as possible while shooting at them''. This is typically performed to concentrate all of the player's firepower onto a single enemy, in exchange for putting themselves at greater risk and dealing less damage to other enemies coming into the screen. This is a typical technique in games with a strict [[Help:Glossary#Shot Limit|shot limit]] as it allows the player to output exponentially more damage than would usually be possible, especially if combined with [[Help:Glossary#Auto-fire|auto-fire]]. In more recent design paradigms, point-blanking remains a popular element, but is usually implemented in subtler ways that do not outwardly dictate the game balance. For example, most of [[CAVE|CAVE's]] games feature a mild shot limit and a spread on the player's shot, which can quietly incentivize point-blanking when combined with their typically strict scoring systems. Independently, the same developer uses many special point-blanking mechanics such as the [[DoDonPachi]] series' laser auras.&lt;br /&gt;
&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Refers to common, weak enemies which appear in large numbers at a time, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or &amp;quot;popped&amp;quot;) easily. Zako is the Japanese word for &amp;quot;small fry,&amp;quot; as in fish.&lt;br /&gt;
&lt;br /&gt;
===Port===&lt;br /&gt;
When a game is converted to a platform different that for what it was originally produced. For shmups, this most commonly refers to games being ported from arcade platforms to a home platform. Ports of arcade titles that perfectly replicate the original are sometimes referred to colloquially as &amp;quot;arcade perfect&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Conversion====&lt;br /&gt;
'''Conversion''' is method of porting where a game is rebuilt from the ground-up for a specific platform. Conversion was primarily utilized during the second, third, and fourth console generations, a time when arcade hardware was more powerful than console hardware by some orders of magnitude. The ideal result is a game that captures the core gameplay and visuals of the original title in spite of compromises made of the lower-end hardware.&lt;br /&gt;
&lt;br /&gt;
Common differences from the original versions are visuals, changes to certain portions of the game, quantity and function of power-ups, limits to on-screen enemy and shot quantity, more significant slowdown, audio compromises, fewer animation frames, glitches and exploits unique to the console port, etc..&lt;br /&gt;
&lt;br /&gt;
====Emulation====&lt;br /&gt;
'''Emulation''' is method of porting that involves using software to run a title's ROM data on an alternate platform by simulating the environment of it's original platform. Typically more hardware/CPU intensive than conversions, this method porting rose to prominence during fifth and sixth generations, when console hardware began to catch up to and in some cases exceed the power of arcade hardware. While the results can vary in accuracy vs. the original, this is still the most common method of porting when it comes to arcade and retro-console titles. Emulation can also allow for enhancements from the original platform, such as simulating overclocking to reduce slowdown and removal of sprite limits. High-level emulation that perfectly replicates the original platform is referred to as '''cycle accurate''' in reference to simulation accuracy down to the hertz of the original platform's motherboard/CPU.&lt;br /&gt;
&lt;br /&gt;
Major commercial examples of emulation in Shmup ports are Hamster's Arcade Archives titles, M2's work with Namco, Sega, and Konami, City Connection's Saturn Tribute series, Nintendo's Virtual Console/Switch Online, Namco Museum, Taito Memories/Legends, and many other arcade and console game compilations.&lt;br /&gt;
&lt;br /&gt;
Emulation software is also freely available to the public through numerous pieces of software, such as MAME, though users must supply their own ROM data and BIOs.&lt;br /&gt;
&lt;br /&gt;
====Source Port====&lt;br /&gt;
A '''source port''' is a method of porting where the source code to a game's engine is recompiled to run natively on an alternative/modern platform. The key differentiation between Source Ports and Decompilations is that, in the case of source ports, ROM data is left unaltered/untouched. Most source ports are community made and focus on PC platforms, though conversions of the software to other platforms also exist.&lt;br /&gt;
&lt;br /&gt;
Examples of Shmup source port projects are OpenTyrian/OpenTyrian2000, PyTouhou, and ReC98.&lt;br /&gt;
&lt;br /&gt;
====Decompilation====&lt;br /&gt;
'''Decompilation''' is a method of porting a title where a game's ROM  data is decompiled into universal code and then reassembled it to run natively in different engines and/or on different platform. This method is considered to be the highest quality and accuracy, but also the most labor intensive and is only applicable to one title at a time. In contrast, emulation can be utilized to replicate entire platforms and run multiple titles, so is generally used by most commercial developers for the sake of convenience and cost-efficiency. Still, there are many examples of decompilation, particularly in recent times.&lt;br /&gt;
&lt;br /&gt;
Major examples of shmup decompilations are Digital Eclipse's Eclipse Engine titles (eg. Atari 50 and the Gold Masters Series), Code Mystics' arcade ports, and Capcom's Arcade Stadium volumes.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
===Rank===&lt;br /&gt;
Gameplay system found in many shmups which automatically adjusts the game's difficulty in accordance with the player's performance. For example, in many cases more enemies will appear (and/or existing enemies will attack more aggressively) when the player is fully powered up. Rank systems can be &amp;quot;static&amp;quot;, where the difficulty increases continuously and efforts can only be made to slow down their increase, or &amp;quot;dynamic&amp;quot;, where the rank adapts continuously. Some games are very difficult or impossible to complete with maximum rank, demanding that the player manages the rank by avoiding powering up or intentionally dying to effectively increase their chances of survival. Oftentimes, rank has implications on scoring potential and will be managed for that purpose irrespective of survival difficulty.&lt;br /&gt;
&lt;br /&gt;
Although the origins of rank exist in developers' attempts to hoodwink players and increase arcade machine revenue, over time it was realized that rank can be a compelling gameplay mechanic in its own right, and many modern implementations are intentionally more obvious or outright transparent.&lt;br /&gt;
&lt;br /&gt;
===Restream===&lt;br /&gt;
''Also called '''Cutback'''.&lt;br /&gt;
&lt;br /&gt;
When [[Help:Glossary#Streaming|streaming]], to create a gap in the bullet stream so that it can be crossed, by making a sudden sharp movement and pausing momentarily before reversing direction. A fundamental gameplay technique.&lt;br /&gt;
&lt;br /&gt;
===Revenge Bullets===&lt;br /&gt;
''Also called '''Suicide Bullets''' or '''Death Bullets'''.''&lt;br /&gt;
&lt;br /&gt;
Bullets spawned by enemies upon destruction, usually by the player. These are traditionally a common element of [[Help:Glossary#Loop|looping games]], and the amount and their properties may vary depending on the difficulty and [[Help:Glossary#Rank|rank]]. In most cases, revenge bullets are managed by [[Help:Glossary#Sealing|sealing]] or careful enemy destruction. Many games by [[Psikyo]] are heavily built around revenge bullet gameplay in their second loops.&lt;br /&gt;
&lt;br /&gt;
In many cases, revenge bullets are implemented by causing the explosion effects left by destroyed enemies to shoot at the player, as this is programmatically simpler than remembering the position of the now non-existent dead enemy.&lt;br /&gt;
&lt;br /&gt;
===RNG===&lt;br /&gt;
''Also known as '''Randomness'''''&lt;br /&gt;
&lt;br /&gt;
Short for ''Random Number Generation'', RNG is a term that broadly describes any behavior that is influenced by randomness. It's important to note that random elements are very rarely actually random, and are ultimately decided by discrete elements of the gamestate which might be too minor for a player to notice or play around. &amp;quot;Procedural chaos&amp;quot; would really be a more accurate term than &amp;quot;random&amp;quot;. Though there are countless ways randomness can be implemented, developers tend to gravitate towards their own preferred styles. Shmups with very little randomness and high consistency between runs are known as [[#Memory shmup| Memory Shmups or Memorizers]], because learning a fixed route can 'solve' the entire game. Some common shmup elements that can be driven by RNG include, but are not limited to:&lt;br /&gt;
* Boss movement&lt;br /&gt;
* Selection of boss attack patterns (e.g. [[Raizing]] games)&lt;br /&gt;
* Stage order (e.g. [[Psikyo]] games)&lt;br /&gt;
* Which boss or midboss appears (also [[Psikyo]] games)&lt;br /&gt;
* Bullet aiming, often in a limited range or radius around the player's position (e.g. [[CAVE]] games)&lt;br /&gt;
* Timing of enemy shots&lt;br /&gt;
* Enemy spawn locations&lt;br /&gt;
* The point values of collectible items or destructible targets (e.g. [[Darius Gaiden]])&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Safespot===&lt;br /&gt;
A '''safe-spot''' refers to a place on the screen that you can place your ship to completely avoid damage from incoming bullet patterns. Safespots are typically the result of system exploits, game design oversights, or glitches/bugs. Particularly egregious safespots can often allow a player to completely avoid damage while still damaging enemies and bosses for the duration of an encounter, which can completely nullify the difficulty of said encounter.&lt;br /&gt;
&lt;br /&gt;
===Sealing===&lt;br /&gt;
In many games, enemies have to be a certain distance away from the player before they will fire. Getting inside of this range will stop the enemy from shooting completely. This is commonly referred to as '''bullet sealing'''. This is most commonly exploited on grounded enemies which the player can hover on top of without colliding.&lt;br /&gt;
&lt;br /&gt;
===Shot Limit===&lt;br /&gt;
The practice of limiting the number of active shots the player can have on screen at any one time. Originally implemented for performance purposes, strict shot limits are very common in 1980s games. Functional shot limits continue to commonly exist, but few modern games enforce particularly strict limits, even if they're otherwise classically-inclined.&lt;br /&gt;
&lt;br /&gt;
===Shot Stream===&lt;br /&gt;
''Not to be confused with [[Help:Glossary#Streaming|Streaming]].''&lt;br /&gt;
&lt;br /&gt;
Refers to one vector of the player's shots (when shooting is sustained). For example, if the player has a 3-way spread shot, the left, middle and right series of bullets are each separate shotstreams. The straight main shot in [[Tatsujin Ou]] is one shotstream made up of two parallel bullets (and graphically looks like four bullets).&lt;br /&gt;
&lt;br /&gt;
===Shrapnel===&lt;br /&gt;
''Also called '''Debris'''.''&lt;br /&gt;
&lt;br /&gt;
Graphical touch found in some shmups, in which &amp;quot;shards&amp;quot; or &amp;quot;chunks&amp;quot; of enemy craft appear to be blown off of them when they are shot or destroyed. In most cases shrapnel is included for purely presentational reasons and cannot directly harm the player, but it can still be a hindrance if enemy bullets are not very distinct, as they can blend in with the shrapnel and become hard to spot.&lt;br /&gt;
&lt;br /&gt;
===Slingshot===&lt;br /&gt;
&lt;br /&gt;
When a game abruptly exits [[slowdown]] and enters full speed, typically getting the player killed in the process. Most infamous at the end of boss patterns as bullets decrease in number, though it can also occur several times in the same pattern if it has huge swings in bullet count, such as [https://youtu.be/8tz_fViahnA&amp;amp;t=2279 Queen Larsa's final in her second phase] in the Xbox 360 port.&lt;br /&gt;
&lt;br /&gt;
===Slowdown===&lt;br /&gt;
Programming phenomenon commonly found in shmups, in which all onscreen action slows down and/or the frame rate drops when high amounts of separate elements (i.e. enemies, bullets, etc.) appear at once. Can be used to a player's advantage by giving them more time to react to what's going on, but can seriously hamper a game’s playability when found in abundance. The amount of slowdown present can be adjusted in some home ports/games via a &amp;quot;Wait&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
===Slow Movement===&lt;br /&gt;
''Also called '''Focus''', occasionally '''Laser'''.''&lt;br /&gt;
&lt;br /&gt;
The ability to slow down the player ship's movement speed for better fine control. Typically accessed by either an alternate weapon mode (e.g. [[DoDonPachi]] lasers) or a dedicated button. An alternative implementation is '''gear shifting''', where the player cycles through several movement speeds at will, commonly seen in [[Irem]] games such as [[Image Fight]] and later [[R-Type]] entries.&lt;br /&gt;
&lt;br /&gt;
===Streaming===&lt;br /&gt;
''Related to [[Help:Glossary#Bullet Herding|Bullet Herding]].''&lt;br /&gt;
&lt;br /&gt;
Avoiding bullets that are aimed precisely at the player by moving as little as possible, concentrating the bullets into a single &amp;quot;stream&amp;quot;. This maximizes the efficiency of the screen real estate the player has access to. The player should perform a [[Help:Glossary#Restream|restream]] before running out of space and getting trapped. See the [[Help:Dodging_strategy#Threat_zones|dodging strategy page]] for more information.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Tick Points===&lt;br /&gt;
Many games provide the player with a small, but consistent, point bonus as long as the player's shots hit an enemy. Even if the enemy is not damaged or destroyed, the player may still gain points just because their bullets are contacting an enemy; these are known as 'tick points'. Though in most situations tick points are a minor scoring element, in some games this can be a valuable source of points, especially when used against invulnerable enemies or bosses.&lt;br /&gt;
&lt;br /&gt;
===Time-out===&lt;br /&gt;
Refers to a situation where a fight with a boss or mid-boss ends without player intervention if the enemy has been alive for too long, with them either flying offscreen or dying. Multi-phase fights may have a timer set for each phase, with the boss usually advancing to the next phase when timed out. Some games, such as ''[[Ikaruga]]'', feature an invincible boss that must be timed-out in order to win, forcing the player to rely on their dodging skills and pattern recognition. In most other games, time-outs typically exist in order to prevent the player from earning unlimited amounts of points from [[#Milk|milking]], or just hogging the machine eternally.&lt;br /&gt;
&lt;br /&gt;
===True Last Boss===&lt;br /&gt;
Many [[shooting game]]s include a '''True Last Boss''' or '''TLB''', a hidden boss encounter that only appears to highly skilled players. Reaching the TLB of a game often requires meeting a series of requirements, such as achieving a &amp;quot;[[no miss]]-no bomb&amp;quot; (NMNB) run, playing a harder difficulty mode, reaching a certain score threshold, destroying certain objects, entering a certain &amp;quot;path&amp;quot;, or other objectives that can range from the obvious to the esoteric. A different implementation of the TLB is for it to simply only appear if the player has not used a continue, making defeating the TLB a necessary part of a [[Help:Glossary#1CC|1CC]].&lt;br /&gt;
&lt;br /&gt;
TLBs are commonly designed to be resistant to easy win tactics, such as being immune to the player's [[Help:Glossary#Bomb|bombs]] or similar exploitable mechanics.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Vertical Scrolling Shooter===&lt;br /&gt;
A style of shooter where action is presented in a top-down manner. Movement and firing takes place on the y-axis, typically from bottom to top. Descendant from early Fixed Shooters like [[Space Invaders]] and [[Galaxian]], vertical scrolling has since gone on to become the dominant style of shooter. &lt;br /&gt;
&lt;br /&gt;
Major examples include [[Xevious]], [[River Raid]], [[Mega Zone]], [[Star Force]], [[1942]], and [[Tiger-Heli]].&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
===Walls===&lt;br /&gt;
When anything (usually bullets) aligns itself in an unavoidable way, it's often referred to as a ''wall'' or ''walling''. Sometimes seen in [[Help:Dodging_strategy#Random_bullet_patterns|random patterns]].&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
===Zako===&lt;br /&gt;
''See [[#Popcorn|Popcorn]]''&lt;br /&gt;
&lt;br /&gt;
===Zunpets===&lt;br /&gt;
Name for the often maligned Trumpet samples used in many of the Touhou games. Named after their developer, ZUN.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://www.sega-16.com/2005/04/unofficial-shmups-glossary/&lt;br /&gt;
# https://shmups.system11.org/viewtopic.php?t=11882&lt;/div&gt;</summary>
		<author><name>Wanda</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K/Video_Index&amp;diff=35479</id>
		<title>Cho Ren Sha 68K/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K/Video_Index&amp;diff=35479"/>
		<updated>2025-08-28T07:32:04Z</updated>

		<summary type="html">&lt;p&gt;Wanda: added information about emulation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CRS68K Logo png.png|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 24,096,033&lt;br /&gt;
| Windows (Ver 1.10)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/3Oo24qiohfk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SFKhoa&lt;br /&gt;
| 23,765,658&lt;br /&gt;
| Windows (Ver 1.10)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/NpVcRTlfq8E Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SFKhoa&lt;br /&gt;
| 22,391,866&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/aTGRa5ScGVM Youtube]&lt;br /&gt;
| TLB no miss no bomb&lt;br /&gt;
|-&lt;br /&gt;
| Mikasen&lt;br /&gt;
| 21,373,394&lt;br /&gt;
| X68000&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/1bcn2QNptA4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 21,186,922&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/3HO5aMd1Osk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| maximo&lt;br /&gt;
| 21,068,587&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/Z-qOTeKTAG4?si=VSKcenta6cw_ECKN&amp;amp;t=435 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Miculus1&lt;br /&gt;
| 17,895,385&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/3ei3ocJqn3E?si=rhD9J9r8hmVDjNor Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TheVoid&lt;br /&gt;
| 17,749,371&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://www.twitch.tv/videos/1569360640 Twitch]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Prinny&lt;br /&gt;
| 16,657,708&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/pTgAyvZI-Lo?si=H5IDiqeKOI-EhbtE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Oringiri&lt;br /&gt;
| 16,571,068&lt;br /&gt;
| Windows (Ver 1.10)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/UW9LivJn1Fw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| wand&lt;br /&gt;
| 14,982,024&lt;br /&gt;
| X68000 (Ver 1.10, RetroArch PX68k)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/NZ8sprDX5sA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| もんちゃん&lt;br /&gt;
| 14,417,239&lt;br /&gt;
| X68000 (emulated)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/QzK5hp0sDfA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Famitwo2&lt;br /&gt;
| 14,013,470&lt;br /&gt;
| Windows (Ver 1.10)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/Q-oSUSW4VVs Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Chantake&lt;br /&gt;
| 12,954,042&lt;br /&gt;
| Windows (Ver 1.10)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/FplEa-R-NJc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fati98&lt;br /&gt;
| 12,477,536&lt;br /&gt;
| Windows (Ver 1.10)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/ov8_l7NHbCY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Shuhalmo&lt;br /&gt;
| 32,575,930&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/ZUxagkeVFzY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BuyMeThingsNow&lt;br /&gt;
| 25,528,538&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/YaU_VjZoB4M Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kanzaki Shintarou&lt;br /&gt;
| 23,860,424&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/1Wjxdaxl1yY Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| TheVoid&lt;br /&gt;
| 18,957,377&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://www.twitch.tv/videos/1645668311 Twitch]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| maximo&lt;br /&gt;
| 17,462,038&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/-5lK2DdDyMs?si=SdSZ85J46PGPcBiI Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Wanda</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=35478</id>
		<title>Cho Ren Sha 68K</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K&amp;diff=35478"/>
		<updated>2025-08-28T00:02:32Z</updated>

		<summary type="html">&lt;p&gt;Wanda: reworked the page a little bit and added some stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CRS68K Logo png.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000000&lt;br /&gt;
|innerbordercolor = #000000&lt;br /&gt;
|title = Cho Ren Sha 68k&lt;br /&gt;
|background = #ddddee&lt;br /&gt;
|image = CRS68K side art.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Box art{{Template:Unconfirmed}}&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|officialsite = [https://yosshin4004.github.io/x68k/crs68k/official/index.html yosshin4004.github.io]&lt;br /&gt;
|developer = Famibe no Yosshin&lt;br /&gt;
|music = Loser Kashiwagi&lt;br /&gt;
|releasedate = 1995&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cho Ren Sha 68K''' &amp;lt;small&amp;gt;(超連射68K &amp;quot;Super Rapid Fire 68K&amp;quot;)&amp;lt;/small&amp;gt; is a doujin vertical game released for the [https://en.wikipedia.org/wiki/X68000 Sharp X68000] in 1995, and eventually ported to the Windows Operating System in 2001. It has remained popular since its release and has influenced several later doujin games. The game received many updates after its original release, polishing up its visuals and adding new features.&lt;br /&gt;
&lt;br /&gt;
The game is widely considered a prime exemplar of the pseudo-manic subgenre, emphasizing player movement and rapid pacing with moderate bullet counts.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''Fire:''' Z or Ctrl. Fires shot volleys semi-automatically. A fast tap rate is not necessary to achieve maximum fire rate, with about 4 taps per second being enough to fire as quickly as possible. In the Windows v1.10 and later, auto-fire can be enabled in the settings menu.&lt;br /&gt;
* '''Bomb:''' X or Shift. Uses up one of the bombs in the player's possession, dealing a large amount of damage, and granting invincibility for the duration of the explosions. The bomb's damage drops off for enemies that are farther away.&lt;br /&gt;
* '''Start:''' PageUp (Windows). Pauses the game.&lt;br /&gt;
* '''Select:''' PageDown (Windows). Holding select and start at the same time forces a game over, allowing for a quicker restart.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
[[File:CRS Items.png|213x213px|thumb|right|Item triangle]]&lt;br /&gt;
Every stage in the game features destructible carrier ships which drop items when destroyed. Items appear in a triangular arrangement, which slowly floats down, disappearing off-screen if not collected in time, with the items spinning around the center of the triangle at a random speed.&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:crs68k_pickup_power.png|50px]] || '''Power up''' &amp;lt;br&amp;gt; Raises power level by 1. Caps out at power level 5, obtained after picking up 4 power ups.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:crs68k_pickup_bomb.png|50px]] || '''Bomb''' &amp;lt;br&amp;gt; Increases bomb stock by 1. Caps out at 5 bombs.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:crs68k_pickup_shield.png|50px]] || '''Shield''' &amp;lt;br&amp;gt; Grants a shield. Caps out at 1. The shield breaks when hit, releasing a blast which deals damage and removes projectiles in a radius around the player, granting invulnerability for a brief moment as well.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:CRS 1up.png|50px]] || '''1up''' &amp;lt;br&amp;gt; Grants 1 life. Appears for every 1 million points earned, replacing the shield in the next item triangle. If the player does not have a shield, the 1up will not appear until they do. If the player fails to collect the 1up after it appears, it will be lost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Collecting an item will cause the other two to disappear, as well as render the player invulnerable for approximately 1.5 seconds. If the player has reached max capacity for a given item, picking it up will grant points instead.&lt;br /&gt;
&lt;br /&gt;
It is possible to pick up all three items by maneuvering inside of the triangle and remaining there for a few seconds. The items will start to spin rapidly, before being collected simultaneously.&lt;br /&gt;
&lt;br /&gt;
=== Ship ===&lt;br /&gt;
The game features one controllable ship, which has a white hull and bright red cockpit. The ship's equipment is as follows:&lt;br /&gt;
* A vulcan weapon, which fires one green stream forward and two yellow side streams that fan inward to outward. The projectile count and damage can be increased by picking up power ups, with damage at power level 5 being 1.375 times greater than at level 1. The player is reset to power level 1 upon losing a life.&lt;br /&gt;
* Up to 5 bombs, with the bomb count being reset to 3 upon losing a life.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
The game normally consists of two loops, with no special requirements for accessing loop 2, which simply begins after the player goes through the first 7 stages. The second loop introduces [[Help:Glossary#Revenge_Bullets|suicide bullets]], but is otherwise identical to the first. Smaller enemies fire a singular medium pink projectile aimed at the player after death, while larger foes generally fire several projectiles, with some bosses firing them during the death animation itself. The [[Glossary#True Last Boss|True Last Boss]] emerges out of the large player-like ship at the end of 3-0 (final stage of loop 2).&lt;br /&gt;
&lt;br /&gt;
On hard mode the game takes the player through loops 3 and 4, starting on 3-1 and ending on 5-0. Enemies produce different suicide bullet patterns on each loop, with loop 3 featuring long streaks of thin pink bullets, while loop 4 introduces bursts of medium-sized flashing projectiles at erratic angles.&lt;br /&gt;
&lt;br /&gt;
Further loops can be accessed either by continuing after finishing a run, or by [[Cho Ren Sha 68K#Secrets|setting them manually]].&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
[[File:CRS68K score comparison.png|thumb|right|Score from the first enemy wave, plus any suicide bullets, for loops 1, 2, 3 and 4.]]&lt;br /&gt;
* Collecting excess items grants increasing score bonuses, which start out at 100 points and double with each subsequent pickup, capping out at 25,600 points. This bonus applies to all excess items, and is reset upon losing a life.&lt;br /&gt;
* The game features a stage end bonus, awarding the player for conserving their resources:&lt;br /&gt;
  Bomber Bonus: [20,000 x Bombs in stock]&lt;br /&gt;
  Shield Bonus: 50,000 if the player has a shield up during the end stage tally&lt;br /&gt;
  Zanki Bonus: [50,000 x Lives in stock]&lt;br /&gt;
* Damaging enemies produces tick points. The green bullets fired by the vulcan weapon grant more tick points than yellow ones. Ramming enemies while invincible produces even more tick points. Bosses generally grant tick points even if temporarily invulnerable, such as during phase transitions.&lt;br /&gt;
* Each spawned suicide bullet produces points. Suicide bullets immediately cancelled by a bomb still give points, but [[Help:Glossary#Sealing|sealed]] bullets do not.&lt;br /&gt;
&lt;br /&gt;
=== Story ===&lt;br /&gt;
While the game has little in terms of explicit plot, the player's ship seems to be part of some repeating cycle, with the visuals seen upon starting a run implying that they had already gone through at least one loop before the game started. The brief ending sequence added in version 1.10 sheds a bit more light on the lore - after beating the TLB, the player's ship transforms into a plane before landing at a runway crowded with people. The on-screen text seen during the ending suggests that the player's ship was stuck in some kind of simulation, and has finally made it out by defeating the TLB.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
* ''Cho Ren Sha 68k'' strongly emphasizes never getting hit and rarely bombing, as collecting full item triangles leads to point bonuses that increase exponentially per item pickup. Successfully performing a triple item pickup with max power, 5 bombs, and an active shield allows the player to increase the excess value three times, maxxing out at 76,800 points per item triangle. If picking up a full triangle safely is impossible, it is generally worth it to use a bomb to still be able to get it. &lt;br /&gt;
* Stage end bonuses further underline the importance of never dying and being careful with bombs as much as possible. There is no cap on the number of lives the player can have, so holding onto them allows for the stage end bonus to exceed 1 million point during the later parts of the game, in turn granting more lives which make it even easier to obtain more 1ups, greatly expiditing score gains.&lt;br /&gt;
* Stage 1 features a pair of bonus enemies which appear if the two large enemies found in the first half of the stage are [[Help:Dodging_strategy#Speedkilling|speedkilled]]. When close to death, these enemies release a large amount of destructible spinners worth 1000 points each, and should be kept alive as long as possible while in this state. These enemies also make an appearance in stage 3, with a slightly more powerful orange variant appearing in stage 6.&lt;br /&gt;
* Some bosses may be approached in a particular way in order to maximize score:&lt;br /&gt;
** The stage 1 boss releases debris when destroyed, which may be shot or bombed for extra score. The large charge-up projectile periodically released by the boss can damage its opposing parts, granting points. Baiting the projectiles properly allows for both parts to be destroyed nearly simultaneously, while bombing as soon as the 2nd part is destroyed maximizes the score gained from the debris.&lt;br /&gt;
** The stage 2 boss will run out of missiles after repeating its attack pattern twice, after which it will begin releasing spinner enemies until the end of the phase. Additionally, if the first phase times out, the boss will release 8 unique enemies during the phase transition, which are worth a considerable amount of points.&lt;br /&gt;
** Each wing part during the stage 4 boss is worth 10k points, but only if destroyed individually. This means that the core of each ship, which grants 5k points, should be destroyed last whenever possible. &lt;br /&gt;
** The side parts of the stage 5 boss can be prioritized over the core in order to maximize score, however this strategy may prove tricky due to the difficulty of the overlapping patterns.&lt;br /&gt;
** The capsules found on the sides of the Stage 0 boss will release spinners as well as destructible missiles during phase 2 if left alive for long enough. If leaving both capsules alive renders the attack patterns too chaotic, leaving just one capsule for phase 2 can still grant a notable amount of points.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
''Cho Ren Sha 68K'' was first developed for the Sharp X68000 by Koichi &amp;quot;Famibe no Yoshin&amp;quot; Yoshida, who was said to have been inspired by various arcade shoot 'em up games while brainstorming ideas for the design of his game. As outlined in his development notes, Koichi wanted to have a manual firing system as it was a dying trend during development and autofire started to become implemented in other games he had seen such as [[Batsugun]] and [[Tatsujin Ou]]. Wanting to preserve the tactile feel of manual fire, but worried about players struggling solely because they could not tap fast enough, he ultimately settled for a semiauto shot, where pressing the fire button once releases a couple shot volleys and tapping the button slowly still produces a standard rate of fire.&lt;br /&gt;
&lt;br /&gt;
The game saw an initial release in 1995 for the Sharp X68000 home computer.  As the game gained popularity in the Doujin scene, it would later be ported to Windows in 2001.  This Windows version port allowed the game to be played at the original 55 FPS or at 60 FPS. In 2005 a patch was released to address issues with modern hardware and improve compatibility with newer Windows machines. In 2017 another patch was once again pushed out for Windows 10 systems while continuing to fix various compatibility issues.&lt;br /&gt;
&lt;br /&gt;
=== Version Differences ===&lt;br /&gt;
* '''0.10:''' Comiket 48 (1995). Doujin release for X68000. Early prototype. 150 sold.&lt;br /&gt;
* '''0.25:''' Comiket 49. 240 sold (for X68000)&lt;br /&gt;
* '''0.35:''' Comiket 50. 400 sold (for X68000)&lt;br /&gt;
* '''0.37:''' Osaka Pasoke 49. 30 sold (for X68000)&lt;br /&gt;
* '''0.45:''' Comiket 51. 420 sold. (for X68000)&lt;br /&gt;
* '''0.46:''' Comiket 51. Bugfix release. (for X68000)&lt;br /&gt;
* '''0.60:''' Comiket 52. 520 sold. (for X68000)&lt;br /&gt;
* '''0.61:''' 1997 9/6 Osaka Pasoke (for X68000)&lt;br /&gt;
* '''1.00:''' Comiket 53 (1998). 500 units sold (for X68000)&lt;br /&gt;
* '''1.01:''' Comiket 53: Bugfix release. (for X68000)&lt;br /&gt;
* '''1.01:''' Windows port&lt;br /&gt;
* '''1.10:''' Major revision for X68000 and X68000Z, later adapted to Windows.&lt;br /&gt;
# 2001: Initial port to Windows. Added 60 FPS support&lt;br /&gt;
# 2005: Update for 1.01 which added a Hard rank difficulty and various bug fixes.&lt;br /&gt;
# 2017: Another update for 1.01 which improved sound issues and compatibility with Windows 10 systems.&lt;br /&gt;
# 2023: 1.10 released. Unique backgrounds for every stage, some enemies redrawn, borrowed sound effects replaced, better performance via build with newer GCC, countless other small changes.&lt;br /&gt;
# 2024: 1.10-Windows released. Implements the changes from 1.10 with additional technical improvements, reworked settings menu, and reworked replay system.&lt;br /&gt;
# Source for the X68000 versions are available in the README of the X68000 disk. This has a lot of info on changes between versions too.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
*'''Kakus[h]i Menu: ''' This menu features a variety of different options, and is accessed differently in the Windows and X68000 versions. In Windows v1.10, it appears to not exist.{{Template:Unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
Before v1.10 Windows: In the main menu within the config screen, hold UP for 4 seconds. Holding UP for 4 seconds again brings back the default config menu.&amp;lt;br&amp;gt;&lt;br /&gt;
X68000 (v1.10 only): There are two ways to activate this menu; the joystick method requires a controller with a SELECT button (FM TOWNS-style):&lt;br /&gt;
&lt;br /&gt;
#Select CONFIGURE on the title screen while holding RIGHT and TAB on the keyboard.&lt;br /&gt;
#Select CONFIGURE on the title screen while holding RIGHT and SELECT on the joystick.&lt;br /&gt;
&lt;br /&gt;
Once open, the menu provides the following options:&lt;br /&gt;
#VWAIT: No known effect.&lt;br /&gt;
#MUTEKI: Grants invincibility when set to 1. A sound effect will still play when hit, but the player will not die.&lt;br /&gt;
#STAGE: Alters the starting stage when continuing. 1-7 picks stages 1 through 0, while setting the number to F grants access to Show Time (described in more detail below). &lt;br /&gt;
#ACCHO: Determines the starting loop. This setting is 0-indexed.  &lt;br /&gt;
#TD_SPEED: Affects enemy bullet speed.&lt;br /&gt;
#JK_SPEED: Affects player movement speed.&lt;br /&gt;
#BOSS_ONLY: Causes each stage to consist solely of the boss fight when set to 1. The player remains stuck at initial equipment due to the lack of any powerup carriers.&lt;br /&gt;
#DEBUG: Displays various information during gameplay depending on the set value, including enemies values when destroyed.&lt;br /&gt;
#KASEGI (Windows-only): Cannot be changed and does nothing.&lt;br /&gt;
#SAVE DEMO.REP (X68000-only): Writes the game demo to disk.&lt;br /&gt;
&lt;br /&gt;
* '''Debug Mode''': In X68000 v1.10, the debug mode described above can be activated on startup without entering the Kakushi menu by holding both joystick action buttons or CTRL+SHIFT on startup. The inputs can be released when the game starts printing asset loading messages.&lt;br /&gt;
*'''Show Time''': A special boss rush consisting of three bosses which alternating indefinitely. Two of the bosses share sprites with ones found in the game, but utilize different attacks, while one boss is entirely unique and not found anywhere in the main game.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
The game is available as freeware and can be downloaded from https://yosshin4004.github.io/x68k/crs68k/official/index.html. The Sharp X68000 version will run in an emulator (such as RetroArch's PX68K core) at 55 FPS. The Windows version runs at 60 FPS, and notably features a reworked replay system.&lt;br /&gt;
&lt;br /&gt;
==== Older versions ====&lt;br /&gt;
The following link has all 3 Windows versions, plus the original Sharp X68000 version: https://web.archive.org/web/20190927084456/http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
=== Stage select cheat ===&lt;br /&gt;
&lt;br /&gt;
Set this address to the desired stage number, then select &amp;quot;Continue&amp;quot; on the main menu. Loop 1 stages are 1 to 7, loop 2 stages are 17 to 23.&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.mediafire.com/file/5pscrzwmtj8qaud/cho_ren_sha_68k_v1-10_WIP19_level_select.CT/file Download premade Cheat Engine table]&lt;br /&gt;
&lt;br /&gt;
Alternatively, attach Cheat Engine to the running Cho Ren Sha process, select &amp;quot;Add Address Manually&amp;quot;, and paste the entry below matching your downloaded build of the game:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game version&lt;br /&gt;
! Type&lt;br /&gt;
! Address&lt;br /&gt;
|-&lt;br /&gt;
| Windows 2025/01/19 WIP15 || 4 byte || cho_ren_sha_68k.exe+536D90&lt;br /&gt;
|-&lt;br /&gt;
| Windows 2025/05/25 WIP18 || 4 byte || cho_ren_sha_68k.exe+63CCB8&lt;br /&gt;
|-&lt;br /&gt;
| Windows 2025/06/15 WIP19 || 4 byte || cho_ren_sha_68k.exe+63CCB8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In versions prior to 1.10, the default high score table is populated completely with the names of other [[Toaplan]] games: [[Slap Fight]], [[Tatsujin]], [[Hishouzame]], [[Kyuukyoku Tiger]], [[Same! Same! Same!|Same3!]], [[Tiger-Heli]], Batsugun, [[Dogyuun]], [[OutZone]] and [[V-V]]. As of 1.10, it defaults to a message thanking players and STG developers, although entering an empty name will instead produce the name of an X68000 model or type of accelerator board.&lt;br /&gt;
[[File:Crs68k_1.10_devmessage.png|thumb|left|430x360px|The leaderboard message added in version 1.10.]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
* [[ZeroRanger]] contains several references to Cho Ren Sha, including the shot weapon of its Type-B ship, and enemies based on the Stage 0 boss and player ship.&lt;br /&gt;
* The powerup carriers are referenced in [[Graze Counter]]. The Triple Item Grab technique is also used in [[Graze Counter GM]].&lt;br /&gt;
* The powerup items seen in [[Crimzon Clover]] are a reference to the Cho Ren Sha item triangle.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
CRSG1.png&lt;br /&gt;
CRSG2.png&lt;br /&gt;
CRSOST1.jpg|Soundtrack booklet&lt;br /&gt;
CRSOST2.jpg|Soundtrack booklet, featuring a silhoutte of the TLB's 3rd form&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# [https://yosshin4004.github.io/index.html Famibe no Yosshin's web site]&lt;br /&gt;
# ''Cho Ren Sha 68K Development Postscript'', [https://shmuplations.com/chorensha68k translation on Shmuplations]&lt;br /&gt;
&lt;br /&gt;
* This page was assembled using a template provided by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;br /&gt;
[[Category:Free to Play shooting games]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Wanda</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Crs68k_1.10_devmessage.png&amp;diff=35477</id>
		<title>File:Crs68k 1.10 devmessage.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Crs68k_1.10_devmessage.png&amp;diff=35477"/>
		<updated>2025-08-27T23:28:10Z</updated>

		<summary type="html">&lt;p&gt;Wanda: a screenshot of cho ren sha 68k, showcasing the developer message seen in the leaderboard in version 1.10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
a screenshot of cho ren sha 68k, showcasing the developer message seen in the leaderboard in version 1.10&lt;/div&gt;</summary>
		<author><name>Wanda</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Crs68k_pickup_shield.png&amp;diff=35476</id>
		<title>File:Crs68k pickup shield.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Crs68k_pickup_shield.png&amp;diff=35476"/>
		<updated>2025-08-27T21:15:33Z</updated>

		<summary type="html">&lt;p&gt;Wanda: image of shield pickup from cho ren sha 68k&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
image of shield pickup from cho ren sha 68k&lt;/div&gt;</summary>
		<author><name>Wanda</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Crs68k_pickup_power.png&amp;diff=35475</id>
		<title>File:Crs68k pickup power.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Crs68k_pickup_power.png&amp;diff=35475"/>
		<updated>2025-08-27T21:15:23Z</updated>

		<summary type="html">&lt;p&gt;Wanda: image of the powerup pickup from cho ren sha 68k&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
image of the powerup pickup from cho ren sha 68k&lt;/div&gt;</summary>
		<author><name>Wanda</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Crs68k_pickup_bomb.png&amp;diff=35474</id>
		<title>File:Crs68k pickup bomb.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Crs68k_pickup_bomb.png&amp;diff=35474"/>
		<updated>2025-08-27T21:15:12Z</updated>

		<summary type="html">&lt;p&gt;Wanda: image of the bomb pickup from cho ren sha 68k&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
image of the bomb pickup from cho ren sha 68k&lt;/div&gt;</summary>
		<author><name>Wanda</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K/Video_Index&amp;diff=35473</id>
		<title>Cho Ren Sha 68K/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Cho_Ren_Sha_68K/Video_Index&amp;diff=35473"/>
		<updated>2025-08-27T20:37:13Z</updated>

		<summary type="html">&lt;p&gt;Wanda: added my run to the video index&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CRS68K Logo png.png|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 24,096,033&lt;br /&gt;
| Windows (Ver 1.10)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/3Oo24qiohfk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SFKhoa&lt;br /&gt;
| 23,765,658&lt;br /&gt;
| Windows (Ver 1.10)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/NpVcRTlfq8E Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SFKhoa&lt;br /&gt;
| 22,391,866&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/aTGRa5ScGVM Youtube]&lt;br /&gt;
| TLB no miss no bomb&lt;br /&gt;
|-&lt;br /&gt;
| Mikasen&lt;br /&gt;
| 21,373,394&lt;br /&gt;
| X68000&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/1bcn2QNptA4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 21,186,922&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/3HO5aMd1Osk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| maximo&lt;br /&gt;
| 21,068,587&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/Z-qOTeKTAG4?si=VSKcenta6cw_ECKN&amp;amp;t=435 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Miculus1&lt;br /&gt;
| 17,895,385&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/3ei3ocJqn3E?si=rhD9J9r8hmVDjNor Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TheVoid&lt;br /&gt;
| 17,749,371&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://www.twitch.tv/videos/1569360640 Twitch]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Prinny&lt;br /&gt;
| 16,657,708&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/pTgAyvZI-Lo?si=H5IDiqeKOI-EhbtE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Oringiri&lt;br /&gt;
| 16,571,068&lt;br /&gt;
| Windows (Ver 1.10)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/UW9LivJn1Fw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| wand&lt;br /&gt;
| 14,982,024&lt;br /&gt;
| X68000 (Ver 1.10)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/NZ8sprDX5sA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| もんちゃん&lt;br /&gt;
| 14,417,239&lt;br /&gt;
| X68000&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/QzK5hp0sDfA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Famitwo2&lt;br /&gt;
| 14,013,470&lt;br /&gt;
| Windows (Ver 1.10)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/Q-oSUSW4VVs Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Chantake&lt;br /&gt;
| 12,954,042&lt;br /&gt;
| Windows (Ver 1.10)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/FplEa-R-NJc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fati98&lt;br /&gt;
| 12,477,536&lt;br /&gt;
| Windows (Ver 1.10)&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/ov8_l7NHbCY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Shuhalmo&lt;br /&gt;
| 32,575,930&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/ZUxagkeVFzY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BuyMeThingsNow&lt;br /&gt;
| 25,528,538&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/YaU_VjZoB4M Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kanzaki Shintarou&lt;br /&gt;
| 23,860,424&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/1Wjxdaxl1yY Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| TheVoid&lt;br /&gt;
| 18,957,377&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://www.twitch.tv/videos/1645668311 Twitch]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| maximo&lt;br /&gt;
| 17,462,038&lt;br /&gt;
| Windows&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://youtu.be/-5lK2DdDyMs?si=SdSZ85J46PGPcBiI Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>Wanda</name></author>
		
	</entry>
</feed>