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	<id>https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Warboss+Gegguz</id>
	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
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	<updated>2026-04-19T09:59:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://shmups.wiki/index.php?title=Euroshmups&amp;diff=27970</id>
		<title>Euroshmups</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Euroshmups&amp;diff=27970"/>
		<updated>2024-02-20T17:12:56Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* Origin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
A semi-derogatory term for European shooters produced during the mid to late 80s. At that point, the gaming industry in Europe was focused primarily on PCs and micro-computers (like the C64, ZX Spectrum, Amiga, etc.) and as such, developers didn't necessarily conform to traditional game design used by American and Japanese studios found on consoles and in arcades.&lt;br /&gt;
&lt;br /&gt;
As a result of this dissonance, there are several elements in shooters of that period that are typically seen as flaws and shortcomings by shmup fans accustom to the design standards of Japanese and North American to arcade games.&lt;br /&gt;
&lt;br /&gt;
For this reason, European shmups became stigmatized by these &amp;quot;features&amp;quot;. While this has changed significantly in recent years, with European studios releasing games that meet or exceed the standards of Japanese arcade titles (e.g. [[ZeroRanger]], [[Gunvein]], [[Jamestown]], etc.), several titles matching this criteria developing a following among even traditional shmup fans, as well as Japanese studios and fans releasing shooters that share multiple design characteristics with Euroshmups (e.g. [[Fantasy Zone, [[Gun-Nac]], [[Area 88]], etc.), the stigma around European-developed shooters still lingers among many fans.&lt;br /&gt;
&lt;br /&gt;
== Definition ==&lt;br /&gt;
Although there is no concrete definition, elements of a euroshmup may often include:&lt;br /&gt;
&lt;br /&gt;
* Ship physics / Ship momentum (inertia)&lt;br /&gt;
* Player shields / Health bars&lt;br /&gt;
* Unavoidable obstacles or enemies (which are meant to be absorbed with health bars or shields)&lt;br /&gt;
* No bullet patterns / Only simple 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;
* A large number of levels often with little variation between them&lt;br /&gt;
* No scoring systems&lt;br /&gt;
&lt;br /&gt;
Other examples of these features include Weak firepower (leading to unsatisfying enemy encounters), overly simplistic enemy behavior and level design (leading to less exciting gameplay experience), use of healthbars (replacing the life/extend system) and in-game shops as a crutch to make players be able to beat otherwise barely possible levels, and large player hitboxes.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Some examples of “euroshmups”:&lt;br /&gt;
*Tyrian (Epic Megagames, DOS, 1995)&lt;br /&gt;
*Raptor: Call of the Shadows (Cygnus Studios, DOS, 1994)&lt;br /&gt;
*Jets'n'Guns (Rake in Grass, Windows, 2004)&lt;br /&gt;
*Sine Mora (Digital Reality, Windows, 2012)&lt;br /&gt;
*Sky Force (Infinite Dreams, Symbian, 2004)&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Euroshmups&amp;diff=27969</id>
		<title>Euroshmups</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Euroshmups&amp;diff=27969"/>
		<updated>2024-02-20T17:10:51Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* Definition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
A semi-derogatory term for European shooters produced during the mid to late 80s. At that point, the gaming industry in Europe was focused primarily on PCs and micro-computers (like the C64, ZX Spectrum, Amiga, etc.) and as such, developers didn't necessarily conform to traditional game design used by American and Japanese studios found on Consoles and in arcades.&lt;br /&gt;
&lt;br /&gt;
As a result of this dissonance, there are several elements in shooters of that period that are typically seen as flaws and shortcomings by shmup fans accustom to the design standards of Japanese and North American to arcade games.&lt;br /&gt;
&lt;br /&gt;
For this reason, European shmups became stigmatized by these &amp;quot;features&amp;quot;. While this has changed significantly in recent years, with both European studios releasing games that meet or exceed the standards of Japanese arcade titles (e.g. [[ZeroRanger]], [[Gunvein]], [[Jamestown]], etc.) as well as Japanese studios and fans releasing shooters that share multiple design characteristics with Euroshmups (e.g. [[Fantasy Zone, [[Gun-Nac]], [[Area 88]], etc.) the stigma around European-developed shooters still lingers among many fans.&lt;br /&gt;
&lt;br /&gt;
== Definition ==&lt;br /&gt;
Although there is no concrete definition, elements of a euroshmup may often include:&lt;br /&gt;
&lt;br /&gt;
* Ship physics / Ship momentum (inertia)&lt;br /&gt;
* Player shields / Health bars&lt;br /&gt;
* Unavoidable obstacles or enemies (which are meant to be absorbed with health bars or shields)&lt;br /&gt;
* No bullet patterns / Only simple 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;
* A large number of levels often with little variation between them&lt;br /&gt;
* No scoring systems&lt;br /&gt;
&lt;br /&gt;
Other examples of these features include Weak firepower (leading to unsatisfying enemy encounters), overly simplistic enemy behavior and level design (leading to less exciting gameplay experience), use of healthbars (replacing the life/extend system) and in-game shops as a crutch to make players be able to beat otherwise barely possible levels, and large player hitboxes.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Some examples of “euroshmups”:&lt;br /&gt;
*Tyrian (Epic Megagames, DOS, 1995)&lt;br /&gt;
*Raptor: Call of the Shadows (Cygnus Studios, DOS, 1994)&lt;br /&gt;
*Jets'n'Guns (Rake in Grass, Windows, 2004)&lt;br /&gt;
*Sine Mora (Digital Reality, Windows, 2012)&lt;br /&gt;
*Sky Force (Infinite Dreams, Symbian, 2004)&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Euroshmups&amp;diff=27968</id>
		<title>Euroshmups</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Euroshmups&amp;diff=27968"/>
		<updated>2024-02-20T17:08:26Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* Origin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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.&lt;br /&gt;
&lt;br /&gt;
== Origin ==&lt;br /&gt;
A semi-derogatory term for European shooters produced during the mid to late 80s. At that point, the gaming industry in Europe was focused primarily on PCs and micro-computers (like the C64, ZX Spectrum, Amiga, etc.) and as such, developers didn't necessarily conform to traditional game design used by American and Japanese studios found on Consoles and in arcades.&lt;br /&gt;
&lt;br /&gt;
As a result of this dissonance, there are several elements in shooters of that period that are typically seen as flaws and shortcomings by shmup fans accustom to the design standards of Japanese and North American to arcade games.&lt;br /&gt;
&lt;br /&gt;
For this reason, European shmups became stigmatized by these &amp;quot;features&amp;quot;. While this has changed significantly in recent years, with both European studios releasing games that meet or exceed the standards of Japanese arcade titles (e.g. [[ZeroRanger]], [[Gunvein]], [[Jamestown]], etc.) as well as Japanese studios and fans releasing shooters that share multiple design characteristics with Euroshmups (e.g. [[Fantasy Zone, [[Gun-Nac]], [[Area 88]], etc.) the stigma around European-developed shooters still lingers among many fans.&lt;br /&gt;
&lt;br /&gt;
== Definition ==&lt;br /&gt;
Although there is no concrete definition, elements of a euroshmup may often include:&lt;br /&gt;
&lt;br /&gt;
* Ship physics / Ship momentum (inertia)&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 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;
Other examples of these features include Weak firepower (leading to unsatisfying enemy encounters), overly simplistic enemy behavior and level design (leading to less exciting gameplay experience), use of healthbars (replacing the life/extend system) and in-game shops as a crutch to make players be able to beat otherwise barely possible levels, overly big player hitboxes.&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Some examples of “euroshmups”:&lt;br /&gt;
*Tyrian (Epic Megagames, DOS, 1995)&lt;br /&gt;
*Raptor: Call of the Shadows (Cygnus Studios, DOS, 1994)&lt;br /&gt;
*Jets'n'Guns (Rake in Grass, Windows, 2004)&lt;br /&gt;
*Sine Mora (Digital Reality, Windows, 2012)&lt;br /&gt;
*Sky Force (Infinite Dreams, Symbian, 2004)&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Super_Star_Soldier&amp;diff=27926</id>
		<title>Super Star Soldier</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Super_Star_Soldier&amp;diff=27926"/>
		<updated>2024-02-13T15:19:11Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Super Star Soldier logo.png|800px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Super Star Soldier&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Super Star Soldier Cover art.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Japanese Cover Art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Kaneko&lt;br /&gt;
|&lt;br /&gt;
|publisher = JP: [[Hudson Soft]] &amp;lt;br&amp;gt; NA: NEC&lt;br /&gt;
|&lt;br /&gt;
|designer = Tadayuki Kawada &amp;lt;br&amp;gt; Keita Hoshi&lt;br /&gt;
|&lt;br /&gt;
|music = Nozomi Nakahashi&lt;br /&gt;
|&lt;br /&gt;
|program = Takashi Yamashita &amp;lt;br&amp;gt; Takashi Sugimoto&lt;br /&gt;
|&lt;br /&gt;
|releasedate = JP: Jul 6, 1990 &amp;lt;br&amp;gt; NA: March, 1991&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Gunhed]]&lt;br /&gt;
|nextgame = [[Final Soldier]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Super Star Soldier''' is a vertically scrolling shooter developed by Kaneko and published by [[Hudson Soft]] in 1990 for the PC-Engine (Turbografx-16). It is the second mainline entry in Hudson's Star Soldier series (fourth overall), and the fifth official Caravan Shooting game (sixth official Caravan software). It is the second entry in the series not to be developed directly by Hudson Soft.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''In the beginning of this new era of time and space, the small fighter aircraft, Caesar, was just beginning its fight against the evil Brains in an attempt to restore peace to the world. The mission was a success, and peace was restored. Now, four years later, the evil Brains are planning their next attack. Lead by their evil leader, Mother Brain, the peaceful existence of the world is once again in jeopardy.''&lt;br /&gt;
&lt;br /&gt;
''However, do not despair all hope is not lost! In anticipation of the Brains's expected counterattack, an improved version of the original Caesar was designed and built and now sits quietly, ready for battle. It is you, Starbuck, that must pilot this new fighting aircraft Neo Caesar into combat! Go now! Hurry to your ship, you are the world's only hope of peace!'' - NA Manual&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Super Star Soldier, like its predecessors, is a vertical scrolling shooter with an emphasis on high score chasing and competitive play. Super Star Soldier features establishes the format and style of gameplay that would become standard for the rest of the series, building upon the mechanics of the original [[Star Soldier]], as well as it's direct predecessor [[Gunhed]]. &lt;br /&gt;
&lt;br /&gt;
It features a total of eight main stages, and is the first game in the series to feature a dedicated stage for the Caravan modes.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''I:''' Rotate Defense System&lt;br /&gt;
* '''II (Press):''' Fire primary weapon&lt;br /&gt;
* '''II (Hold):''' Auto-Fire&lt;br /&gt;
* '''Select:''' Navigate menu and change movement speed&lt;br /&gt;
* '''Start:''' Start game and pause/un-pause&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
There are five different weapons in Super Star Soldier which can are obtained and upgraded through collecting power-up crystals.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Laser.png|150px]] || '''Multishot''' &amp;lt;br&amp;gt; Base weapon. Auto-firing straight shot. &amp;lt;br&amp;gt; Can be upgraded to a total of six lines of fire in five directions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Missile shot.png|150px]] || '''Homing Missiles''' &amp;lt;br&amp;gt; Secondary weapon that auto-fires alongside the player's main weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Ring Laser.png|150px]] || '''Ring Laser'''&amp;lt;br&amp;gt; Auto-firing wide shots that expand as they move forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Spread Laser.png|150px]] || '''Spread Laser''' &amp;lt;br&amp;gt; Forward beam that lengthens and eventually splits into three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Swing Fire.png|150px]] || '''Swing Fire''' &amp;lt;br&amp;gt; Sort range columns of swinging flames. Highest damage weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
There are four items to be found in Super Star Soldier: Power-Up Crystals, Homing Missiles, the Starbuck Defense System, and Bonus Points. Most of these are dropped specifically by pods when shot at, though are occasionally dropped by other enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:TurboGrafx-16 - Super Star Soldier - Pod.png|'''Item Pods'''&amp;lt;br&amp;gt;Targets that hold power-ups and bonuses&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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:TurboGrafx-16 - Super Star Soldier - Power-Up Crystals.png|150px]] || '''Power-Up Crystals''' &amp;lt;br&amp;gt; Released by enemies, are used to upgrade and/or change weapon types. Five are required to fully upgrade a weapon. &amp;lt;br&amp;gt; Collecting more than five of one kind or a flashing crystal triggers a screen-clearing Super Bomb.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Homing Missile.png|50px]] || '''Homing Missiles''' &amp;lt;br&amp;gt; Secondary weapon that auto-fires alongside the player's main weapon. Collecting two increases the missile's speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - SDS 1.png|50px]] [[File:TurboGrafx-16 - Super Star Soldier - SDS 2.png|100px]]|| '''Starbuck Defense System'''&amp;lt;br&amp;gt; Drones that flank and shield the player. Can be rotated by pressing I. Collecting two causes them to automatically circle around the player.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Bonus.png|50px]] || '''Bonus Points''' &amp;lt;br&amp;gt; Increases score.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy===&lt;br /&gt;
Management of items and weapons is crucial, as the effectiveness of a particular weapon on a particular boss varies. &lt;br /&gt;
&lt;br /&gt;
Nearly all enemy shots are aimed, but the increase in hardware power over the NES means there are far more shots and enemies overall. While there are multiple movement speeds, higher speeds are generally not advisable in the main game since it will more than likely lead to collision with enemies.&lt;br /&gt;
&lt;br /&gt;
[[Category: Star Soldier series]]&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Star_Force&amp;diff=27915</id>
		<title>Star Force</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Star_Force&amp;diff=27915"/>
		<updated>2024-02-11T19:10:07Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Star-Force-logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Star Force&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Star Force Title Screen Arcade.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Tecmo|Tehkan (Tecmo)]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = September 1984&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Super Star Force]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Star Force''' is a vertical scrolling shooter by [[Tecmo|Tehkan (Tecmo)]]. Released in 1984, it's the first entry in the Star Force series. While the arcade original was a moderate success, the 1,000,000+ unit sales of the [[Hudson Soft]] Famicom port resulted in the game gaining a substantial audience and high praise in Japan.&lt;br /&gt;
&lt;br /&gt;
Predating the likes of [[1942]] and [[Tiger-Heli]], the game was among the first to feature many mechanics and gameplay elements that would become standard in the genre, including modern auto-fire, agile ship movement, hidden bonuses, and pre-planned enemy patterns. In addition the promotional &amp;quot;Caravan&amp;quot; high score competition hosted by Hudson for the Japanese Famicom port served as one of the earliest examples of a competitive shmup event.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Star Force is a single-button shooter. The game is comprised of 24 areas, each named after a letter of the Greek alphabet. At the end of each level is a Alpha Target, which acts as a end of level boss and is represented by the level's Greek letter. Failing to destroy it will force the player to replay the current stage. Upon completion the game loops infinitely.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A:''' Fire&lt;br /&gt;
* '''A (Hold):''' Auto-fire&lt;br /&gt;
* '''Joystick:''' Movement&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
There is only one ship in Star Force: Final Star. Final Star is noticeably small and agile, being about the same size if not smaller than even basic enemies. This is in contrast to early shmups like Xevious, Super Xevious, or Scramble, and even later contemporaries like Tiger-Heli and 1942.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
FinalStar.webp|'''Final Star'''&amp;lt;br&amp;gt;Player's ship&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Final Star's only weapon is two different rates of basic fire. The default rate of fire is slow, but after obtaining the Purser the rate of auto-fire is significantly increased.&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&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:BonusTarget Star Force.png|frameless|none|left]]'''Bonus Targets'''&lt;br /&gt;
| Targets marked with either &amp;quot;B&amp;quot; or &amp;quot;b&amp;quot; that award bonus points.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Star_Force_Cleopatra.webp|100px|frameless|none|left]]'''Cleopatra'''&lt;br /&gt;
| A very rare ground target found only in the Nu Area. Destroying it will earn the player a bonus of 1000000 points.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Star Force Hidden.webp|100px|frameless|none|left]]'''Hidden'''&lt;br /&gt;
| Rectangular hidden ground targets. They are initially hidden on the ground, appearing when shot. Each is worth 2000 points.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Star Force Magikka.webp|200px|frameless|none|left]]'''Magikka'''&lt;br /&gt;
| Small &amp;quot;?&amp;quot; ground targets. Once shot they are overturned, showing either a angry face or a happy face (Kera). Revealing a Kera will earn the player a extra life.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Purser.png|frameless|none|left]]'''Purser'''&lt;br /&gt;
| A small external ship attachment that serves as Star Force's primary power-up, increasing fire-rate and the vertical size of the player's hit-box.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
Majority of enemies and ground targets total between 200-500 points each.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Due to the school of shmup design prominent at the time still being rather basic, there's no complex shot patterns in Star Force. Instead, the primary threat comes from the sheer quantity of enemies and shots on screen. Nearly all shots fired by enemies are aimed rather than patterned and several enemies directly pursue the player, meaning evasion requires much more awareness and focus than modern STGs.&lt;br /&gt;
&lt;br /&gt;
If you are playing the Hudson Soft Famicom version, there are a number of exploits that can be abused to make the game somewhat easier at the cost of score. Most famously, you can avoid more complex and difficult enemies spawning in by simply not firing at whatever wave is currently on screen. On larger displays it is also possible to see enemies spawn position a frame in advance through the vertical overscan.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
In the year 2010 of Dimension Almanac, there was a mysterious planet named Gordess which was moving in the darkness of the cosmos for the purpose of mass murder and plunder. Everyone gave up fighting against Gordess because of its awesome power. One day a brave soldier riding a space patroller challenged Gordess to fight. People called this space patroller &amp;quot;Final Star&amp;quot;, wishing to be saved. You must bring an end to the murders which have been committees for the past 2000 years.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Some North American variants of the arcade cabinet published by Video Ware are titled &amp;quot;Mega Force&amp;quot;. Later Tehkan published units use the original title.&lt;br /&gt;
* There are two different versions for the NES/Famicom: the Hudson Soft-developed Famicom version released in Japan in 1985, and a Tehkan developed NES version released in North America and Europe in 1987. Despite the obvious surface-level similarities, the Famicom and NES version were developed entirely separately, and feature totally unique assets and code from each other.&lt;br /&gt;
* Hudson released an MSX version in 1985&lt;br /&gt;
* Sega ported Star Force to the SG-1000&lt;br /&gt;
* Dempa Shimbunsha ported Star Force to the X68000&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Despite the commercial and critical success of Hudson's port of Star Force to the Famicom, a combination of desiring greater revenue share and dissatisfaction with Hudson Soft's work led to Tecmo developing an entirely new port of Star Force for the NES. While both are obviously the same game, graphics, music, and code are entirely unique from each other, with the NES version being much closer to the arcade original. In addition, the NES version has far fewer glitches and exploits than the Japanese release, making it noticeably harder yet also a far better port than the Famicom version.&lt;br /&gt;
* The success of the Hudson Soft Famicom port directly led to Hudson developing the [[Star Soldier]] series as a &amp;quot;spiritual successor&amp;quot; to Star Force, as well as hosting further yearly Caravan events.&lt;br /&gt;
* Despite the termination of their contract internationally, Hudson still retained the home console rights to Star Force in Japan. As such, a marginally updated version of the title was released on the Super Famicom as part of the Caravan Shooting Collection in 1995. It features a slightly different color palate (to match the crushed-blacks of the SFC), additional sound channels that allow for music and sound effects simultaneously, and a few minor fixes, though the poor rendering distance and most glitches still remain.&lt;br /&gt;
* There´s a Studio SiestA doujin shmup called [[Soldier Force]], which was released in 2006 and directly took Final Star and made them playable in what were primarily remakes of stages from Hudson Soft's first Star Soldier title. Additionally, the music of Star Force is used in place of Star Soldier's themes when playing as Final Star. However, the companies Hudson and Tecmo sued Studio SiestA causing Soldier Force to be officially discontinued, though it can still be found online.&lt;br /&gt;
[[File:Final Star Soldier Force.png|thumb|left|Final Soldier as seen in Soldier Force]] [[File:Final_Soldier_Soldier_Force.png|200px|thumb|center|Final Soldier as seen in Soldier Force's selection screen]]&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Super_Star_Soldier&amp;diff=27908</id>
		<title>Super Star Soldier</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Super_Star_Soldier&amp;diff=27908"/>
		<updated>2024-02-10T21:58:08Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Super Star Soldier logo.png|800px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Super Star Soldier&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Super Star Soldier Cover art.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Japanese Cover Art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Kaneko&lt;br /&gt;
|&lt;br /&gt;
|publisher = JP: [[Hudson Soft]] &amp;lt;br&amp;gt; NA: NEC&lt;br /&gt;
|&lt;br /&gt;
|designer = Tadayuki Kawada &amp;lt;br&amp;gt; Keita Hoshi&lt;br /&gt;
|&lt;br /&gt;
|music = Nozomi Nakahashi&lt;br /&gt;
|&lt;br /&gt;
|program = Takashi Yamashita &amp;lt;br&amp;gt; Takashi Sugimoto&lt;br /&gt;
|&lt;br /&gt;
|releasedate = JP: Jul 6, 1990 &amp;lt;br&amp;gt; NA: March, 1991&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Gunhed]]&lt;br /&gt;
|nextgame = [[Final Soldier]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Super Star Soldier''' is a vertically scrolling shooter developed by Kaneko and published by [[Hudson Soft]] in 1990 for the PC-Engine (Turbografx-16). It is the second mainline entry in Hudson's Star Soldier series (fourth overall), and the fifth official Caravan Shooting game (sixth official Caravan software). It is the second entry in the series not to be developed directly by Hudson Soft.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''In the beginning of this new era of time and space, the small fighter aircraft, Caesar, was just beginning its fight against the evil Brains in an attempt to restore peace to the world. The mission was a success, and peace was restored. Now, four years later, the evil Brains are planning their next attack. Lead by their evil leader, Mother Brain, the peaceful existence of the world is once again in jeopardy.''&lt;br /&gt;
&lt;br /&gt;
''However, do not despair all hope is not lost! In anticipation of the Brains's expected counterattack, an improved version of the original Caesar was designed and built and now sits quietly, ready for battle. It is you, Starbuck, that must pilot this new fighting aircraft Neo Caesar into combat! Go now! Hurry to your ship, you are the world's only hope of peace!'' - NA Manual&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Super Star Soldier, like its predecessors, is a vertical scrolling shooter with an emphasis on high score chasing and competitive play. Super Star Soldier features establishes the format and style of gameplay that would become standard for the rest of the series, building upon the mechanics of the original [[Star Soldier]], as well as it's direct predecessor [[Gunhed]]. &lt;br /&gt;
&lt;br /&gt;
It features a total of eight main stages, and is the first game in the series to feature a dedicated stage for the Caravan modes.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''I:''' Rotate Defense System&lt;br /&gt;
* '''II (Press):''' Fire primary weapon&lt;br /&gt;
* '''II (Hold):''' Auto-Fire&lt;br /&gt;
* '''Select:''' Navigate menu and change movement speed&lt;br /&gt;
* '''Start:''' Start game and pause/un-pause&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
There are five different weapons in Super Star Soldier which can are obtained and upgraded through collecting power-up crystals.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Laser.png|150px]] || '''Multishot''' &amp;lt;br&amp;gt; Base weapon. Auto-firing straight shot. &amp;lt;br&amp;gt; Can be upgraded to a total of six lines of fire in five directions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Missile shot.png|150px]] || '''Homing Missiles''' &amp;lt;br&amp;gt; Secondary weapon that auto-fires alongside the player's main weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Ring Laser.png|150px]] || '''Ring Laser'''&amp;lt;br&amp;gt; Auto-firing wide shots that expand as they move forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Spread Laser.png|150px]] || '''Spread Laser''' &amp;lt;br&amp;gt; Forward beam that lengthens and eventually splits into three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Swing Fire.png|150px]] || '''Swing Fire''' &amp;lt;br&amp;gt; Sort range columns of swinging flames. Highest damage weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
There are four items to be found in Super Star Soldier: Power-Up Crystals, Homing Missiles, the Starbuck Defense System, and Bonus Points. Most of these are dropped specifically by pods when shot at, though are occasionally dropped by other enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:TurboGrafx-16 - Super Star Soldier - Pod.png|'''Item Pods'''&amp;lt;br&amp;gt;Targets that hold power-ups and bonuses&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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:TurboGrafx-16 - Super Star Soldier - Power-Up Crystals.png|150px]] || '''Power-Up Crystals''' &amp;lt;br&amp;gt; Released by enemies, are used to upgrade and/or change weapon types. Five are required to fully upgrade a weapon. &amp;lt;br&amp;gt; Collecting more than five of one kind or a flashing crystal triggers a screen-clearing Super Bomb.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Homing Missile.png|50px]] || '''Homing Missiles''' &amp;lt;br&amp;gt; Secondary weapon that auto-fires alongside the player's main weapon. Collecting two increases the missile's speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - SDS 1.png|50px]] [[File:TurboGrafx-16 - Super Star Soldier - SDS 2.png|100px]]|| '''Starbuck Defense System'''&amp;lt;br&amp;gt; Drones that flank and shield the player. Can be rotated by pressing I. Collecting two causes them to automatically circle around the player.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Bonus.png|50px]] || '''Bonus Points''' &amp;lt;br&amp;gt; Increases score.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Star Soldier series]]&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Super_Star_Soldier&amp;diff=27905</id>
		<title>Super Star Soldier</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Super_Star_Soldier&amp;diff=27905"/>
		<updated>2024-02-10T18:42:04Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: Created page with &amp;quot;center  {{GameInfobox |bordercolor = black |title = Super Star Soldier |background = #f8f8f8 |image = Super Star Soldier Cover art.j...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Super Star Soldier logo.png|800px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Super Star Soldier&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Super Star Soldier Cover art.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Japanese Cover Art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Kaneko&lt;br /&gt;
|&lt;br /&gt;
|publisher = JP: [[Hudson Soft]] &amp;lt;br&amp;gt; NA: NEC&lt;br /&gt;
|&lt;br /&gt;
|designer = Tadayuki Kawada &amp;lt;br&amp;gt; Keita Hoshi&lt;br /&gt;
|&lt;br /&gt;
|music = Nozomi Nakahashi&lt;br /&gt;
|&lt;br /&gt;
|program = Takashi Yamashita &amp;lt;br&amp;gt; Takashi Sugimoto&lt;br /&gt;
|&lt;br /&gt;
|art = Person C&lt;br /&gt;
|&lt;br /&gt;
|releasedate = JP: Jul 6, 1990 &amp;lt;br&amp;gt; NA: March, 1991&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Gunhed]]&lt;br /&gt;
|nextgame = [[Final Soldier]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Super Star Soldier''' is a vertically scrolling shooter developed by Kaneko and published by [[Hudson Soft]] in 1990 for the PC-Engine (Turbografx-16). It is the second mainline entry in Hudson's Star Soldier series (fourth overall), and the fifth official Caravan Shooting game. It is the second entry in the series not to be developed directly by Hudson Soft.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''In the beginning of this new era of time and space, the small fighter aircraft, Caesar, was just beginning its fight against the evil Brains in an attempt to restore peace to the world. The mission was a success, and peace was restored. Now, four years later, the evil Brains are planning their next attack. Lead by their evil leader, Mother Brain, the peaceful existence of the world is once again in jeopardy.''&lt;br /&gt;
&lt;br /&gt;
''However, do not despair all hope is not lost! In anticipation of the Brains's expected counterattack, an improved version of the original Caesar was designed and built and now sits quietly, ready for battle. It is you, Starbuck, that must pilot this new fighting aircraft Neo Caesar into combat! Go now! Hurry to your ship, you are the world's only hope of peace!'' - NA Manual&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Super Star Soldier, like its predecessors, is a vertical scrolling shooter with an emphasis on high score chasing and competitive play. Super Star Soldier features establishes the format and style of gameplay that would become standard for the rest of the series, building upon the mechanics of the original [[Star Soldier]], as well as it's direct predecessor [[Gunhed]]. &lt;br /&gt;
&lt;br /&gt;
It features a total of eight main stages, and is the first game in the series to feature a dedicated stage for the Caravan modes.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''I:''' Rotate Defense System&lt;br /&gt;
* '''II (Press):''' Fire primary weapon&lt;br /&gt;
* '''II (Hold):''' Auto-Fire&lt;br /&gt;
* '''Select:''' Navigate menu and change movement speed&lt;br /&gt;
* '''Start:''' Start game and pause/un-pause&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
There are five different weapons in Super Star Soldier which can are obtained and upgraded through collecting power-up crystals.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Laser.png|150px]] || '''Multishot''' &amp;lt;br&amp;gt; Base weapon. Auto-firing straight shot. &amp;lt;br&amp;gt; Can be upgraded to a total of six lines of fire in five directions.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Missile shot.png|150px]] || '''Homing Missiles''' &amp;lt;br&amp;gt; Secondary weapon that auto-fires alongside the player's main weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Ring Laser.png|150px]] || '''Ring Laser'''&amp;lt;br&amp;gt; Auto-firing wide shots that expand as they move forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Spread Laser.png|150px]] || '''Spread Laser''' &amp;lt;br&amp;gt; Forward beam that lengthens and eventually splits into three.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Swing Fire.png|150px]] || '''Swing Fire''' &amp;lt;br&amp;gt; Sort range columns of swinging flames. Highest damage weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
There are four items to be found in Super Star Soldier: Power-Up Crystals, Homing Missiles, the Starbuck Defense System, and Bonus Points. Most of these are dropped specifically by pods when shot at, though are occasionally dropped by other enemies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:TurboGrafx-16 - Super Star Soldier - Pod.png|'''Item Pods'''&amp;lt;br&amp;gt;Targets that hold power-ups and bonuses&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&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:TurboGrafx-16 - Super Star Soldier - Power-Up Crystals.png|150px]] || '''Power-Up Crystals''' &amp;lt;br&amp;gt; Released by enemies, are used to upgrade and/or change weapon types. Five are required to fully upgrade a weapon. &amp;lt;br&amp;gt; Collecting more than five of one kind or a flashing crystal triggers a screen-clearing Super Bomb.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Homing Missile.png|50px]] || '''Homing Missiles''' &amp;lt;br&amp;gt; Secondary weapon that auto-fires alongside the player's main weapon. Collecting two increases the missile's speed&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - SDS 1.png|50px]] [[File:TurboGrafx-16 - Super Star Soldier - SDS 2.png|100px]]|| '''Starbuck Defense System'''&amp;lt;br&amp;gt; Drones that flank and shield the player. Can be rotated by pressing I. Collecting two causes them to automatically circle around the player.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TurboGrafx-16 - Super Star Soldier - Bonus.png|50px]] || '''Bonus Points''' &amp;lt;br&amp;gt; Increases score.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Star Soldier series]]&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
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		<id>https://shmups.wiki/index.php?title=File:TurboGrafx-16_-_Super_Star_Soldier_-_Pod.png&amp;diff=27904</id>
		<title>File:TurboGrafx-16 - Super Star Soldier - Pod.png</title>
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		<updated>2024-02-10T18:38:50Z</updated>

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		<id>https://shmups.wiki/index.php?title=File:TurboGrafx-16_-_Super_Star_Soldier_-_Bonus.png&amp;diff=27903</id>
		<title>File:TurboGrafx-16 - Super Star Soldier - Bonus.png</title>
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		<updated>2024-02-10T18:32:15Z</updated>

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		<title>File:TurboGrafx-16 - Super Star Soldier - SDS 2.png</title>
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		<updated>2024-02-10T18:24:30Z</updated>

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		<updated>2024-02-10T18:08:32Z</updated>

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		<title>File:TurboGrafx-16 - Super Star Soldier - Spread Laser.png</title>
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		<updated>2024-02-10T18:06:34Z</updated>

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	<entry>
		<id>https://shmups.wiki/index.php?title=File:TurboGrafx-16_-_Super_Star_Soldier_-_Swing_Fire.png&amp;diff=27897</id>
		<title>File:TurboGrafx-16 - Super Star Soldier - Swing Fire.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:TurboGrafx-16_-_Super_Star_Soldier_-_Swing_Fire.png&amp;diff=27897"/>
		<updated>2024-02-10T18:00:44Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:TurboGrafx-16_-_Super_Star_Soldier_-_Ring_Laser.png&amp;diff=27896</id>
		<title>File:TurboGrafx-16 - Super Star Soldier - Ring Laser.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:TurboGrafx-16_-_Super_Star_Soldier_-_Ring_Laser.png&amp;diff=27896"/>
		<updated>2024-02-10T17:55:00Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:TurboGrafx-16_-_Super_Star_Soldier_-_Missile_shot.png&amp;diff=27895</id>
		<title>File:TurboGrafx-16 - Super Star Soldier - Missile shot.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:TurboGrafx-16_-_Super_Star_Soldier_-_Missile_shot.png&amp;diff=27895"/>
		<updated>2024-02-10T17:46:25Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:TurboGrafx-16_-_Super_Star_Soldier_-_Laser.png&amp;diff=27894</id>
		<title>File:TurboGrafx-16 - Super Star Soldier - Laser.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:TurboGrafx-16_-_Super_Star_Soldier_-_Laser.png&amp;diff=27894"/>
		<updated>2024-02-10T17:42:32Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hector_%2787&amp;diff=27893</id>
		<title>Hector '87</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hector_%2787&amp;diff=27893"/>
		<updated>2024-02-10T17:14:36Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hector 87 logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hector '87&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hector_87_boxart.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Hector '87 Famicom Boxart&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Hudson Soft&lt;br /&gt;
|&lt;br /&gt;
|music = Takeaki Kunimoto&lt;br /&gt;
|&lt;br /&gt;
|program = Atsuo Nagata &amp;lt;br&amp;gt; Katsunori Takahashi&lt;br /&gt;
|&lt;br /&gt;
|art = Kazuhiko Nonaka &amp;lt;br&amp;gt; Sugata Morimoto &amp;lt;br&amp;gt; Yasuaki Kuwahara &amp;lt;br&amp;gt; Tsukasa Kuwahara &amp;lt;br&amp;gt; Yamacham!&lt;br /&gt;
|&lt;br /&gt;
|releasedate = JP: July 16, 1987 &amp;lt;br&amp;gt; NA: June 1990&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Star Soldier]]&lt;br /&gt;
|nextgame = [[Gunhed]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Hector '87''', released in North America as '''Starship Hector''', is a scrolling shooter by [[Hudson Soft]] released for the Famicom in 1987. It is a spinoff of the Star Soldier series and is the second official Caravan Shooter title. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Story ==&lt;br /&gt;
The game's story varies between the Japanese and English versions. While in the Japanese version the mission is to recover humanity's story, in the English version the mission is to save humanity from destruction. While in the Japanese version the player ship is named Noah, in the English version it is called Starship Hector.&lt;br /&gt;
&lt;br /&gt;
===Japanese Story===&lt;br /&gt;
''“The Third World War, which happens on Earth during Star Year 1024, burns down humanity's heritage and memories. In search of the lost past, the research fleet of the Time Travel Agency departs for the ancient Earth on Star Year 4622. However, most of the research vessels encountered and were pursued by a swarm of odd bio-mechanical creatures. Barely surviving, the Noah battled through the ancient soil to uncover the mystery behind these creatures.”''&lt;br /&gt;
&lt;br /&gt;
===North American Story===&lt;br /&gt;
''“In the Star Year of 2038, the Fourth World War on Earth destroyed all of mankind. The Starship Hector was thousands of light years away on an exploration mission. Upon their return to what is now Ancient Earth, the Starship Hector found Earth to be desolate and inhabited by gruesome bio-mechanical creatures. Starship Hector must fight it's way past many different empires of these bio-mechanical creatures to save Earth's future.”''&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hector '87 contains a mix of both vertical and horizontal scrolling stages. In contrast to all other Star Soldier games, Hector '87 utilizes a health bar in addition to a lives system. Noah is noticeably slower than most ships in the Star Soldier series.&lt;br /&gt;
There are a total of 6 Stages.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A:''' Ground Missile&lt;br /&gt;
* '''B:''' Forward Gun&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
There are only two weapons in Hector '87: The forward facing guns, and ground missiles to target ground enemies. It functions similar to titles like [[Xevious]] or [[Twinbee]], though unlike those titles the ground missiles can be fired repeatedly in the same manner as the main guns. This must be done manually however, as there is no form of auto-fire in any version of the game.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Outside if health pickups, there are no powerups or alternative weapons in Hector '87.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Soldier series]]&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Super_Star_Soldier_Cover_art.jpg&amp;diff=27892</id>
		<title>File:Super Star Soldier Cover art.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Super_Star_Soldier_Cover_art.jpg&amp;diff=27892"/>
		<updated>2024-02-10T16:53:06Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Super_Star_Soldier_logo.png&amp;diff=27891</id>
		<title>File:Super Star Soldier logo.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Super_Star_Soldier_logo.png&amp;diff=27891"/>
		<updated>2024-02-10T16:50:12Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hector_%2787&amp;diff=27889</id>
		<title>Hector '87</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hector_%2787&amp;diff=27889"/>
		<updated>2024-02-10T16:39:46Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hector 87 logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hector '87&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hector_87_boxart.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Hector '87 Famicom Boxart&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Hudson Soft&lt;br /&gt;
|&lt;br /&gt;
|music = Takeaki Kunimoto&lt;br /&gt;
|&lt;br /&gt;
|program = Atsuo Nagata &amp;lt;br&amp;gt; Katsunori Takahashi&lt;br /&gt;
|&lt;br /&gt;
|art = Kazuhiko Nonaka &amp;lt;br&amp;gt; Sugata Morimoto &amp;lt;br&amp;gt; Yasuaki Kuwahara &amp;lt;br&amp;gt; Tsukasa Kuwahara &amp;lt;br&amp;gt; Yamacham!&lt;br /&gt;
|&lt;br /&gt;
|releasedate = JP: July 16, 1987 &amp;lt;br&amp;gt; NA: June 1990&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Star Soldier]]&lt;br /&gt;
|nextgame = [[Super Star Soldier]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Hector '87''', released in North America as '''Starship Hector''', is a scrolling shooter by [[Hudson Soft]] released for the Famicom in 1987. It is a spinoff of the Star Soldier series and is the second official Caravan Shooter title. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Story ==&lt;br /&gt;
The game's story varies between the Japanese and English versions. While in the Japanese version the mission is to recover humanity's story, in the English version the mission is to save humanity from destruction. While in the Japanese version the player ship is named Noah, in the English version it is called Starship Hector.&lt;br /&gt;
&lt;br /&gt;
===Japanese Story===&lt;br /&gt;
''“The Third World War, which happens on Earth during Star Year 1024, burns down humanity's heritage and memories. In search of the lost past, the research fleet of the Time Travel Agency departs for the ancient Earth on Star Year 4622. However, most of the research vessels encountered and were pursued by a swarm of odd bio-mechanical creatures. Barely surviving, the Noah battled through the ancient soil to uncover the mystery behind these creatures.”''&lt;br /&gt;
&lt;br /&gt;
===North American Story===&lt;br /&gt;
''“In the Star Year of 2038, the Fourth World War on Earth destroyed all of mankind. The Starship Hector was thousands of light years away on an exploration mission. Upon their return to what is now Ancient Earth, the Starship Hector found Earth to be desolate and inhabited by gruesome bio-mechanical creatures. Starship Hector must fight it's way past many different empires of these bio-mechanical creatures to save Earth's future.”''&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hector '87 contains a mix of both vertical and horizontal scrolling stages. In contrast to all other Star Soldier games, Hector '87 utilizes a health bar in addition to a lives system. Noah is noticeably slower than most ships in the Star Soldier series.&lt;br /&gt;
There are a total of 6 Stages.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A:''' Ground Missile&lt;br /&gt;
* '''B:''' Forward Gun&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
There are only two weapons in Hector '87: The forward facing guns, and ground missiles to target ground enemies. It functions similar to titles like [[Xevious]] or [[Twinbee]], though unlike those titles the ground missiles can be fired repeatedly in the same manner as the main guns. This must be done manually however, as there is no form of auto-fire in any version of the game.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
Outside if health pickups, there are no powerups or alternative weapons in Hector '87.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Soldier series]]&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hector_%2787&amp;diff=27888</id>
		<title>Hector '87</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hector_%2787&amp;diff=27888"/>
		<updated>2024-02-10T16:30:38Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hector 87 logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hector '87&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hector_87_boxart.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Hector '87 Famicom Boxart&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Hudson Soft&lt;br /&gt;
|&lt;br /&gt;
|music = Takeaki Kunimoto&lt;br /&gt;
|&lt;br /&gt;
|program = Atsuo Nagata &amp;lt;br&amp;gt; Katsunori Takahashi&lt;br /&gt;
|&lt;br /&gt;
|art = Kazuhiko Nonaka &amp;lt;br&amp;gt; Sugata Morimoto &amp;lt;br&amp;gt; Yasuaki Kuwahara &amp;lt;br&amp;gt; Tsukasa Kuwahara &amp;lt;br&amp;gt; Yamacham!&lt;br /&gt;
|&lt;br /&gt;
|releasedate = JP: July 16, 1987 &amp;lt;br&amp;gt; NA: June 1990&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Star Soldier]]&lt;br /&gt;
|nextgame = [[Super Star Soldier]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Hector '87''', released in North America as '''Starship Hector''', is a scrolling shooter by [[Hudson Soft]] released for the Famicom in 1987. It is a spinoff of the Star Soldier series and is the second official Caravan Shooter title. &lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Story ==&lt;br /&gt;
The game's story varies between the Japanese and English versions. While in the Japanese version the mission is to recover humanity's story, in the English version the mission is to save humanity from destruction. While in the Japanese version the player ship is named Noah, in the English version it is called Starship Hector.&lt;br /&gt;
&lt;br /&gt;
===Japanese Story===&lt;br /&gt;
''“The Third World War, which happens on Earth during Star Year 1024, burns down humanity's heritage and memories. In search of the lost past, the research fleet of the Time Travel Agency departs for the ancient Earth on Star Year 4622. However, most of the research vessels encountered and were pursued by a swarm of odd bio-mechanical creatures. Barely surviving, the Noah battled through the ancient soil to uncover the mystery behind these creatures.”''&lt;br /&gt;
&lt;br /&gt;
===North American Story===&lt;br /&gt;
''“In the Star Year of 2038, the Fourth World War on Earth destroyed all of mankind. The Starship Hector was thousands of light years away on an exploration mission. Upon their return to what is now Ancient Earth, the Starship Hector found Earth to be desolate and inhabited by gruesome bio-mechanical creatures. Starship Hector must fight it's way past many different empires of these bio-mechanical creatures to save Earth's future.”''&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hector '87 contains a mix of both vertical and horizontal scrolling stages. In contrast to all other Star Soldier games, Hector '87 utilizes a health bar in addition to a lives system. Noah is noticeably slower than most ships in the Star Soldier series.&lt;br /&gt;
There are a total of 6 Stages.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A:''' Ground Missile&lt;br /&gt;
* '''B:''' Forward Gun&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
There are only two weapons in Hector '87: The forward facing guns, and ground missiles to target ground enemies. It functions similar to titles like [[Xevious]] or [[Twinbee]], though unlike those titles the ground missiles can be fired repeatedly in the same manner as the main guns.&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Soldier series]]&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27887</id>
		<title>Star Soldier</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27887"/>
		<updated>2024-02-10T16:17:58Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Star_Soldier_Logo.png|260px|center|Star Solder start screen]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Star Soldier&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = StarSoldierFamicomCover.webp&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Famicom cover art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Hudson Soft&lt;br /&gt;
|&lt;br /&gt;
|music = Takeaki Kunimoto&lt;br /&gt;
|&lt;br /&gt;
|program = Katsuhiro Nozawa &amp;lt;br&amp;gt; Masaaki Kikuta&lt;br /&gt;
|&lt;br /&gt;
|art = Tsuguyuki Yamamoto&lt;br /&gt;
|&lt;br /&gt;
|releasedate = FC: June 13, 1986 &amp;lt;br&amp;gt; MSX: 1986&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Star Force]]&lt;br /&gt;
|nextgame = [[Hector '87]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Star Soldier''' (スターソルジャー) is an arcade-style vertical shooter developed by [[Hudson Soft]] and released in 1986 for the Famicom and MSX in Japan, and in 1989 for the NES in North America. Building upon other mid-80s shmups, Star Soldier is a fast-paced and agile, yet simple shmup. Being designed specifically with Hudson’s Caravan Festival competition in mind, Star Soldier places heavy emphasis on enemy quantity, variety, and competitive high-scores.&lt;br /&gt;
&lt;br /&gt;
The resulting success of the title would lead to numerous sequels, spinoffs, and crossovers. The continued success of Hudson’s Caravan competition would also give rise to similar shmup tournaments from other publishers, such as [[Naxat Soft|Naxat Soft's]] Summer Carnival which involved [[Summer Carnival '92 Recca|Recca]] and [[Summer Carnival '92 Alzadick|Alzadick]], and further expanding the competitive shmup audience in Japan.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''“A strange and evil presence is lurking in space. Crushing Everything in its path, destroying spaceships full of innocent people, the fearsome Starbrain is threatening the entire Galactic Empire. Starbrain, a giant computer programmed only for destruction, inhabits an enormous space station, guarded by enemy ships and robot creatures. To penetrate the station is a job for the most skillful and experienced Star Soldier: you! You'll be piloting Caesar, the fastest fighter ship in the Galactic Fleet, with an awesome arsenal of weapons at your fingertips. Only you can end the brutal Starbrain's spree of destruction, and restore peace to the galaxy!”'' - NA manual&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Star Soldier is a one-button shooter. There is a low-rate negligible auto-fire that greatly increases once as the player collects their first upgrade. Movement is 8-directional and environments scroll vertically. Movement is relatively agile for a shooter of the period.&lt;br /&gt;
&lt;br /&gt;
The gameplay of Star Soldier is relatively simple. Stages scroll vertically and enemy attacks consist primarily of small aimed shots. There is a greater emphasis on large enemy quantities and environmental elements than having a large amount of on-screen bullets. &lt;br /&gt;
&lt;br /&gt;
There are a total of 16 stages with 2 alternating bosses. If the player fails to defeat the boss within a given time-limit, the player is brought back to the midway point of the level and they must clear it once more until they successfully defeat the end-stage boss.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A/B:''' Fire&lt;br /&gt;
* '''A/B (Hold):''' Auto-Fire&lt;br /&gt;
* '''Start:''' Begin Game &amp;amp; Pause&lt;br /&gt;
* '''D-Pad:''' Movement&lt;br /&gt;
&lt;br /&gt;
=== Power Levels ===&lt;br /&gt;
There are power-up capsules hidden within the P-mark ground targets that can be collected after the player has sufficiently damaged them.&lt;br /&gt;
&lt;br /&gt;
Catching a single capsule increases the rate of auto-fire significantly. Two capsules adds a tailgun. Collecting three gives the player five lines of fire (one forward and four diagonally in the front and back), as well as a shield. The shield is able to absorb shots enemy bullets, but does not prevent death from crashing into enemies.&lt;br /&gt;
&lt;br /&gt;
Getting shot once while shielded decreases the player's lines of fire back to three. Getting hit five times eliminates the shield.&lt;br /&gt;
&lt;br /&gt;
=== Trap Zones ===&lt;br /&gt;
A unique feature of levels in Star Soldier are so-called “Trap Zones”. Throughout the levels, the player can dive in the background and become protected against enemy bullets and collisions. During this state, the player is also unable to return fire or collect items.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*With such a simple premise, the best strategy for Star Soldier is to eliminate enemies as quickly as possible before they progress to a point-blank range. Ground targets can interfere with the player’s range, but can be quickly disbursed. &lt;br /&gt;
&lt;br /&gt;
*Enemy patterns, trap zone locations, Zeg locations, and power-up locations are all consistent throughout runs, while enemy attacks and pursuit are variable. This combined with the score-chasing nature of Star Soldier makes it in many ways a hybrid between a memorizer and a traditional fast-paced shmup. The player will likely have to repeat stages multiple times to calculate their optimal path, if not due to losing as their are no continues.&lt;br /&gt;
&lt;br /&gt;
*Trap Zones can serve as both a blessing and a curse, so it's important to note their locations to both use them effectively and avoid accidentally missing out on points/power-ups by slipping under one. Slipping out of a trap zone is a matter of simply moving towards the edge of the object and onto it's surface, but they are not telegraphed.&lt;br /&gt;
&lt;br /&gt;
*A common strategy is to take a single deliberate hit upon collecting four power-ups, as the five lines of fire mode reduces your forward shot to just a single beam rather than two. Returning to the three lanes of fire mode allows you to deal damage to individual targets and bosses more effectively while still allowing you to tank four additional shots if needed.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Star Soldier was created to be a spiritual successor to [[Tecmo|Tehkan’s]] arcade title [[Star Force]], following the success of the Hudson-developed port of Star Force to the Famicom both commercially and in the first Caravan Festival.&lt;br /&gt;
&lt;br /&gt;
*An enhanced port to of Star Soldier to the Super Famicom was released in 1995 as part of the Caravan Shooting Collection, alongside [[Hector '87]] and the Hudson Famicom port of Star Force. This version features additional sound channels allowing music and sound effects to play at the same time, as well as removal of sprite-flicker and slowdown present in the NES/Famicom version.&lt;br /&gt;
&lt;br /&gt;
*Star Soldier was given a quasi-remake/sequel for the PS2, Gamecube, and PSP as Volume 2 of the Hudson Selection series. It features fully redone 2.5D visuals, controllable ship speed, a secondary close-range attack option, A new a heavy metal rendition of the original's soundtrack, new unlockable ships, new stages, and new bosses alongside remakes of some of the original stages. It also includes the 2 minute and 5 minute Caravan modes featured in games from Hector '87 onward.&lt;br /&gt;
&lt;br /&gt;
*There´s a Studio SiestA doujin shmup called Soldier Force, which was released in 2006 and directly took ship designs, enemy designs, character names, music, and level layouts from Star Soldier, and as well as ships and music from Hector 87 and Star Force. However, the companies Hudson and Tecmo sued Studio SiestA causing Soldier Force to be officially discontinued, though it can still be found online.&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Soldier series]]&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hector_%2787&amp;diff=27886</id>
		<title>Hector '87</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hector_%2787&amp;diff=27886"/>
		<updated>2024-02-10T16:17:17Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hector 87 logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hector '87&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hector_87_boxart.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Hector '87 Famicom Boxart&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Hudson Soft&lt;br /&gt;
|&lt;br /&gt;
|music = Takeaki Kunimoto&lt;br /&gt;
|&lt;br /&gt;
|program = Atsuo Nagata &amp;lt;br&amp;gt; Katsunori Takahashi&lt;br /&gt;
|&lt;br /&gt;
|art = Kazuhiko Nonaka &amp;lt;br&amp;gt; Sugata Morimoto &amp;lt;br&amp;gt; Yasuaki Kuwahara &amp;lt;br&amp;gt; Tsukasa Kuwahara &amp;lt;br&amp;gt; Yamacham!&lt;br /&gt;
|&lt;br /&gt;
|releasedate = JP: July 16, 1987 &amp;lt;br&amp;gt; NA: June 1990&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Star Soldier]]&lt;br /&gt;
|nextgame = [[Super Star Soldier]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Hector '87''', released in North America as '''Starship Hector''', is a scrolling shooter by [[Hudson Soft]] released for the Famicom in 1987. It is a spinoff of the [[Star Soldier series]] and is the second official Caravan Shooter title. &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 [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Soldier series]]&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27885</id>
		<title>Star Soldier</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27885"/>
		<updated>2024-02-10T16:14:25Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Star_Soldier_Logo.png|260px|center|Star Solder start screen]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Star Soldier&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = StarSoldierFamicomCover.webp&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Famicom cover art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Hudson Soft&lt;br /&gt;
|&lt;br /&gt;
|music = Takeaki Kunimoto&lt;br /&gt;
|&lt;br /&gt;
|program = Katsuhiro Nozawa &amp;lt;br&amp;gt; Masaaki Kikuta&lt;br /&gt;
|&lt;br /&gt;
|art = Tsuguyuki Yamamoto&lt;br /&gt;
|&lt;br /&gt;
|releasedate = FC: June 13, 1986 &amp;lt;br&amp;gt; MSX: 1986&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Star Force]]&lt;br /&gt;
|nextgame = [[Hector '87]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Star Soldier''' (スターソルジャー) is an arcade-style vertical shooter developed by [[Hudson Soft]] and released in 1986 for the Famicom and MSX in Japan, and in 1989 for the NES in North America. Building upon other mid-80s shmups, Star Soldier is a fast-paced and agile, yet simple shmup. Being designed specifically with Hudson’s Caravan Festival competition in mind, Star Soldier places heavy emphasis on enemy quantity, variety, and competitive high-scores.&lt;br /&gt;
&lt;br /&gt;
The resulting success of the title would lead to numerous sequels, spinoffs, and crossovers. The continued success of Hudson’s Caravan competition would also give rise to similar shmup tournaments from other publishers, such as [[Naxat Soft|Naxat Soft's]] Summer Carnival which involved [[Summer Carnival '92 Recca|Recca]] and [[Summer Carnival '92 Alzadick|Alzadick]], and further expanding the competitive shmup audience in Japan.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''“A strange and evil presence is lurking in space. Crushing Everything in its path, destroying spaceships full of innocent people, the fearsome Starbrain is threatening the entire Galactic Empire. Starbrain, a giant computer programmed only for destruction, inhabits an enormous space station, guarded by enemy ships and robot creatures. To penetrate the station is a job for the most skillful and experienced Star Soldier: you! You'll be piloting Caesar, the fastest fighter ship in the Galactic Fleet, with an awesome arsenal of weapons at your fingertips. Only you can end the brutal Starbrain's spree of destruction, and restore peace to the galaxy!”'' - NA manual&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Star Soldier is a one-button shooter. There is a low-rate negligible auto-fire that greatly increases once as the player collects their first upgrade. Movement is 8-directional and environments scroll vertically. Movement is relatively agile for a shooter of the period.&lt;br /&gt;
&lt;br /&gt;
The gameplay of Star Soldier is relatively simple. Stages scroll vertically and enemy attacks consist primarily of small aimed shots. There is a greater emphasis on large enemy quantities and environmental elements than having a large amount of on-screen bullets. &lt;br /&gt;
&lt;br /&gt;
There are a total of 16 stages with 2 alternating bosses. If the player fails to defeat the boss within a given time-limit, the player is brought back to the midway point of the level and they must clear it once more until they successfully defeat the end-stage boss.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A/B:''' Fire&lt;br /&gt;
* '''A/B (Hold):''' Auto-Fire&lt;br /&gt;
* '''Start:''' Begin Game &amp;amp; Pause&lt;br /&gt;
* '''D-Pad:''' Movement&lt;br /&gt;
&lt;br /&gt;
=== Power Levels ===&lt;br /&gt;
There are power-up capsules hidden within the P-mark ground targets that can be collected after the player has sufficiently damaged them.&lt;br /&gt;
&lt;br /&gt;
Catching a single capsule increases the rate of auto-fire significantly. Two capsules adds a tailgun. Collecting three gives the player five lines of fire (one forward and four diagonally in the front and back), as well as a shield. The shield is able to absorb shots enemy bullets, but does not prevent death from crashing into enemies.&lt;br /&gt;
&lt;br /&gt;
Getting shot once while shielded decreases the player's lines of fire back to three. Getting hit five times eliminates the shield.&lt;br /&gt;
&lt;br /&gt;
=== Trap Zones ===&lt;br /&gt;
A unique feature of levels in Star Soldier are so-called “Trap Zones”. Throughout the levels, the player can dive in the background and become protected against enemy bullets and collisions. During this state, the player is also unable to return fire or collect items.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*With such a simple premise, the best strategy for Star Soldier is to eliminate enemies as quickly as possible before they progress to a point-blank range. Ground targets can interfere with the player’s range, but can be quickly disbursed. &lt;br /&gt;
&lt;br /&gt;
*Enemy patterns, trap zone locations, Zeg locations, and power-up locations are all consistent throughout runs, while enemy attacks and pursuit are variable. This combined with the score-chasing nature of Star Soldier makes it in many ways a hybrid between a memorizer and a traditional fast-paced shmup. The player will likely have to repeat stages multiple times to calculate their optimal path, if not due to losing as their are no continues.&lt;br /&gt;
&lt;br /&gt;
*Trap Zones can serve as both a blessing and a curse, so it's important to note their locations to both use them effectively and avoid accidentally missing out on points/power-ups by slipping under one. Slipping out of a trap zone is a matter of simply moving towards the edge of the object and onto it's surface, but they are not telegraphed.&lt;br /&gt;
&lt;br /&gt;
*A common strategy is to take a single deliberate hit upon collecting four power-ups, as the five lines of fire mode reduces your forward shot to just a single beam rather than two. Returning to the three lanes of fire mode allows you to deal damage to individual targets and bosses more effectively while still allowing you to tank four additional shots if needed.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Star Soldier was created to be a spiritual successor to [[Tecmo|Tehkan’s]] arcade title [[Star Force]], following the success of the Hudson-developed port of Star Force to the Famicom both commercially and in the first Caravan Festival.&lt;br /&gt;
&lt;br /&gt;
*An enhanced port to of Star Soldier to the Super Famicom was released in 1995 as part of the Caravan Shooting Collection, alongside [[Hector '87]] and the Hudson Famicom port of Star Force. This version features additional sound channels allowing music and sound effects to play at the same time, as well as removal of sprite-flicker and slowdown present in the NES/Famicom version.&lt;br /&gt;
&lt;br /&gt;
*Star Soldier was given a quasi-remake/sequel for the PS2, Gamecube, and PSP as Volume 2 of the Hudson Selection series. It features fully redone 2.5D visuals, controllable ship speed, a secondary close-range attack option, A new a heavy metal rendition of the original's soundtrack, new unlockable ships, new stages, and new bosses alongside remakes of some of the original stages. It also includes the 2 minute and 5 minute Caravan modes featured in games from Hector '87 onward.&lt;br /&gt;
&lt;br /&gt;
*There´s a Studio SiestA doujin shmup called Soldier Force, which was released in 2006 and directly took ship designs, enemy designs, character names, music, and level layouts from Star Soldier, and as well as ships and music from Hector 87 and Star Force. However, the companies Hudson and Tecmo sued Studio SiestA causing Soldier Force to be officially discontinued, though it can still be found online.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hudson Soft]]&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hudson_Soft&amp;diff=27884</id>
		<title>Hudson Soft</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hudson_Soft&amp;diff=27884"/>
		<updated>2024-02-10T16:14:07Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hudson-Soft-Logo-Vector.png|center]]&lt;br /&gt;
&lt;br /&gt;
== Hudson Soft Co., Ltd. ==&lt;br /&gt;
&lt;br /&gt;
Hudson Soft was a software developer and publisher founded in Toyohira-ku, Sapporo, Japan on May 18, 1973.&lt;br /&gt;
&lt;br /&gt;
=== Shooting games developed by Hudson Soft === &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year !! Publisher(s)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Soldier]]'' || 1986 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hector '87]] (Starship Hector)'' || 1987 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunhed]] (Blazing Lazers)'' || 1989 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super Star Soldier]]'' || 1990 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aldynes]]'' || 1991 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Final Soldier]]'' || 1991 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Parodier]]'' || 1992 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soldier Blade]]'' || 1992 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[PC Denjin]] (Air Zonk)'' || 1992 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[CD Denjin: Rockabilly Tengoku]] (Super Air Zonk: Rockabilly-Paradise)'' || 1993 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vertical Force]]'' || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ginga Fukei Densetsu Sapphire]]'' || 1995 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Soldier: Vanishing Earth]]'' || 1998 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hudson Selection Vol. 2: Star Soldier]]'' || 2003 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Soldier Vs. DoDonPachi Daioujou: Caravan '06]]'' || 2006 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Soldier R]]'' || 2008 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Hudson Soft]]&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Category:Star_Soldier_series&amp;diff=27883</id>
		<title>Category:Star Soldier series</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Category:Star_Soldier_series&amp;diff=27883"/>
		<updated>2024-02-10T16:12:34Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: Created page with &amp;quot;The '''Star Soldier series''' began with the release of the Star Soldier in 1986.  Category:Hudson Soft&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Star Soldier series''' began with the release of the [[Star Soldier]] in 1986.&lt;br /&gt;
&lt;br /&gt;
[[Category:Hudson Soft]]&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Hector_87_logo.png&amp;diff=27882</id>
		<title>File:Hector 87 logo.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Hector_87_logo.png&amp;diff=27882"/>
		<updated>2024-02-10T16:01:05Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: Warboss Gegguz uploaded a new version of File:Hector 87 logo.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27881</id>
		<title>Star Soldier</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27881"/>
		<updated>2024-02-10T15:59:11Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Star_Soldier_Logo.png|260px|center|Star Solder start screen]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Star Soldier&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = StarSoldierFamicomCover.webp&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Famicom cover art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Hudson Soft&lt;br /&gt;
|&lt;br /&gt;
|music = Takeaki Kunimoto&lt;br /&gt;
|&lt;br /&gt;
|program = Katsuhiro Nozawa &amp;lt;br&amp;gt; Masaaki Kikuta&lt;br /&gt;
|&lt;br /&gt;
|art = Tsuguyuki Yamamoto&lt;br /&gt;
|&lt;br /&gt;
|releasedate = FC: June 13, 1986 &amp;lt;br&amp;gt; MSX: 1986&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Star Force]]&lt;br /&gt;
|nextgame = [[Hector '87]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Star Soldier''' (スターソルジャー) is an arcade-style vertical shooter developed by [[Hudson Soft]] and released in 1986 for the Famicom and MSX in Japan, and in 1989 for the NES in North America. Building upon other mid-80s shmups, Star Soldier is a fast-paced and agile, yet simple shmup. Being designed specifically with Hudson’s Caravan Festival competition in mind, Star Soldier places heavy emphasis on enemy quantity, variety, and competitive high-scores.&lt;br /&gt;
&lt;br /&gt;
The resulting success of the title would lead to numerous sequels, spinoffs, and crossovers. The continued success of Hudson’s Caravan competition would also give rise to similar shmup tournaments from other publishers, such as [[Naxat Soft|Naxat Soft's]] Summer Carnival which involved [[Summer Carnival '92 Recca|Recca]] and [[Summer Carnival '92 Alzadick|Alzadick]], and further expanding the competitive shmup audience in Japan.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''“A strange and evil presence is lurking in space. Crushing Everything in its path, destroying spaceships full of innocent people, the fearsome Starbrain is threatening the entire Galactic Empire. Starbrain, a giant computer programmed only for destruction, inhabits an enormous space station, guarded by enemy ships and robot creatures. To penetrate the station is a job for the most skillful and experienced Star Soldier: you! You'll be piloting Caesar, the fastest fighter ship in the Galactic Fleet, with an awesome arsenal of weapons at your fingertips. Only you can end the brutal Starbrain's spree of destruction, and restore peace to the galaxy!”'' - NA manual&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Star Soldier is a one-button shooter. There is a low-rate negligible auto-fire that greatly increases once as the player collects their first upgrade. Movement is 8-directional and environments scroll vertically. Movement is relatively agile for a shooter of the period.&lt;br /&gt;
&lt;br /&gt;
The gameplay of Star Soldier is relatively simple. Stages scroll vertically and enemy attacks consist primarily of small aimed shots. There is a greater emphasis on large enemy quantities and environmental elements than having a large amount of on-screen bullets. &lt;br /&gt;
&lt;br /&gt;
There are a total of 16 stages with 2 alternating bosses. If the player fails to defeat the boss within a given time-limit, the player is brought back to the midway point of the level and they must clear it once more until they successfully defeat the end-stage boss.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A/B:''' Fire&lt;br /&gt;
* '''A/B (Hold):''' Auto-Fire&lt;br /&gt;
* '''Start:''' Begin Game &amp;amp; Pause&lt;br /&gt;
* '''D-Pad:''' Movement&lt;br /&gt;
&lt;br /&gt;
=== Power Levels ===&lt;br /&gt;
There are power-up capsules hidden within the P-mark ground targets that can be collected after the player has sufficiently damaged them.&lt;br /&gt;
&lt;br /&gt;
Catching a single capsule increases the rate of auto-fire significantly. Two capsules adds a tailgun. Collecting three gives the player five lines of fire (one forward and four diagonally in the front and back), as well as a shield. The shield is able to absorb shots enemy bullets, but does not prevent death from crashing into enemies.&lt;br /&gt;
&lt;br /&gt;
Getting shot once while shielded decreases the player's lines of fire back to three. Getting hit five times eliminates the shield.&lt;br /&gt;
&lt;br /&gt;
=== Trap Zones ===&lt;br /&gt;
A unique feature of levels in Star Soldier are so-called “Trap Zones”. Throughout the levels, the player can dive in the background and become protected against enemy bullets and collisions. During this state, the player is also unable to return fire or collect items.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*With such a simple premise, the best strategy for Star Soldier is to eliminate enemies as quickly as possible before they progress to a point-blank range. Ground targets can interfere with the player’s range, but can be quickly disbursed. &lt;br /&gt;
&lt;br /&gt;
*Enemy patterns, trap zone locations, Zeg locations, and power-up locations are all consistent throughout runs, while enemy attacks and pursuit are variable. This combined with the score-chasing nature of Star Soldier makes it in many ways a hybrid between a memorizer and a traditional fast-paced shmup. The player will likely have to repeat stages multiple times to calculate their optimal path, if not due to losing as their are no continues.&lt;br /&gt;
&lt;br /&gt;
*Trap Zones can serve as both a blessing and a curse, so it's important to note their locations to both use them effectively and avoid accidentally missing out on points/power-ups by slipping under one. Slipping out of a trap zone is a matter of simply moving towards the edge of the object and onto it's surface, but they are not telegraphed.&lt;br /&gt;
&lt;br /&gt;
*A common strategy is to take a single deliberate hit upon collecting four power-ups, as the five lines of fire mode reduces your forward shot to just a single beam rather than two. Returning to the three lanes of fire mode allows you to deal damage to individual targets and bosses more effectively while still allowing you to tank four additional shots if needed.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Star Soldier was created to be a spiritual successor to [[Tecmo|Tehkan’s]] arcade title [[Star Force]], following the success of the Hudson-developed port of Star Force to the Famicom both commercially and in the first Caravan Festival.&lt;br /&gt;
&lt;br /&gt;
*An enhanced port to of Star Soldier to the Super Famicom was released in 1995 as part of the Caravan Shooting Collection, alongside [[Hector '87]] and the Hudson Famicom port of Star Force. This version features additional sound channels allowing music and sound effects to play at the same time, as well as removal of sprite-flicker and slowdown present in the NES/Famicom version.&lt;br /&gt;
&lt;br /&gt;
*Star Soldier was given a quasi-remake/sequel for the PS2, Gamecube, and PSP as Volume 2 of the Hudson Selection series. It features fully redone 2.5D visuals, controllable ship speed, a secondary close-range attack option, A new a heavy metal rendition of the original's soundtrack, new unlockable ships, new stages, and new bosses alongside remakes of some of the original stages. It also includes the 2 minute and 5 minute Caravan modes featured in games from Hector '87 onward.&lt;br /&gt;
&lt;br /&gt;
*There´s a Studio SiestA doujin shmup called Soldier Force, which was released in 2006 and directly took ship designs, enemy designs, character names, music, and level layouts from Star Soldier, and as well as ships and music from Hector 87 and Star Force. However, the companies Hudson and Tecmo sued Studio SiestA causing Soldier Force to be officially discontinued, though it can still be found online.&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27880</id>
		<title>Star Soldier</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27880"/>
		<updated>2024-02-10T15:57:35Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Star_Soldier_Logo.png|260px|center|Star Solder start screen]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Star Soldier&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = StarSoldierFamicomCover.webp&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Famicom cover art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Hudson Soft&lt;br /&gt;
|&lt;br /&gt;
|music = Takeaki Kunimoto&lt;br /&gt;
|&lt;br /&gt;
|program = Atsuo Nagata &amp;lt;br&amp;gt; Katsunori Takahashi&lt;br /&gt;
|&lt;br /&gt;
|art = Kazuhiko Nonaka &amp;lt;br&amp;gt; Sugata Morimoto &amp;lt;br&amp;gt; Yasuaki Kuwahara &amp;lt;br&amp;gt; Tsukasa Kuwahara &amp;lt;br&amp;gt; Yamacham!&lt;br /&gt;
|&lt;br /&gt;
|releasedate = FC: June 13, 1986 &amp;lt;br&amp;gt; MSX: 1986&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Star Force]]&lt;br /&gt;
|nextgame = [[Hector '87]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Star Soldier''' (スターソルジャー) is an arcade-style vertical shooter developed by [[Hudson Soft]] and released in 1986 for the Famicom and MSX in Japan, and in 1989 for the NES in North America. Building upon other mid-80s shmups, Star Soldier is a fast-paced and agile, yet simple shmup. Being designed specifically with Hudson’s Caravan Festival competition in mind, Star Soldier places heavy emphasis on enemy quantity, variety, and competitive high-scores.&lt;br /&gt;
&lt;br /&gt;
The resulting success of the title would lead to numerous sequels, spinoffs, and crossovers. The continued success of Hudson’s Caravan competition would also give rise to similar shmup tournaments from other publishers, such as [[Naxat Soft|Naxat Soft's]] Summer Carnival which involved [[Summer Carnival '92 Recca|Recca]] and [[Summer Carnival '92 Alzadick|Alzadick]], and further expanding the competitive shmup audience in Japan.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''“A strange and evil presence is lurking in space. Crushing Everything in its path, destroying spaceships full of innocent people, the fearsome Starbrain is threatening the entire Galactic Empire. Starbrain, a giant computer programmed only for destruction, inhabits an enormous space station, guarded by enemy ships and robot creatures. To penetrate the station is a job for the most skillful and experienced Star Soldier: you! You'll be piloting Caesar, the fastest fighter ship in the Galactic Fleet, with an awesome arsenal of weapons at your fingertips. Only you can end the brutal Starbrain's spree of destruction, and restore peace to the galaxy!”'' - NA manual&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Star Soldier is a one-button shooter. There is a low-rate negligible auto-fire that greatly increases once as the player collects their first upgrade. Movement is 8-directional and environments scroll vertically. Movement is relatively agile for a shooter of the period.&lt;br /&gt;
&lt;br /&gt;
The gameplay of Star Soldier is relatively simple. Stages scroll vertically and enemy attacks consist primarily of small aimed shots. There is a greater emphasis on large enemy quantities and environmental elements than having a large amount of on-screen bullets. &lt;br /&gt;
&lt;br /&gt;
There are a total of 16 stages with 2 alternating bosses. If the player fails to defeat the boss within a given time-limit, the player is brought back to the midway point of the level and they must clear it once more until they successfully defeat the end-stage boss.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A/B:''' Fire&lt;br /&gt;
* '''A/B (Hold):''' Auto-Fire&lt;br /&gt;
* '''Start:''' Begin Game &amp;amp; Pause&lt;br /&gt;
* '''D-Pad:''' Movement&lt;br /&gt;
&lt;br /&gt;
=== Power Levels ===&lt;br /&gt;
There are power-up capsules hidden within the P-mark ground targets that can be collected after the player has sufficiently damaged them.&lt;br /&gt;
&lt;br /&gt;
Catching a single capsule increases the rate of auto-fire significantly. Two capsules adds a tailgun. Collecting three gives the player five lines of fire (one forward and four diagonally in the front and back), as well as a shield. The shield is able to absorb shots enemy bullets, but does not prevent death from crashing into enemies.&lt;br /&gt;
&lt;br /&gt;
Getting shot once while shielded decreases the player's lines of fire back to three. Getting hit five times eliminates the shield.&lt;br /&gt;
&lt;br /&gt;
=== Trap Zones ===&lt;br /&gt;
A unique feature of levels in Star Soldier are so-called “Trap Zones”. Throughout the levels, the player can dive in the background and become protected against enemy bullets and collisions. During this state, the player is also unable to return fire or collect items.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*With such a simple premise, the best strategy for Star Soldier is to eliminate enemies as quickly as possible before they progress to a point-blank range. Ground targets can interfere with the player’s range, but can be quickly disbursed. &lt;br /&gt;
&lt;br /&gt;
*Enemy patterns, trap zone locations, Zeg locations, and power-up locations are all consistent throughout runs, while enemy attacks and pursuit are variable. This combined with the score-chasing nature of Star Soldier makes it in many ways a hybrid between a memorizer and a traditional fast-paced shmup. The player will likely have to repeat stages multiple times to calculate their optimal path, if not due to losing as their are no continues.&lt;br /&gt;
&lt;br /&gt;
*Trap Zones can serve as both a blessing and a curse, so it's important to note their locations to both use them effectively and avoid accidentally missing out on points/power-ups by slipping under one. Slipping out of a trap zone is a matter of simply moving towards the edge of the object and onto it's surface, but they are not telegraphed.&lt;br /&gt;
&lt;br /&gt;
*A common strategy is to take a single deliberate hit upon collecting four power-ups, as the five lines of fire mode reduces your forward shot to just a single beam rather than two. Returning to the three lanes of fire mode allows you to deal damage to individual targets and bosses more effectively while still allowing you to tank four additional shots if needed.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Star Soldier was created to be a spiritual successor to [[Tecmo|Tehkan’s]] arcade title [[Star Force]], following the success of the Hudson-developed port of Star Force to the Famicom both commercially and in the first Caravan Festival.&lt;br /&gt;
&lt;br /&gt;
*An enhanced port to of Star Soldier to the Super Famicom was released in 1995 as part of the Caravan Shooting Collection, alongside [[Hector '87]] and the Hudson Famicom port of Star Force. This version features additional sound channels allowing music and sound effects to play at the same time, as well as removal of sprite-flicker and slowdown present in the NES/Famicom version.&lt;br /&gt;
&lt;br /&gt;
*Star Soldier was given a quasi-remake/sequel for the PS2, Gamecube, and PSP as Volume 2 of the Hudson Selection series. It features fully redone 2.5D visuals, controllable ship speed, a secondary close-range attack option, A new a heavy metal rendition of the original's soundtrack, new unlockable ships, new stages, and new bosses alongside remakes of some of the original stages. It also includes the 2 minute and 5 minute Caravan modes featured in games from Hector '87 onward.&lt;br /&gt;
&lt;br /&gt;
*There´s a Studio SiestA doujin shmup called Soldier Force, which was released in 2006 and directly took ship designs, enemy designs, character names, music, and level layouts from Star Soldier, and as well as ships and music from Hector 87 and Star Force. However, the companies Hudson and Tecmo sued Studio SiestA causing Soldier Force to be officially discontinued, though it can still be found online.&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Star_Soldier_Logo.png&amp;diff=27879</id>
		<title>File:Star Soldier Logo.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Star_Soldier_Logo.png&amp;diff=27879"/>
		<updated>2024-02-10T15:57:00Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hector_%2787&amp;diff=27878</id>
		<title>Hector '87</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hector_%2787&amp;diff=27878"/>
		<updated>2024-02-10T15:55:03Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: Created page with &amp;quot;center  {{GameInfobox |bordercolor = black |title = Hector '87 |background = #f8f8f8 |image = Hector_87_boxart.jpg |width = 324px; |imagecaption =...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hector 87 logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hector '87&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hector_87_boxart.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Hector '87 Famicom Boxart&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Hudson Soft&lt;br /&gt;
|&lt;br /&gt;
|music = Takeaki Kunimoto&lt;br /&gt;
|&lt;br /&gt;
|program = Atsuo Nagata &amp;lt;br&amp;gt; Katsunori Takahashi&lt;br /&gt;
|&lt;br /&gt;
|art = Kazuhiko Nonaka &amp;lt;br&amp;gt; Sugata Morimoto &amp;lt;br&amp;gt; Yasuaki Kuwahara &amp;lt;br&amp;gt; Tsukasa Kuwahara &amp;lt;br&amp;gt; Yamacham!&lt;br /&gt;
|&lt;br /&gt;
|releasedate = JP: July 16, 1987 &amp;lt;br&amp;gt; NA: June 1990&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Star Soldier]]&lt;br /&gt;
|nextgame = [[Super Star Soldier]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''(Template Page)''' is a page that is dedicated to be easily copied and modified, in order to massively simplify the process of creating new '''game pages'''. The introduction to the player should be a simple, concise summary of the game, including information like release date, ports, and making sure to note who the developer is using [] brackets. &lt;br /&gt;
&lt;br /&gt;
It's also important to note when games might contain specific cultural relevance, such as innovating on a new style of game, or excellent/poor critical reception.&lt;br /&gt;
&lt;br /&gt;
The infobox (on the top right on this page) should contain all basic information about the game such as developer, people involved, release date etc. The image included should be the title screen of the game. You can change the color of the infobox and add a variety of other parameters. For this, please check the template page for the infoxbox: [[Template:GameInfobox]]&lt;br /&gt;
&lt;br /&gt;
If the page has a video index, please keep the VideoIndex template directly above the TOC as shown here. Otherwise, please remove it.&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 [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
Categories are great to organize pages and make it easy to find similar pages. To make the best use of them, please follow the [[Category_guidelines]] when creating and using the categories in the articles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- For example, this template falls under: --&amp;gt;&lt;br /&gt;
[[Category:ToAddCategories]]&lt;br /&gt;
&amp;lt;!-- Feel free to remove the ToAddCategories tag above once the right categories are added to the article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27877</id>
		<title>Star Soldier</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27877"/>
		<updated>2024-02-10T15:54:58Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Star-soldier-nes-title-screen.jpg|260px|center|Star Solder start screen]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Star Soldier&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = StarSoldierFamicomCover.webp&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Famicom cover art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Hudson Soft&lt;br /&gt;
|&lt;br /&gt;
|music = Takeaki Kunimoto&lt;br /&gt;
|&lt;br /&gt;
|program = Atsuo Nagata &amp;lt;br&amp;gt; Katsunori Takahashi&lt;br /&gt;
|&lt;br /&gt;
|art = Kazuhiko Nonaka &amp;lt;br&amp;gt; Sugata Morimoto &amp;lt;br&amp;gt; Yasuaki Kuwahara &amp;lt;br&amp;gt; Tsukasa Kuwahara &amp;lt;br&amp;gt; Yamacham!&lt;br /&gt;
|&lt;br /&gt;
|releasedate = FC: June 13, 1986 &amp;lt;br&amp;gt; MSX: 1986&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Star Force]]&lt;br /&gt;
|nextgame = [[Hector '87]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Star Soldier''' (スターソルジャー) is an arcade-style vertical shooter developed by [[Hudson Soft]] and released in 1986 for the Famicom and MSX in Japan, and in 1989 for the NES in North America. Building upon other mid-80s shmups, Star Soldier is a fast-paced and agile, yet simple shmup. Being designed specifically with Hudson’s Caravan Festival competition in mind, Star Soldier places heavy emphasis on enemy quantity, variety, and competitive high-scores.&lt;br /&gt;
&lt;br /&gt;
The resulting success of the title would lead to numerous sequels, spinoffs, and crossovers. The continued success of Hudson’s Caravan competition would also give rise to similar shmup tournaments from other publishers, such as [[Naxat Soft|Naxat Soft's]] Summer Carnival which involved [[Summer Carnival '92 Recca|Recca]] and [[Summer Carnival '92 Alzadick|Alzadick]], and further expanding the competitive shmup audience in Japan.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''“A strange and evil presence is lurking in space. Crushing Everything in its path, destroying spaceships full of innocent people, the fearsome Starbrain is threatening the entire Galactic Empire. Starbrain, a giant computer programmed only for destruction, inhabits an enormous space station, guarded by enemy ships and robot creatures. To penetrate the station is a job for the most skillful and experienced Star Soldier: you! You'll be piloting Caesar, the fastest fighter ship in the Galactic Fleet, with an awesome arsenal of weapons at your fingertips. Only you can end the brutal Starbrain's spree of destruction, and restore peace to the galaxy!”'' - NA manual&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Star Soldier is a one-button shooter. There is a low-rate negligible auto-fire that greatly increases once as the player collects their first upgrade. Movement is 8-directional and environments scroll vertically. Movement is relatively agile for a shooter of the period.&lt;br /&gt;
&lt;br /&gt;
The gameplay of Star Soldier is relatively simple. Stages scroll vertically and enemy attacks consist primarily of small aimed shots. There is a greater emphasis on large enemy quantities and environmental elements than having a large amount of on-screen bullets. &lt;br /&gt;
&lt;br /&gt;
There are a total of 16 stages with 2 alternating bosses. If the player fails to defeat the boss within a given time-limit, the player is brought back to the midway point of the level and they must clear it once more until they successfully defeat the end-stage boss.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A/B:''' Fire&lt;br /&gt;
* '''A/B (Hold):''' Auto-Fire&lt;br /&gt;
* '''Start:''' Begin Game &amp;amp; Pause&lt;br /&gt;
* '''D-Pad:''' Movement&lt;br /&gt;
&lt;br /&gt;
=== Power Levels ===&lt;br /&gt;
There are power-up capsules hidden within the P-mark ground targets that can be collected after the player has sufficiently damaged them.&lt;br /&gt;
&lt;br /&gt;
Catching a single capsule increases the rate of auto-fire significantly. Two capsules adds a tailgun. Collecting three gives the player five lines of fire (one forward and four diagonally in the front and back), as well as a shield. The shield is able to absorb shots enemy bullets, but does not prevent death from crashing into enemies.&lt;br /&gt;
&lt;br /&gt;
Getting shot once while shielded decreases the player's lines of fire back to three. Getting hit five times eliminates the shield.&lt;br /&gt;
&lt;br /&gt;
=== Trap Zones ===&lt;br /&gt;
A unique feature of levels in Star Soldier are so-called “Trap Zones”. Throughout the levels, the player can dive in the background and become protected against enemy bullets and collisions. During this state, the player is also unable to return fire or collect items.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*With such a simple premise, the best strategy for Star Soldier is to eliminate enemies as quickly as possible before they progress to a point-blank range. Ground targets can interfere with the player’s range, but can be quickly disbursed. &lt;br /&gt;
&lt;br /&gt;
*Enemy patterns, trap zone locations, Zeg locations, and power-up locations are all consistent throughout runs, while enemy attacks and pursuit are variable. This combined with the score-chasing nature of Star Soldier makes it in many ways a hybrid between a memorizer and a traditional fast-paced shmup. The player will likely have to repeat stages multiple times to calculate their optimal path, if not due to losing as their are no continues.&lt;br /&gt;
&lt;br /&gt;
*Trap Zones can serve as both a blessing and a curse, so it's important to note their locations to both use them effectively and avoid accidentally missing out on points/power-ups by slipping under one. Slipping out of a trap zone is a matter of simply moving towards the edge of the object and onto it's surface, but they are not telegraphed.&lt;br /&gt;
&lt;br /&gt;
*A common strategy is to take a single deliberate hit upon collecting four power-ups, as the five lines of fire mode reduces your forward shot to just a single beam rather than two. Returning to the three lanes of fire mode allows you to deal damage to individual targets and bosses more effectively while still allowing you to tank four additional shots if needed.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Star Soldier was created to be a spiritual successor to [[Tecmo|Tehkan’s]] arcade title [[Star Force]], following the success of the Hudson-developed port of Star Force to the Famicom both commercially and in the first Caravan Festival.&lt;br /&gt;
&lt;br /&gt;
*An enhanced port to of Star Soldier to the Super Famicom was released in 1995 as part of the Caravan Shooting Collection, alongside [[Hector '87]] and the Hudson Famicom port of Star Force. This version features additional sound channels allowing music and sound effects to play at the same time, as well as removal of sprite-flicker and slowdown present in the NES/Famicom version.&lt;br /&gt;
&lt;br /&gt;
*Star Soldier was given a quasi-remake/sequel for the PS2, Gamecube, and PSP as Volume 2 of the Hudson Selection series. It features fully redone 2.5D visuals, controllable ship speed, a secondary close-range attack option, A new a heavy metal rendition of the original's soundtrack, new unlockable ships, new stages, and new bosses alongside remakes of some of the original stages. It also includes the 2 minute and 5 minute Caravan modes featured in games from Hector '87 onward.&lt;br /&gt;
&lt;br /&gt;
*There´s a Studio SiestA doujin shmup called Soldier Force, which was released in 2006 and directly took ship designs, enemy designs, character names, music, and level layouts from Star Soldier, and as well as ships and music from Hector 87 and Star Force. However, the companies Hudson and Tecmo sued Studio SiestA causing Soldier Force to be officially discontinued, though it can still be found online.&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27876</id>
		<title>Star Soldier</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27876"/>
		<updated>2024-02-10T15:47:15Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Star-soldier-nes-title-screen.jpg|260px|center|Star Solder start screen]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Star Soldier&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = StarSoldierFamicomCover.webp&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Famicom cover art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Hudson Soft&lt;br /&gt;
|releasedate = NES: June 13, 1986 &amp;lt;br&amp;gt;&lt;br /&gt;
MSX: 1986&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Star Soldier''' (スターソルジャー) is an arcade-style vertical shooter developed by [[Hudson Soft]] and released in 1986 for the Famicom and MSX in Japan, and in 1989 for the NES in North America. Building upon other mid-80s shmups, Star Soldier is a fast-paced and agile, yet simple shmup. Being designed specifically with Hudson’s Caravan Festival competition in mind, Star Soldier places heavy emphasis on enemy quantity, variety, and competitive high-scores.&lt;br /&gt;
&lt;br /&gt;
The resulting success of the title would lead to numerous sequels, spinoffs, and crossovers. The continued success of Hudson’s Caravan competition would also give rise to similar shmup tournaments from other publishers, such as [[Naxat Soft|Naxat Soft's]] Summer Carnival which involved [[Summer Carnival '92 Recca|Recca]] and [[Summer Carnival '92 Alzadick|Alzadick]], and further expanding the competitive shmup audience in Japan.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''“A strange and evil presence is lurking in space. Crushing Everything in its path, destroying spaceships full of innocent people, the fearsome Starbrain is threatening the entire Galactic Empire. Starbrain, a giant computer programmed only for destruction, inhabits an enormous space station, guarded by enemy ships and robot creatures. To penetrate the station is a job for the most skillful and experienced Star Soldier: you! You'll be piloting Caesar, the fastest fighter ship in the Galactic Fleet, with an awesome arsenal of weapons at your fingertips. Only you can end the brutal Starbrain's spree of destruction, and restore peace to the galaxy!”'' - NA manual&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Star Soldier is a one-button shooter. There is a low-rate negligible auto-fire that greatly increases once as the player collects their first upgrade. Movement is 8-directional and environments scroll vertically. Movement is relatively agile for a shooter of the period.&lt;br /&gt;
&lt;br /&gt;
The gameplay of Star Soldier is relatively simple. Stages scroll vertically and enemy attacks consist primarily of small aimed shots. There is a greater emphasis on large enemy quantities and environmental elements than having a large amount of on-screen bullets. &lt;br /&gt;
&lt;br /&gt;
There are a total of 16 stages with 2 alternating bosses. If the player fails to defeat the boss within a given time-limit, the player is brought back to the midway point of the level and they must clear it once more until they successfully defeat the end-stage boss.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A/B:''' Fire&lt;br /&gt;
* '''A/B (Hold):''' Auto-Fire&lt;br /&gt;
* '''Start:''' Begin Game &amp;amp; Pause&lt;br /&gt;
* '''D-Pad:''' Movement&lt;br /&gt;
&lt;br /&gt;
=== Power Levels ===&lt;br /&gt;
There are power-up capsules hidden within the P-mark ground targets that can be collected after the player has sufficiently damaged them.&lt;br /&gt;
&lt;br /&gt;
Catching a single capsule increases the rate of auto-fire significantly. Two capsules adds a tailgun. Collecting three gives the player five lines of fire (one forward and four diagonally in the front and back), as well as a shield. The shield is able to absorb shots enemy bullets, but does not prevent death from crashing into enemies.&lt;br /&gt;
&lt;br /&gt;
Getting shot once while shielded decreases the player's lines of fire back to three. Getting hit five times eliminates the shield.&lt;br /&gt;
&lt;br /&gt;
=== Trap Zones ===&lt;br /&gt;
A unique feature of levels in Star Soldier are so-called “Trap Zones”. Throughout the levels, the player can dive in the background and become protected against enemy bullets and collisions. During this state, the player is also unable to return fire or collect items.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*With such a simple premise, the best strategy for Star Soldier is to eliminate enemies as quickly as possible before they progress to a point-blank range. Ground targets can interfere with the player’s range, but can be quickly disbursed. &lt;br /&gt;
&lt;br /&gt;
*Enemy patterns, trap zone locations, Zeg locations, and power-up locations are all consistent throughout runs, while enemy attacks and pursuit are variable. This combined with the score-chasing nature of Star Soldier makes it in many ways a hybrid between a memorizer and a traditional fast-paced shmup. The player will likely have to repeat stages multiple times to calculate their optimal path, if not due to losing as their are no continues.&lt;br /&gt;
&lt;br /&gt;
*Trap Zones can serve as both a blessing and a curse, so it's important to note their locations to both use them effectively and avoid accidentally missing out on points/power-ups by slipping under one. Slipping out of a trap zone is a matter of simply moving towards the edge of the object and onto it's surface, but they are not telegraphed.&lt;br /&gt;
&lt;br /&gt;
*A common strategy is to take a single deliberate hit upon collecting four power-ups, as the five lines of fire mode reduces your forward shot to just a single beam rather than two. Returning to the three lanes of fire mode allows you to deal damage to individual targets and bosses more effectively while still allowing you to tank four additional shots if needed.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Star Soldier was created to be a spiritual successor to [[Tecmo|Tehkan’s]] arcade title [[Star Force]], following the success of the Hudson-developed port of Star Force to the Famicom both commercially and in the first Caravan Festival.&lt;br /&gt;
&lt;br /&gt;
*An enhanced port to of Star Soldier to the Super Famicom was released in 1995 as part of the Caravan Shooting Collection, alongside [[Hector '87]] and the Hudson Famicom port of Star Force. This version features additional sound channels allowing music and sound effects to play at the same time, as well as removal of sprite-flicker and slowdown present in the NES/Famicom version.&lt;br /&gt;
&lt;br /&gt;
*Star Soldier was given a quasi-remake/sequel for the PS2, Gamecube, and PSP as Volume 2 of the Hudson Selection series. It features fully redone 2.5D visuals, controllable ship speed, a secondary close-range attack option, A new a heavy metal rendition of the original's soundtrack, new unlockable ships, new stages, and new bosses alongside remakes of some of the original stages. It also includes the 2 minute and 5 minute Caravan modes featured in games from Hector '87 onward.&lt;br /&gt;
&lt;br /&gt;
*There´s a Studio SiestA doujin shmup called Soldier Force, which was released in 2006 and directly took ship designs, enemy designs, character names, music, and level layouts from Star Soldier, and as well as ships and music from Hector 87 and Star Force. However, the companies Hudson and Tecmo sued Studio SiestA causing Soldier Force to be officially discontinued, though it can still be found online.&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:StarSoldierFamicomCover.webp&amp;diff=27875</id>
		<title>File:StarSoldierFamicomCover.webp</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:StarSoldierFamicomCover.webp&amp;diff=27875"/>
		<updated>2024-02-10T15:46:28Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Hector_87_boxart.jpg&amp;diff=27873</id>
		<title>File:Hector 87 boxart.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Hector_87_boxart.jpg&amp;diff=27873"/>
		<updated>2024-02-10T15:37:15Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Hector_87_logo.png&amp;diff=27872</id>
		<title>File:Hector 87 logo.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Hector_87_logo.png&amp;diff=27872"/>
		<updated>2024-02-10T15:34:35Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
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		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27863</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27863"/>
		<updated>2024-02-09T20:17:04Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* P */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0-9==&lt;br /&gt;
===1cc===&lt;br /&gt;
&amp;quot;'''1cc'''&amp;quot; stands for &amp;quot;'''1 Credit Clear''' or '''1 Coin Clear'''&amp;quot;, and 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. An example of an ALL is completing both loops of a game like ''[[DoDonPachi]]'', which features two loops; completing a 1cc on both loops of the game is referred to as a '''2-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 console ports, or made as part of special events, 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 “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), 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. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.&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;
===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;
'''Bullet-herding''' is a basic technique in shoot-em-up play that involves positioning the player's ship at different places on the screen with the intent to adjust the trajectory of bullets or lasers that are aimed towards the player. This is commonly used by high level players to create &amp;quot;safe&amp;quot; areas of the screen that the player can move towards incrementally, allowing them to have more space to move around when action becomes hectic.&lt;br /&gt;
&lt;br /&gt;
===Bullet wobble===&lt;br /&gt;
'''Bullet wobble''' is a colloquialism adopted by much of the shmups community to describe a design quirk in some scrolling shmups where bullets/power-ups/enemies/anything follows 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 only treated as being on a static non-moving area (screen space).&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Caravan Shooter===&lt;br /&gt;
'''Caravan Shooters''', or '''Caravan Mode''' if featured as part of a larger title, are style of shmup geared towards fast-paced, timed, competitive high-score gameplay. 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 frequently appear in many [[Toaplan]] titles (such as ''[[Tatsujin]]''), as well as 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).&lt;br /&gt;
&lt;br /&gt;
===Counter-stop===&lt;br /&gt;
A '''&amp;quot;counter-stop&amp;quot;, 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;
===Doujin===&lt;br /&gt;
Any artwork made by independent Japanese creators, often a small group or even a single person. Many famous [[shooting game]]s, such as the Touhou Project series, are doujin works. 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;
&amp;quot;'''Extend'''&amp;quot; is a term used primarily in arcade games (and especially in [[shooting game]]s) to describe '''extra lives''' / '''1UP'''s. 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 Mushihemesama 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. Notable games that have this aspect include '''Gradius''' and '''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;
'''&amp;quot;Hyper system&amp;quot;''' 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 'Label' games follow the pattern below;&lt;br /&gt;
&lt;br /&gt;
'''White Label''' - Refers to original release (unofficial, mostly used for Dodonpachi DaiOuJou)&lt;br /&gt;
&lt;br /&gt;
'''Black Label''' - Improved Re-release of the original game, sometimes changes are more significant.&lt;br /&gt;
&lt;br /&gt;
'''Death Label''' - Boss Rush version of the game with no stages&lt;br /&gt;
&lt;br /&gt;
'''Blue Label/Red Label''' - Arranged versions typically made for festival events.&lt;br /&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 “trip” through the game, from beginning to end. The term “loop” 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 “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him 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 “loops” 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 “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” 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 “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” 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 most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Micrododging/Macrododging===&lt;br /&gt;
&lt;br /&gt;
Two forms of approaching 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 and positioning, likely heavily involving grazing. Macrododging meanwhile refers to dodges where the player focuses on the entire screen in order to find larger openings or blind spots in the enemy fire that allows them to avoid the bullet pattern entirely with large, quick movements that circle around the dense fire. &lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-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 power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, 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;
===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 [[True Last Boss]] or other hidden content, a No-Miss is occasionally a requirement to unlock said content.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Option===&lt;br /&gt;
An &amp;quot;'''option'''&amp;quot; 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;
&amp;quot;'''Point-blank'''&amp;quot; is a term used by [[shooting game]] players to describe ''getting as close to an enemy as possible while shooting at them''. &lt;br /&gt;
&lt;br /&gt;
In most cases, this concentrates all of their firepower on a singular enemy, increasing the rate of damage dealt to the enemy, in exchange for putting themselves at greater risk of receiving damage from enemies, and dealing less damage to other enemies coming into the screen. Some games will directly reward you for this kind of aggressive play, such as ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui]]'' and its proximity chip scoring system, or ''[[DoDonPachi DaiFukkatsu]]'' and its Hyper Counter system, which allows you to quickly charge/recharge your Hyper Meter by point-blanking with your Laser / Hyper Laser.&lt;br /&gt;
&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” 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 will automatically adjust 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. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&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. The amount and their properties may vary depending on the difficulty and rank.&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 behaviors in game that are influenced by randomness. Though less prevalent in shmups than in some other genres, randomness is still a significant factor in many games. Any element which differs significantly between two runs could be an indicator of RNG; 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. Common shmup elements that can be driven by RNG include, but are not limited to:&lt;br /&gt;
* Boss movements - In many games, the direction and/or speed at which bosses move is influenced by RNG.&lt;br /&gt;
* Boss attack patterns - In addition to movement, many games allow bosses to choose their attack patterns at random from a small pool of possible attacks.&lt;br /&gt;
* Point values - Some games feature collectible items or destructible targets with values that are randomly chosen from a small pool of options.&lt;br /&gt;
* Bullet aiming - Instead of being aimed at a player, bullets might be fired in a random direction.&lt;br /&gt;
* Enemy spawns - Spawn locations for enemies may sometimes be driven by randomness, often within a specific range to keep things somewhat fair.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Safespot===&lt;br /&gt;
A &amp;quot;'''safe-spot'''&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
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 shooting 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 &amp;quot;'''bullet sealing'''&amp;quot;.&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 “shards” or “chunks” 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;
===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 him 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 console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&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;
A &amp;quot;'''time-out'''&amp;quot; refers to a situation where a boss or mid-boss flies off the screen when it continues to survive for a certain period of time. 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]].&lt;br /&gt;
&lt;br /&gt;
===True Last Boss===&lt;br /&gt;
Many [[shooting game]]s include a &amp;quot;'''True Last Boss''' (TLB),&amp;quot; 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 (NMNB)&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
On some shmups, TLBs tend to have a bomber-proof shield, either on last phase or in all phases. When the player deploys a bomb, the TLB will trigger a shield that will grant the boss an amount of i-frames, just like the player.&lt;br /&gt;
&lt;br /&gt;
Even just reaching the TLB is a high achievement, and defeating them is, in some cases, a much greater challenge than an ordinary clear of the game.&lt;br /&gt;
&lt;br /&gt;
In certain shmups, getting a 1cc requires the TLB to be defeated as well.&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;
==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>Warboss Gegguz</name></author>
		
	</entry>
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		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27862</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27862"/>
		<updated>2024-02-09T19:23:38Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0-9==&lt;br /&gt;
===1cc===&lt;br /&gt;
&amp;quot;'''1cc'''&amp;quot; stands for &amp;quot;'''1 Credit Clear''' or '''1 Coin Clear'''&amp;quot;, and 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. An example of an ALL is completing both loops of a game like ''[[DoDonPachi]]'', which features two loops; completing a 1cc on both loops of the game is referred to as a '''2-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 console ports, or made as part of special events, 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 “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), 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. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.&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;
===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;
'''Bullet-herding''' is a basic technique in shoot-em-up play that involves positioning the player's ship at different places on the screen with the intent to adjust the trajectory of bullets or lasers that are aimed towards the player. This is commonly used by high level players to create &amp;quot;safe&amp;quot; areas of the screen that the player can move towards incrementally, allowing them to have more space to move around when action becomes hectic.&lt;br /&gt;
&lt;br /&gt;
===Bullet wobble===&lt;br /&gt;
'''Bullet wobble''' is a colloquialism adopted by much of the shmups community to describe a design quirk in some scrolling shmups where bullets/power-ups/enemies/anything follows 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 only treated as being on a static non-moving area (screen space).&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Caravan Shooter===&lt;br /&gt;
'''Caravan Shooters''', or '''Caravan Mode''' if featured as part of a larger title, are style of shmup geared towards fast-paced, timed, competitive high-score gameplay. 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 frequently appear in many [[Toaplan]] titles (such as ''[[Tatsujin]]''), as well as 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).&lt;br /&gt;
&lt;br /&gt;
===Counter-stop===&lt;br /&gt;
A '''&amp;quot;counter-stop&amp;quot;, 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;
===Doujin===&lt;br /&gt;
Any artwork made by independent Japanese creators, often a small group or even a single person. Many famous [[shooting game]]s, such as the Touhou Project series, are doujin works. 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;
&amp;quot;'''Extend'''&amp;quot; is a term used primarily in arcade games (and especially in [[shooting game]]s) to describe '''extra lives''' / '''1UP'''s. 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 Mushihemesama 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. Notable games that have this aspect include '''Gradius''' and '''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;
'''&amp;quot;Hyper system&amp;quot;''' 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 'Label' games follow the pattern below;&lt;br /&gt;
&lt;br /&gt;
'''White Label''' - Refers to original release (unofficial, mostly used for Dodonpachi DaiOuJou)&lt;br /&gt;
&lt;br /&gt;
'''Black Label''' - Improved Re-release of the original game, sometimes changes are more significant.&lt;br /&gt;
&lt;br /&gt;
'''Death Label''' - Boss Rush version of the game with no stages&lt;br /&gt;
&lt;br /&gt;
'''Blue Label/Red Label''' - Arranged versions typically made for festival events.&lt;br /&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 “trip” through the game, from beginning to end. The term “loop” 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 “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him 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 “loops” 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 “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” 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 “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” 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 most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Micrododging/Macrododging===&lt;br /&gt;
&lt;br /&gt;
Two forms of approaching 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 and positioning, likely heavily involving grazing. Macrododging meanwhile refers to dodges where the player focuses on the entire screen in order to find larger openings or blind spots in the enemy fire that allows them to avoid the bullet pattern entirely with large, quick movements that circle around the dense fire. &lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-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 power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, 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;
===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 [[True Last Boss]] or other hidden content, a No-Miss is occasionally a requirement to unlock said content.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Option===&lt;br /&gt;
An &amp;quot;'''option'''&amp;quot; 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;
&amp;quot;'''Point-blank'''&amp;quot; is a term used by [[shooting game]] players to describe ''getting as close to an enemy as possible while shooting at them''. &lt;br /&gt;
&lt;br /&gt;
In most cases, this concentrates all of their firepower on a singular enemy, increasing the rate of damage dealt to the enemy, in exchange for putting themselves at greater risk of receiving damage from enemies, and dealing less damage to other enemies coming into the screen. Some games will directly reward you for this kind of aggressive play, such as ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui]]'' and its proximity chip scoring system, or ''[[DoDonPachi DaiFukkatsu]]'' and its Hyper Counter system, which allows you to quickly charge/recharge your Hyper Meter by point-blanking with your Laser / Hyper Laser.&lt;br /&gt;
&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” 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;
====Enhanced Port====&lt;br /&gt;
While conversions typically result in omissions and &amp;quot;downgrades&amp;quot; from the original, there are also several conversions that add new content and/or new mechanics to the original game. These are typically referred to as '''Enhanced Ports'''. Examples of enhanced ports are [[Super Darius II]] and [[Salamander]] on the PC Engine, [[Super R-Type]] on the SNES, [[Aleste]] on the MSX, [[Xevious: Fardraut Saga]], and several others.&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 will automatically adjust 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. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&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. The amount and their properties may vary depending on the difficulty and rank.&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 behaviors in game that are influenced by randomness. Though less prevalent in shmups than in some other genres, randomness is still a significant factor in many games. Any element which differs significantly between two runs could be an indicator of RNG; 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. Common shmup elements that can be driven by RNG include, but are not limited to:&lt;br /&gt;
* Boss movements - In many games, the direction and/or speed at which bosses move is influenced by RNG.&lt;br /&gt;
* Boss attack patterns - In addition to movement, many games allow bosses to choose their attack patterns at random from a small pool of possible attacks.&lt;br /&gt;
* Point values - Some games feature collectible items or destructible targets with values that are randomly chosen from a small pool of options.&lt;br /&gt;
* Bullet aiming - Instead of being aimed at a player, bullets might be fired in a random direction.&lt;br /&gt;
* Enemy spawns - Spawn locations for enemies may sometimes be driven by randomness, often within a specific range to keep things somewhat fair.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Safespot===&lt;br /&gt;
A &amp;quot;'''safe-spot'''&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
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 shooting 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 &amp;quot;'''bullet sealing'''&amp;quot;.&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 “shards” or “chunks” 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;
===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 him 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 console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&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;
A &amp;quot;'''time-out'''&amp;quot; refers to a situation where a boss or mid-boss flies off the screen when it continues to survive for a certain period of time. 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]].&lt;br /&gt;
&lt;br /&gt;
===True Last Boss===&lt;br /&gt;
Many [[shooting game]]s include a &amp;quot;'''True Last Boss''' (TLB),&amp;quot; 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 (NMNB)&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
On some shmups, TLBs tend to have a bomber-proof shield, either on last phase or in all phases. When the player deploys a bomb, the TLB will trigger a shield that will grant the boss an amount of i-frames, just like the player.&lt;br /&gt;
&lt;br /&gt;
Even just reaching the TLB is a high achievement, and defeating them is, in some cases, a much greater challenge than an ordinary clear of the game.&lt;br /&gt;
&lt;br /&gt;
In certain shmups, getting a 1cc requires the TLB to be defeated as well.&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;
==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>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27861</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27861"/>
		<updated>2024-02-09T19:23:06Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* Caravan Shooter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0-9==&lt;br /&gt;
===1cc===&lt;br /&gt;
&amp;quot;'''1cc'''&amp;quot; stands for &amp;quot;'''1 Credit Clear''' or '''1 Coin Clear'''&amp;quot;, and 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. An example of an ALL is completing both loops of a game like ''[[DoDonPachi]]'', which features two loops; completing a 1cc on both loops of the game is referred to as a '''2-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 console ports, or made as part of special events, 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 “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), 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. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.&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;
===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;
'''Bullet-herding''' is a basic technique in shoot-em-up play that involves positioning the player's ship at different places on the screen with the intent to adjust the trajectory of bullets or lasers that are aimed towards the player. This is commonly used by high level players to create &amp;quot;safe&amp;quot; areas of the screen that the player can move towards incrementally, allowing them to have more space to move around when action becomes hectic.&lt;br /&gt;
&lt;br /&gt;
===Bullet wobble===&lt;br /&gt;
'''Bullet wobble''' is a colloquialism adopted by much of the shmups community to describe a design quirk in some scrolling shmups where bullets/power-ups/enemies/anything follows 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 only treated as being on a static non-moving area (screen space).&lt;br /&gt;
&lt;br /&gt;
==C==&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;
===Caravan Shooter===&lt;br /&gt;
'''Caravan Shooters''', or '''Caravan Mode''' if featured as part of a larger title, are style of shmup geared towards fast-paced, timed, competitive high-score gameplay. 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;
===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 frequently appear in many [[Toaplan]] titles (such as ''[[Tatsujin]]''), as well as 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).&lt;br /&gt;
&lt;br /&gt;
===Counter-stop===&lt;br /&gt;
A '''&amp;quot;counter-stop&amp;quot;, 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;
===Doujin===&lt;br /&gt;
Any artwork made by independent Japanese creators, often a small group or even a single person. Many famous [[shooting game]]s, such as the Touhou Project series, are doujin works. 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;
&amp;quot;'''Extend'''&amp;quot; is a term used primarily in arcade games (and especially in [[shooting game]]s) to describe '''extra lives''' / '''1UP'''s. 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 Mushihemesama 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. Notable games that have this aspect include '''Gradius''' and '''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;
'''&amp;quot;Hyper system&amp;quot;''' 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 'Label' games follow the pattern below;&lt;br /&gt;
&lt;br /&gt;
'''White Label''' - Refers to original release (unofficial, mostly used for Dodonpachi DaiOuJou)&lt;br /&gt;
&lt;br /&gt;
'''Black Label''' - Improved Re-release of the original game, sometimes changes are more significant.&lt;br /&gt;
&lt;br /&gt;
'''Death Label''' - Boss Rush version of the game with no stages&lt;br /&gt;
&lt;br /&gt;
'''Blue Label/Red Label''' - Arranged versions typically made for festival events.&lt;br /&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 “trip” through the game, from beginning to end. The term “loop” 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 “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him 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 “loops” 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 “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” 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 “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” 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 most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Micrododging/Macrododging===&lt;br /&gt;
&lt;br /&gt;
Two forms of approaching 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 and positioning, likely heavily involving grazing. Macrododging meanwhile refers to dodges where the player focuses on the entire screen in order to find larger openings or blind spots in the enemy fire that allows them to avoid the bullet pattern entirely with large, quick movements that circle around the dense fire. &lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-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 power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, 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;
===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 [[True Last Boss]] or other hidden content, a No-Miss is occasionally a requirement to unlock said content.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Option===&lt;br /&gt;
An &amp;quot;'''option'''&amp;quot; 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;
&amp;quot;'''Point-blank'''&amp;quot; is a term used by [[shooting game]] players to describe ''getting as close to an enemy as possible while shooting at them''. &lt;br /&gt;
&lt;br /&gt;
In most cases, this concentrates all of their firepower on a singular enemy, increasing the rate of damage dealt to the enemy, in exchange for putting themselves at greater risk of receiving damage from enemies, and dealing less damage to other enemies coming into the screen. Some games will directly reward you for this kind of aggressive play, such as ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui]]'' and its proximity chip scoring system, or ''[[DoDonPachi DaiFukkatsu]]'' and its Hyper Counter system, which allows you to quickly charge/recharge your Hyper Meter by point-blanking with your Laser / Hyper Laser.&lt;br /&gt;
&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” 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;
====Enhanced Port====&lt;br /&gt;
While conversions typically result in omissions and &amp;quot;downgrades&amp;quot; from the original, there are also several conversions that add new content and/or new mechanics to the original game. These are typically referred to as '''Enhanced Ports'''. Examples of enhanced ports are [[Super Darius II]] and [[Salamander]] on the PC Engine, [[Super R-Type]] on the SNES, [[Aleste]] on the MSX, [[Xevious: Fardraut Saga]], and several others.&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 will automatically adjust 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. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&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. The amount and their properties may vary depending on the difficulty and rank.&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 behaviors in game that are influenced by randomness. Though less prevalent in shmups than in some other genres, randomness is still a significant factor in many games. Any element which differs significantly between two runs could be an indicator of RNG; 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. Common shmup elements that can be driven by RNG include, but are not limited to:&lt;br /&gt;
* Boss movements - In many games, the direction and/or speed at which bosses move is influenced by RNG.&lt;br /&gt;
* Boss attack patterns - In addition to movement, many games allow bosses to choose their attack patterns at random from a small pool of possible attacks.&lt;br /&gt;
* Point values - Some games feature collectible items or destructible targets with values that are randomly chosen from a small pool of options.&lt;br /&gt;
* Bullet aiming - Instead of being aimed at a player, bullets might be fired in a random direction.&lt;br /&gt;
* Enemy spawns - Spawn locations for enemies may sometimes be driven by randomness, often within a specific range to keep things somewhat fair.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Safespot===&lt;br /&gt;
A &amp;quot;'''safe-spot'''&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
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 shooting 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 &amp;quot;'''bullet sealing'''&amp;quot;.&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 “shards” or “chunks” 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;
===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 him 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 console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&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;
A &amp;quot;'''time-out'''&amp;quot; refers to a situation where a boss or mid-boss flies off the screen when it continues to survive for a certain period of time. 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]].&lt;br /&gt;
&lt;br /&gt;
===True Last Boss===&lt;br /&gt;
Many [[shooting game]]s include a &amp;quot;'''True Last Boss''' (TLB),&amp;quot; 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 (NMNB)&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
On some shmups, TLBs tend to have a bomber-proof shield, either on last phase or in all phases. When the player deploys a bomb, the TLB will trigger a shield that will grant the boss an amount of i-frames, just like the player.&lt;br /&gt;
&lt;br /&gt;
Even just reaching the TLB is a high achievement, and defeating them is, in some cases, a much greater challenge than an ordinary clear of the game.&lt;br /&gt;
&lt;br /&gt;
In certain shmups, getting a 1cc requires the TLB to be defeated as well.&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;
==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>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27860</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27860"/>
		<updated>2024-02-09T17:46:37Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0-9==&lt;br /&gt;
===1cc===&lt;br /&gt;
&amp;quot;'''1cc'''&amp;quot; stands for &amp;quot;'''1 Credit Clear''' or '''1 Coin Clear'''&amp;quot;, and 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. An example of an ALL is completing both loops of a game like ''[[DoDonPachi]]'', which features two loops; completing a 1cc on both loops of the game is referred to as a '''2-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 console ports, or made as part of special events, 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 “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), 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. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.&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;
===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;
'''Bullet-herding''' is a basic technique in shoot-em-up play that involves positioning the player's ship at different places on the screen with the intent to adjust the trajectory of bullets or lasers that are aimed towards the player. This is commonly used by high level players to create &amp;quot;safe&amp;quot; areas of the screen that the player can move towards incrementally, allowing them to have more space to move around when action becomes hectic.&lt;br /&gt;
&lt;br /&gt;
===Bullet wobble===&lt;br /&gt;
'''Bullet wobble''' is a colloquialism adopted by much of the shmups community to describe a design quirk in some scrolling shmups where bullets/power-ups/enemies/anything follows 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 only treated as being on a static non-moving area (screen space).&lt;br /&gt;
&lt;br /&gt;
==C==&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;
===Caravan Shooter===&lt;br /&gt;
&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 frequently appear in many [[Toaplan]] titles (such as ''[[Tatsujin]]''), as well as 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).&lt;br /&gt;
&lt;br /&gt;
===Counter-stop===&lt;br /&gt;
A '''&amp;quot;counter-stop&amp;quot;, 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;
===Doujin===&lt;br /&gt;
Any artwork made by independent Japanese creators, often a small group or even a single person. Many famous [[shooting game]]s, such as the Touhou Project series, are doujin works. 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;
&amp;quot;'''Extend'''&amp;quot; is a term used primarily in arcade games (and especially in [[shooting game]]s) to describe '''extra lives''' / '''1UP'''s. 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 Mushihemesama 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. Notable games that have this aspect include '''Gradius''' and '''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;
'''&amp;quot;Hyper system&amp;quot;''' 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 'Label' games follow the pattern below;&lt;br /&gt;
&lt;br /&gt;
'''White Label''' - Refers to original release (unofficial, mostly used for Dodonpachi DaiOuJou)&lt;br /&gt;
&lt;br /&gt;
'''Black Label''' - Improved Re-release of the original game, sometimes changes are more significant.&lt;br /&gt;
&lt;br /&gt;
'''Death Label''' - Boss Rush version of the game with no stages&lt;br /&gt;
&lt;br /&gt;
'''Blue Label/Red Label''' - Arranged versions typically made for festival events.&lt;br /&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 “trip” through the game, from beginning to end. The term “loop” 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 “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him 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 “loops” 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 “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” 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 “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” 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 most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Micrododging/Macrododging===&lt;br /&gt;
&lt;br /&gt;
Two forms of approaching 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 and positioning, likely heavily involving grazing. Macrododging meanwhile refers to dodges where the player focuses on the entire screen in order to find larger openings or blind spots in the enemy fire that allows them to avoid the bullet pattern entirely with large, quick movements that circle around the dense fire. &lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-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 power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, 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;
===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 [[True Last Boss]] or other hidden content, a No-Miss is occasionally a requirement to unlock said content.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Option===&lt;br /&gt;
An &amp;quot;'''option'''&amp;quot; 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;
&amp;quot;'''Point-blank'''&amp;quot; is a term used by [[shooting game]] players to describe ''getting as close to an enemy as possible while shooting at them''. &lt;br /&gt;
&lt;br /&gt;
In most cases, this concentrates all of their firepower on a singular enemy, increasing the rate of damage dealt to the enemy, in exchange for putting themselves at greater risk of receiving damage from enemies, and dealing less damage to other enemies coming into the screen. Some games will directly reward you for this kind of aggressive play, such as ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui]]'' and its proximity chip scoring system, or ''[[DoDonPachi DaiFukkatsu]]'' and its Hyper Counter system, which allows you to quickly charge/recharge your Hyper Meter by point-blanking with your Laser / Hyper Laser.&lt;br /&gt;
&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” 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;
====Enhanced Port====&lt;br /&gt;
While conversions typically result in omissions and &amp;quot;downgrades&amp;quot; from the original, there are also several conversions that add new content and/or new mechanics to the original game. These are typically referred to as '''Enhanced Ports'''. Examples of enhanced ports are [[Super Darius II]] and [[Salamander]] on the PC Engine, [[Super R-Type]] on the SNES, [[Aleste]] on the MSX, [[Xevious: Fardraut Saga]], and several others.&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 will automatically adjust 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. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&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. The amount and their properties may vary depending on the difficulty and rank.&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 behaviors in game that are influenced by randomness. Though less prevalent in shmups than in some other genres, randomness is still a significant factor in many games. Any element which differs significantly between two runs could be an indicator of RNG; 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. Common shmup elements that can be driven by RNG include, but are not limited to:&lt;br /&gt;
* Boss movements - In many games, the direction and/or speed at which bosses move is influenced by RNG.&lt;br /&gt;
* Boss attack patterns - In addition to movement, many games allow bosses to choose their attack patterns at random from a small pool of possible attacks.&lt;br /&gt;
* Point values - Some games feature collectible items or destructible targets with values that are randomly chosen from a small pool of options.&lt;br /&gt;
* Bullet aiming - Instead of being aimed at a player, bullets might be fired in a random direction.&lt;br /&gt;
* Enemy spawns - Spawn locations for enemies may sometimes be driven by randomness, often within a specific range to keep things somewhat fair.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Safespot===&lt;br /&gt;
A &amp;quot;'''safe-spot'''&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
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 shooting 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 &amp;quot;'''bullet sealing'''&amp;quot;.&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 “shards” or “chunks” 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;
===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 him 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 console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&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;
A &amp;quot;'''time-out'''&amp;quot; refers to a situation where a boss or mid-boss flies off the screen when it continues to survive for a certain period of time. 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]].&lt;br /&gt;
&lt;br /&gt;
===True Last Boss===&lt;br /&gt;
Many [[shooting game]]s include a &amp;quot;'''True Last Boss''' (TLB),&amp;quot; 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 (NMNB)&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
On some shmups, TLBs tend to have a bomber-proof shield, either on last phase or in all phases. When the player deploys a bomb, the TLB will trigger a shield that will grant the boss an amount of i-frames, just like the player.&lt;br /&gt;
&lt;br /&gt;
Even just reaching the TLB is a high achievement, and defeating them is, in some cases, a much greater challenge than an ordinary clear of the game.&lt;br /&gt;
&lt;br /&gt;
In certain shmups, getting a 1cc requires the TLB to be defeated as well.&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;
==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>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27859</id>
		<title>Star Soldier</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27859"/>
		<updated>2024-02-09T17:24:27Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Star-soldier-nes-title-screen.jpg|260px|center|Star Solder start screen]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Star Soldier&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Star_Soldier_Cover.jpg &lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = North American cover art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Hudson Soft&lt;br /&gt;
|releasedate = NES: June 13, 1986 &amp;lt;br&amp;gt;&lt;br /&gt;
MSX: 1986&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Star Soldier''' (スターソルジャー) is an arcade-style vertical shooter developed by [[Hudson Soft]] and released in 1986 for the Famicom and MSX in Japan, and in 1989 for the NES in North America. Building upon other mid-80s shmups, Star Soldier is a fast-paced and agile, yet simple shmup. Being designed specifically with Hudson’s Caravan Festival competition in mind, Star Soldier places heavy emphasis on enemy quantity, variety, and competitive high-scores.&lt;br /&gt;
&lt;br /&gt;
The resulting success of the title would lead to numerous sequels, spinoffs, and crossovers. The continued success of Hudson’s Caravan competition would also give rise to similar shmup tournaments from other publishers, such as [[Naxat Soft|Naxat Soft's]] Summer Carnival which involved [[Summer Carnival '92 Recca|Recca]] and [[Summer Carnival '92 Alzadick|Alzadick]], and further expanding the competitive shmup audience in Japan.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''“A strange and evil presence is lurking in space. Crushing Everything in its path, destroying spaceships full of innocent people, the fearsome Starbrain is threatening the entire Galactic Empire. Starbrain, a giant computer programmed only for destruction, inhabits an enormous space station, guarded by enemy ships and robot creatures. To penetrate the station is a job for the most skillful and experienced Star Soldier: you! You'll be piloting Caesar, the fastest fighter ship in the Galactic Fleet, with an awesome arsenal of weapons at your fingertips. Only you can end the brutal Starbrain's spree of destruction, and restore peace to the galaxy!”'' - NA manual&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Star Soldier is a one-button shooter. There is a low-rate negligible auto-fire that greatly increases once as the player collects their first upgrade. Movement is 8-directional and environments scroll vertically. Movement is relatively agile for a shooter of the period.&lt;br /&gt;
&lt;br /&gt;
The gameplay of Star Soldier is relatively simple. Stages scroll vertically and enemy attacks consist primarily of small aimed shots. There is a greater emphasis on large enemy quantities and environmental elements than having a large amount of on-screen bullets. &lt;br /&gt;
&lt;br /&gt;
There are a total of 16 stages with 2 alternating bosses. If the player fails to defeat the boss within a given time-limit, the player is brought back to the midway point of the level and they must clear it once more until they successfully defeat the end-stage boss.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A/B:''' Fire&lt;br /&gt;
* '''A/B (Hold):''' Auto-Fire&lt;br /&gt;
* '''Start:''' Begin Game &amp;amp; Pause&lt;br /&gt;
* '''D-Pad:''' Movement&lt;br /&gt;
&lt;br /&gt;
=== Power Levels ===&lt;br /&gt;
There are power-up capsules hidden within the P-mark ground targets that can be collected after the player has sufficiently damaged them.&lt;br /&gt;
&lt;br /&gt;
Catching a single capsule increases the rate of auto-fire significantly. Two capsules adds a tailgun. Collecting three gives the player five lines of fire (one forward and four diagonally in the front and back), as well as a shield. The shield is able to absorb shots enemy bullets, but does not prevent death from crashing into enemies.&lt;br /&gt;
&lt;br /&gt;
Getting shot once while shielded decreases the player's lines of fire back to three. Getting hit five times eliminates the shield.&lt;br /&gt;
&lt;br /&gt;
=== Trap Zones ===&lt;br /&gt;
A unique feature of levels in Star Soldier are so-called “Trap Zones”. Throughout the levels, the player can dive in the background and become protected against enemy bullets and collisions. During this state, the player is also unable to return fire or collect items.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*With such a simple premise, the best strategy for Star Soldier is to eliminate enemies as quickly as possible before they progress to a point-blank range. Ground targets can interfere with the player’s range, but can be quickly disbursed. &lt;br /&gt;
&lt;br /&gt;
*Enemy patterns, trap zone locations, Zeg locations, and power-up locations are all consistent throughout runs, while enemy attacks and pursuit are variable. This combined with the score-chasing nature of Star Soldier makes it in many ways a hybrid between a memorizer and a traditional fast-paced shmup. The player will likely have to repeat stages multiple times to calculate their optimal path, if not due to losing as their are no continues.&lt;br /&gt;
&lt;br /&gt;
*Trap Zones can serve as both a blessing and a curse, so it's important to note their locations to both use them effectively and avoid accidentally missing out on points/power-ups by slipping under one. Slipping out of a trap zone is a matter of simply moving towards the edge of the object and onto it's surface, but they are not telegraphed.&lt;br /&gt;
&lt;br /&gt;
*A common strategy is to take a single deliberate hit upon collecting four power-ups, as the five lines of fire mode reduces your forward shot to just a single beam rather than two. Returning to the three lanes of fire mode allows you to deal damage to individual targets and bosses more effectively while still allowing you to tank four additional shots if needed.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Star Soldier was created to be a spiritual successor to Tehkan’s arcade title [[Star Force]], following the success of the Hudson-developed port of Star Force to the Famicom both commercially and in the first Caravan Festival.&lt;br /&gt;
&lt;br /&gt;
*An enhanced port to of Star Soldier to the Super Famicom was released in 1995 as part of the Caravan Shooting Collection, alongside Hector '87 and the Hudson Famicom port of Star Force. This version features additional sound channels allowing music and sound effects to play at the same time, as well as removal of sprite-flicker and slowdown present in the NES/Famicom version.&lt;br /&gt;
&lt;br /&gt;
*Star Soldier was given a quasi-remake/sequel for the PS2, Gamecube, and PSP as Volume 2 of the Hudson Selection series. It features fully redone 2.5D visuals, controllable ship speed, a secondary close-range attack option, A new a heavy metal rendition of the original's soundtrack, new unlockable ships, new stages, and new bosses alongside remakes of some of the original stages. It also includes the 2 minute and 5 minute Caravan modes featured in games from Hector '87 onward.&lt;br /&gt;
&lt;br /&gt;
*There´s a Studio SiestA doujin shmup called Soldier Force, which was released in 2006 and directly took ship designs, enemy designs, character names, music, and level layouts from Star Soldier, and as well as ships and music from Hector 87 and Star Force. However, the companies Hudson and Tecmo sued Studio SiestA causing Soldier Force to be officially discontinued, though it can still be found online.&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27858</id>
		<title>Star Soldier</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Star_Soldier&amp;diff=27858"/>
		<updated>2024-02-09T17:15:19Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Star-soldier-nes-title-screen.jpg|260px|center|Star Solder start screen]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Star Soldier&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Star_Soldier_Cover.jpg &lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = North American cover art&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = Hudson Soft&lt;br /&gt;
|releasedate = NES: June 13, 1986 &amp;lt;br&amp;gt;&lt;br /&gt;
MSX: 1986&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Star Soldier''' (スターソルジャー) is an arcade-style vertical shooter developed by [[Hudson Soft]] and released in 1986 for the Famicom and MSX in Japan, and in 1989 for the NES in North America. Building upon other mid-80s shmups, Star Soldier is a fast-paced and agile, yet simple shmup. Being designed specifically with Hudson’s Caravan Festival competition in mind, Star Soldier places heavy emphasis on enemy quantity, variety, and competitive high-scores.&lt;br /&gt;
&lt;br /&gt;
The resulting success of the title would lead to numerous sequels, spinoffs, and crossovers. The continued success of Hudson’s Caravan competition would also give rise to similar shmup tournaments from other publishers, such as [[Naxat Soft|Naxat Soft's]] Summer Carnival which involved [[Summer Carnival '92 Recca|Recca]] and [[Summer Carnival '92 Alzadick|Alzadick]], and further expanding the competitive shmup audience in Japan.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''“A strange and evil presence is lurking in space. Crushing Everything in its path, destroying spaceships full of innocent people, the fearsome Starbrain is threatening the entire Galactic Empire. Starbrain, a giant computer programmed only for destruction, inhabits an enormous space station, guarded by enemy ships and robot creatures. To penetrate the station is a job for the most skillful and experienced Star Soldier: you! You'll be piloting Caesar, the fastest fighter ship in the Galactic Fleet, with an awesome arsenal of weapons at your fingertips. Only you can end the brutal Starbrain's spree of destruction, and restore peace to the galaxy!”'' - NA manual&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Star Soldier is a one-button shooter. There is a low-rate negligible auto-fire that greatly increases once as the player collects their first upgrade. Movement is 8-directional and environments scroll vertically. Movement is relatively agile for a shooter of the period.&lt;br /&gt;
&lt;br /&gt;
The gameplay of Star Soldier is relatively simple. Stages scroll vertically and enemy attacks consist primarily of small aimed shots. There is a greater emphasis on large enemy quantities and environmental elements than having a large amount of on-screen bullets. &lt;br /&gt;
&lt;br /&gt;
There are a total of 16 stages with 2 alternating bosses. If the player fails to defeat the boss within a given time-limit, the player is brought back to the midway point of the level and they must clear it once more until they successfully defeat the end-stage boss.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A/B:''' Fire&lt;br /&gt;
* '''A/B (Hold):''' Auto-Fire&lt;br /&gt;
* '''Start:''' Begin Game &amp;amp; Pause&lt;br /&gt;
* '''D-Pad:''' Movement&lt;br /&gt;
&lt;br /&gt;
=== Power Levels ===&lt;br /&gt;
There are power-up capsules hidden within the P-mark ground targets that can be collected after the player has sufficiently damaged them.&lt;br /&gt;
&lt;br /&gt;
Catching a single capsule increases the rate of auto-fire significantly. Two capsules adds a tailgun. Collecting three gives the player five lines of fire (one forward and four diagonally in the front and back), as well as a shield. The shield is able to absorb shots enemy bullets, but does not prevent death from crashing into enemies.&lt;br /&gt;
&lt;br /&gt;
Getting shot once while shielded decreases the player's lines of fire back to three. Getting hit five times eliminates the shield.&lt;br /&gt;
&lt;br /&gt;
=== Trap Zones ===&lt;br /&gt;
A unique feature of levels in Star Soldier are so-called “Trap Zones”. Throughout the levels, the player can dive in the background and become protected against enemy bullets and collisions. During this state, the player is also unable to return fire or collect items.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
*With such a simple premise, the best strategy for Star Soldier is to eliminate enemies as quickly as possible before they progress to a point-blank range. Ground targets can interfere with the player’s range, but can be quickly disbursed. &lt;br /&gt;
&lt;br /&gt;
*Enemy patterns, trap zone locations, Zeg locations, and power-up locations are all consistent throughout runs, while enemy attacks and pursuit are variable. This combined with the score-chasing nature of Star Soldier makes it in many ways a hybrid between a memorizer and a traditional fast-paced shmup. The player will likely have to repeat stages multiple times to calculate their optimal path, if not due to losing as their are no continues.&lt;br /&gt;
&lt;br /&gt;
*Trap Zones can serve as both a blessing and a curse, so it's important to note their locations to both use them effectively and avoid accidentally missing out on points/power-ups by slipping under one. Slipping out of a trap zone is a matter of simply moving towards the edge of the object and onto it's surface, but they are not telegraphed.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Star Soldier was created to be a spiritual successor to Tehkan’s arcade title [[Star Force]], following the success of the Hudson-developed port of Star Force to the Famicom both commercially and in the first Caravan Festival.&lt;br /&gt;
&lt;br /&gt;
*An enhanced port to of Star Soldier to the Super Famicom was released in 1995 as part of the Caravan Shooting Collection, alongside Hector '87 and the Hudson Famicom port of Star Force. This version features additional sound channels allowing music and sound effects to play at the same time, as well as removal of sprite-flicker and slowdown present in the NES/Famicom version.&lt;br /&gt;
&lt;br /&gt;
*Star Soldier was given a quasi-remake/sequel for the PS2, Gamecube, and PSP as Volume 2 of the Hudson Selection series. It features fully redone 2.5D visuals, controllable ship speed, a secondary close-range attack option, A new a heavy metal rendition of the original's soundtrack, new unlockable ships, new stages, and new bosses alongside remakes of some of the original stages. It also includes the 2 minute and 5 minute Caravan modes featured in games from Hector '87 onward.&lt;br /&gt;
&lt;br /&gt;
*There´s a Studio SiestA doujin shmup called Soldier Force, which was released in 2006 and directly took ship designs, enemy designs, character names, music, and level layouts from Star Soldier, and as well as ships and music from Hector 87 and Star Force. However, the companies Hudson and Tecmo sued Studio SiestA causing Soldier Force to be officially discontinued, though it can still be found online.&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hudson_Soft&amp;diff=27857</id>
		<title>Hudson Soft</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hudson_Soft&amp;diff=27857"/>
		<updated>2024-02-09T16:47:29Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* Shooting games developed by Hudson Soft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hudson-Soft-Logo-Vector.png|center]]&lt;br /&gt;
&lt;br /&gt;
== Hudson Soft Co., Ltd. ==&lt;br /&gt;
&lt;br /&gt;
Hudson Soft was a software developer and publisher founded in Toyohira-ku, Sapporo, Japan on May 18, 1973.&lt;br /&gt;
&lt;br /&gt;
=== Shooting games developed by Hudson Soft === &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year !! Publisher(s)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Soldier]]'' || 1986 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hector'87]] (Starship Hector)'' || 1987 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunhed]] (Blazing Lazers)'' || 1989 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super Star Soldier]]'' || 1990 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aldynes]]'' || 1991 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Final Soldier]]'' || 1991 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Parodier]]'' || 1992 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soldier Blade]]'' || 1992 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[PC Denjin]] (Air Zonk)'' || 1992 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[CD Denjin: Rockabilly Tengoku]] (Super Air Zonk: Rockabilly-Paradise)'' || 1993 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vertical Force]]'' || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ginga Fukei Densetsu Sapphire]]'' || 1995 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Soldier: Vanishing Earth]]'' || 1998 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hudson Selection Vol. 2: Star Soldier]]'' || 2003 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Soldier Vs. DoDonPachi Daioujou: Caravan '06]]'' || 2006 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Soldier R]]'' || 2008 ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hudson_Soft&amp;diff=27856</id>
		<title>Hudson Soft</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hudson_Soft&amp;diff=27856"/>
		<updated>2024-02-09T16:32:00Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* Shooting games developed by Hudson Soft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hudson-Soft-Logo-Vector.png|center]]&lt;br /&gt;
&lt;br /&gt;
== Hudson Soft Co., Ltd. ==&lt;br /&gt;
&lt;br /&gt;
Hudson Soft was a software developer and publisher founded in Toyohira-ku, Sapporo, Japan on May 18, 1973.&lt;br /&gt;
&lt;br /&gt;
=== Shooting games developed by Hudson Soft === &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year !! Publisher(s)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Soldier]]'' || 1986 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hector'87]] (Starship Hector)'' || 1987 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunhed]] (Blazing Lazers)'' || 1989 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super Star Soldier]]'' || 1990 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aldynes]]'' || 1991 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Final Soldier]]'' || 1991 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Parodier]]'' || 1992 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soldier Blade]]'' || 1992 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[PC Denjin]] (Air Zonk)'' || 1992 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[CD Denjin: Rockabilly Tengoku]] (Super Air Zonk: Rockabilly-Paradise)'' || 1993 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vertical Force]]'' || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ginga Fukei Densetsu Sapphire]]'' || 1995&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Soldier: Vanishing Earth]]'' || 1998 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hudson Selection Vol. 2: Star Soldier]]'' || 2003 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Soldier Vs. DoDonPachi Daioujou: Caravan '06]]'' || 2006 ||&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Star Soldier R]]'' || 2008 ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27853</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27853"/>
		<updated>2024-02-08T16:52:58Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* Enhanced Port */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0-9==&lt;br /&gt;
===1cc===&lt;br /&gt;
&amp;quot;'''1cc'''&amp;quot; stands for &amp;quot;'''1 Credit Clear''' or '''1 Coin Clear'''&amp;quot;, and 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. An example of an ALL is completing both loops of a game like ''[[DoDonPachi]]'', which features two loops; completing a 1cc on both loops of the game is referred to as a '''2-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 console ports, or made as part of special events, 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 “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), 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. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.&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;
===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;
'''Bullet-herding''' is a basic technique in shoot-em-up play that involves positioning the player's ship at different places on the screen with the intent to adjust the trajectory of bullets or lasers that are aimed towards the player. This is commonly used by high level players to create &amp;quot;safe&amp;quot; areas of the screen that the player can move towards incrementally, allowing them to have more space to move around when action becomes hectic.&lt;br /&gt;
&lt;br /&gt;
===Bullet wobble===&lt;br /&gt;
'''Bullet wobble''' is a colloquialism adopted by much of the shmups community to describe a design quirk in some scrolling shmups where bullets/power-ups/enemies/anything follows 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 only treated as being on a static non-moving area (screen space).&lt;br /&gt;
&lt;br /&gt;
==C==&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 frequently appear in many [[Toaplan]] titles (such as ''[[Tatsujin]]''), as well as 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).&lt;br /&gt;
&lt;br /&gt;
===Counter-stop===&lt;br /&gt;
A '''&amp;quot;counter-stop&amp;quot;, 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;
===Doujin===&lt;br /&gt;
Any artwork made by independent Japanese creators, often a small group or even a single person. Many famous [[shooting game]]s, such as the Touhou Project series, are doujin works. 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;
&amp;quot;'''Extend'''&amp;quot; is a term used primarily in arcade games (and especially in [[shooting game]]s) to describe '''extra lives''' / '''1UP'''s. 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 Mushihemesama 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. Notable games that have this aspect include '''Gradius''' and '''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;
'''&amp;quot;Hyper system&amp;quot;''' 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 'Label' games follow the pattern below;&lt;br /&gt;
&lt;br /&gt;
'''White Label''' - Refers to original release (unofficial, mostly used for Dodonpachi DaiOuJou)&lt;br /&gt;
&lt;br /&gt;
'''Black Label''' - Improved Re-release of the original game, sometimes changes are more significant.&lt;br /&gt;
&lt;br /&gt;
'''Death Label''' - Boss Rush version of the game with no stages&lt;br /&gt;
&lt;br /&gt;
'''Blue Label/Red Label''' - Arranged versions typically made for festival events.&lt;br /&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 “trip” through the game, from beginning to end. The term “loop” 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 “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him 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 “loops” 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 “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” 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 “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” 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 most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Micrododging/Macrododging===&lt;br /&gt;
&lt;br /&gt;
Two forms of approaching 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 and positioning, likely heavily involving grazing. Macrododging meanwhile refers to dodges where the player focuses on the entire screen in order to find larger openings or blind spots in the enemy fire that allows them to avoid the bullet pattern entirely with large, quick movements that circle around the dense fire. &lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-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 power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, 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;
===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 [[True Last Boss]] or other hidden content, a No-Miss is occasionally a requirement to unlock said content.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Option===&lt;br /&gt;
An &amp;quot;'''option'''&amp;quot; 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;
&amp;quot;'''Point-blank'''&amp;quot; is a term used by [[shooting game]] players to describe ''getting as close to an enemy as possible while shooting at them''. &lt;br /&gt;
&lt;br /&gt;
In most cases, this concentrates all of their firepower on a singular enemy, increasing the rate of damage dealt to the enemy, in exchange for putting themselves at greater risk of receiving damage from enemies, and dealing less damage to other enemies coming into the screen. Some games will directly reward you for this kind of aggressive play, such as ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui]]'' and its proximity chip scoring system, or ''[[DoDonPachi DaiFukkatsu]]'' and its Hyper Counter system, which allows you to quickly charge/recharge your Hyper Meter by point-blanking with your Laser / Hyper Laser.&lt;br /&gt;
&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” 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;
====Enhanced Port====&lt;br /&gt;
While conversions typically result in omissions and &amp;quot;downgrades&amp;quot; from the original, there are also several conversions that add new content and/or new mechanics to the original game. These are typically referred to as '''Enhanced Ports'''. Examples of enhanced ports are [[Super Darius II]] and [[Salamander]] on the PC Engine, [[Super R-Type]] on the SNES, [[Aleste]] on the MSX, [[Xevious: Fardraut Saga]], and several others.&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 will automatically adjust 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. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&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. The amount and their properties may vary depending on the difficulty and rank.&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 behaviors in game that are influenced by randomness. Though less prevalent in shmups than in some other genres, randomness is still a significant factor in many games. Any element which differs significantly between two runs could be an indicator of RNG; 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. Common shmup elements that can be driven by RNG include, but are not limited to:&lt;br /&gt;
* Boss movements - In many games, the direction and/or speed at which bosses move is influenced by RNG.&lt;br /&gt;
* Boss attack patterns - In addition to movement, many games allow bosses to choose their attack patterns at random from a small pool of possible attacks.&lt;br /&gt;
* Point values - Some games feature collectible items or destructible targets with values that are randomly chosen from a small pool of options.&lt;br /&gt;
* Bullet aiming - Instead of being aimed at a player, bullets might be fired in a random direction.&lt;br /&gt;
* Enemy spawns - Spawn locations for enemies may sometimes be driven by randomness, often within a specific range to keep things somewhat fair.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Safespot===&lt;br /&gt;
A &amp;quot;'''safe-spot'''&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
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 shooting 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 &amp;quot;'''bullet sealing'''&amp;quot;.&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 “shards” or “chunks” 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;
===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 him 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 console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&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;
A &amp;quot;'''time-out'''&amp;quot; refers to a situation where a boss or mid-boss flies off the screen when it continues to survive for a certain period of time. 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]].&lt;br /&gt;
&lt;br /&gt;
===True Last Boss===&lt;br /&gt;
Many [[shooting game]]s include a &amp;quot;'''True Last Boss''' (TLB),&amp;quot; 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 (NMNB)&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
On some shmups, TLBs tend to have a bomber-proof shield, either on last phase or in all phases. When the player deploys a bomb, the TLB will trigger a shield that will grant the boss an amount of i-frames, just like the player.&lt;br /&gt;
&lt;br /&gt;
Even just reaching the TLB is a high achievement, and defeating them is, in some cases, a much greater challenge than an ordinary clear of the game.&lt;br /&gt;
&lt;br /&gt;
In certain shmups, getting a 1cc requires the TLB to be defeated as well.&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;
==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>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27852</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27852"/>
		<updated>2024-02-08T16:52:17Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* Enhanced Port */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0-9==&lt;br /&gt;
===1cc===&lt;br /&gt;
&amp;quot;'''1cc'''&amp;quot; stands for &amp;quot;'''1 Credit Clear''' or '''1 Coin Clear'''&amp;quot;, and 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. An example of an ALL is completing both loops of a game like ''[[DoDonPachi]]'', which features two loops; completing a 1cc on both loops of the game is referred to as a '''2-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 console ports, or made as part of special events, 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 “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), 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. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.&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;
===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;
'''Bullet-herding''' is a basic technique in shoot-em-up play that involves positioning the player's ship at different places on the screen with the intent to adjust the trajectory of bullets or lasers that are aimed towards the player. This is commonly used by high level players to create &amp;quot;safe&amp;quot; areas of the screen that the player can move towards incrementally, allowing them to have more space to move around when action becomes hectic.&lt;br /&gt;
&lt;br /&gt;
===Bullet wobble===&lt;br /&gt;
'''Bullet wobble''' is a colloquialism adopted by much of the shmups community to describe a design quirk in some scrolling shmups where bullets/power-ups/enemies/anything follows 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 only treated as being on a static non-moving area (screen space).&lt;br /&gt;
&lt;br /&gt;
==C==&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 frequently appear in many [[Toaplan]] titles (such as ''[[Tatsujin]]''), as well as 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).&lt;br /&gt;
&lt;br /&gt;
===Counter-stop===&lt;br /&gt;
A '''&amp;quot;counter-stop&amp;quot;, 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;
===Doujin===&lt;br /&gt;
Any artwork made by independent Japanese creators, often a small group or even a single person. Many famous [[shooting game]]s, such as the Touhou Project series, are doujin works. 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;
&amp;quot;'''Extend'''&amp;quot; is a term used primarily in arcade games (and especially in [[shooting game]]s) to describe '''extra lives''' / '''1UP'''s. 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 Mushihemesama 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. Notable games that have this aspect include '''Gradius''' and '''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;
'''&amp;quot;Hyper system&amp;quot;''' 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 'Label' games follow the pattern below;&lt;br /&gt;
&lt;br /&gt;
'''White Label''' - Refers to original release (unofficial, mostly used for Dodonpachi DaiOuJou)&lt;br /&gt;
&lt;br /&gt;
'''Black Label''' - Improved Re-release of the original game, sometimes changes are more significant.&lt;br /&gt;
&lt;br /&gt;
'''Death Label''' - Boss Rush version of the game with no stages&lt;br /&gt;
&lt;br /&gt;
'''Blue Label/Red Label''' - Arranged versions typically made for festival events.&lt;br /&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 “trip” through the game, from beginning to end. The term “loop” 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 “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him 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 “loops” 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 “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” 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 “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” 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 most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Micrododging/Macrododging===&lt;br /&gt;
&lt;br /&gt;
Two forms of approaching 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 and positioning, likely heavily involving grazing. Macrododging meanwhile refers to dodges where the player focuses on the entire screen in order to find larger openings or blind spots in the enemy fire that allows them to avoid the bullet pattern entirely with large, quick movements that circle around the dense fire. &lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-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 power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, 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;
===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 [[True Last Boss]] or other hidden content, a No-Miss is occasionally a requirement to unlock said content.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Option===&lt;br /&gt;
An &amp;quot;'''option'''&amp;quot; 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;
&amp;quot;'''Point-blank'''&amp;quot; is a term used by [[shooting game]] players to describe ''getting as close to an enemy as possible while shooting at them''. &lt;br /&gt;
&lt;br /&gt;
In most cases, this concentrates all of their firepower on a singular enemy, increasing the rate of damage dealt to the enemy, in exchange for putting themselves at greater risk of receiving damage from enemies, and dealing less damage to other enemies coming into the screen. Some games will directly reward you for this kind of aggressive play, such as ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui]]'' and its proximity chip scoring system, or ''[[DoDonPachi DaiFukkatsu]]'' and its Hyper Counter system, which allows you to quickly charge/recharge your Hyper Meter by point-blanking with your Laser / Hyper Laser.&lt;br /&gt;
&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” 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;
====Enhanced Port====&lt;br /&gt;
While conversions typically result in omissions and &amp;quot;downgrades&amp;quot; from the original, there are also several conversions that add new content and/or new mechanics to the original game. These are typically referred to as '''Enhanced Ports'''. Examples of enhanced ports are [[Super Darius II]] and [[Salamander]] on the PC Engine, [[Super R-Type]] on the SNES, [[Aleste]] on the MSX, [[Xevious: Fardraut Saga]], 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 will automatically adjust 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. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&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. The amount and their properties may vary depending on the difficulty and rank.&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 behaviors in game that are influenced by randomness. Though less prevalent in shmups than in some other genres, randomness is still a significant factor in many games. Any element which differs significantly between two runs could be an indicator of RNG; 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. Common shmup elements that can be driven by RNG include, but are not limited to:&lt;br /&gt;
* Boss movements - In many games, the direction and/or speed at which bosses move is influenced by RNG.&lt;br /&gt;
* Boss attack patterns - In addition to movement, many games allow bosses to choose their attack patterns at random from a small pool of possible attacks.&lt;br /&gt;
* Point values - Some games feature collectible items or destructible targets with values that are randomly chosen from a small pool of options.&lt;br /&gt;
* Bullet aiming - Instead of being aimed at a player, bullets might be fired in a random direction.&lt;br /&gt;
* Enemy spawns - Spawn locations for enemies may sometimes be driven by randomness, often within a specific range to keep things somewhat fair.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Safespot===&lt;br /&gt;
A &amp;quot;'''safe-spot'''&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
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 shooting 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 &amp;quot;'''bullet sealing'''&amp;quot;.&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 “shards” or “chunks” 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;
===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 him 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 console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&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;
A &amp;quot;'''time-out'''&amp;quot; refers to a situation where a boss or mid-boss flies off the screen when it continues to survive for a certain period of time. 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]].&lt;br /&gt;
&lt;br /&gt;
===True Last Boss===&lt;br /&gt;
Many [[shooting game]]s include a &amp;quot;'''True Last Boss''' (TLB),&amp;quot; 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 (NMNB)&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
On some shmups, TLBs tend to have a bomber-proof shield, either on last phase or in all phases. When the player deploys a bomb, the TLB will trigger a shield that will grant the boss an amount of i-frames, just like the player.&lt;br /&gt;
&lt;br /&gt;
Even just reaching the TLB is a high achievement, and defeating them is, in some cases, a much greater challenge than an ordinary clear of the game.&lt;br /&gt;
&lt;br /&gt;
In certain shmups, getting a 1cc requires the TLB to be defeated as well.&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;
==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>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27851</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27851"/>
		<updated>2024-02-08T16:51:24Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* Port */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0-9==&lt;br /&gt;
===1cc===&lt;br /&gt;
&amp;quot;'''1cc'''&amp;quot; stands for &amp;quot;'''1 Credit Clear''' or '''1 Coin Clear'''&amp;quot;, and 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. An example of an ALL is completing both loops of a game like ''[[DoDonPachi]]'', which features two loops; completing a 1cc on both loops of the game is referred to as a '''2-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 console ports, or made as part of special events, 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 “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), 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. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.&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;
===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;
'''Bullet-herding''' is a basic technique in shoot-em-up play that involves positioning the player's ship at different places on the screen with the intent to adjust the trajectory of bullets or lasers that are aimed towards the player. This is commonly used by high level players to create &amp;quot;safe&amp;quot; areas of the screen that the player can move towards incrementally, allowing them to have more space to move around when action becomes hectic.&lt;br /&gt;
&lt;br /&gt;
===Bullet wobble===&lt;br /&gt;
'''Bullet wobble''' is a colloquialism adopted by much of the shmups community to describe a design quirk in some scrolling shmups where bullets/power-ups/enemies/anything follows 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 only treated as being on a static non-moving area (screen space).&lt;br /&gt;
&lt;br /&gt;
==C==&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 frequently appear in many [[Toaplan]] titles (such as ''[[Tatsujin]]''), as well as 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).&lt;br /&gt;
&lt;br /&gt;
===Counter-stop===&lt;br /&gt;
A '''&amp;quot;counter-stop&amp;quot;, 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;
===Doujin===&lt;br /&gt;
Any artwork made by independent Japanese creators, often a small group or even a single person. Many famous [[shooting game]]s, such as the Touhou Project series, are doujin works. 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;
&amp;quot;'''Extend'''&amp;quot; is a term used primarily in arcade games (and especially in [[shooting game]]s) to describe '''extra lives''' / '''1UP'''s. 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 Mushihemesama 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. Notable games that have this aspect include '''Gradius''' and '''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;
'''&amp;quot;Hyper system&amp;quot;''' 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 'Label' games follow the pattern below;&lt;br /&gt;
&lt;br /&gt;
'''White Label''' - Refers to original release (unofficial, mostly used for Dodonpachi DaiOuJou)&lt;br /&gt;
&lt;br /&gt;
'''Black Label''' - Improved Re-release of the original game, sometimes changes are more significant.&lt;br /&gt;
&lt;br /&gt;
'''Death Label''' - Boss Rush version of the game with no stages&lt;br /&gt;
&lt;br /&gt;
'''Blue Label/Red Label''' - Arranged versions typically made for festival events.&lt;br /&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 “trip” through the game, from beginning to end. The term “loop” 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 “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him 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 “loops” 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 “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” 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 “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” 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 most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Micrododging/Macrododging===&lt;br /&gt;
&lt;br /&gt;
Two forms of approaching 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 and positioning, likely heavily involving grazing. Macrododging meanwhile refers to dodges where the player focuses on the entire screen in order to find larger openings or blind spots in the enemy fire that allows them to avoid the bullet pattern entirely with large, quick movements that circle around the dense fire. &lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-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 power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, 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;
===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 [[True Last Boss]] or other hidden content, a No-Miss is occasionally a requirement to unlock said content.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Option===&lt;br /&gt;
An &amp;quot;'''option'''&amp;quot; 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;
&amp;quot;'''Point-blank'''&amp;quot; is a term used by [[shooting game]] players to describe ''getting as close to an enemy as possible while shooting at them''. &lt;br /&gt;
&lt;br /&gt;
In most cases, this concentrates all of their firepower on a singular enemy, increasing the rate of damage dealt to the enemy, in exchange for putting themselves at greater risk of receiving damage from enemies, and dealing less damage to other enemies coming into the screen. Some games will directly reward you for this kind of aggressive play, such as ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui]]'' and its proximity chip scoring system, or ''[[DoDonPachi DaiFukkatsu]]'' and its Hyper Counter system, which allows you to quickly charge/recharge your Hyper Meter by point-blanking with your Laser / Hyper Laser.&lt;br /&gt;
&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” 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;
====Enhanced Port====&lt;br /&gt;
While conversions typically result in the omission and &amp;quot;downgrades&amp;quot; from the original, there are also several conversions that add new content and/or new mechanics to the original game. These are typically referred to as '''Enhanced Ports'''. Examples of enhanced ports are [[Super Darius II]] and [[Salamander]] on the PC Engine, [[Super R-Type]] on the SNES, [[Aleste]] on the MSX, [[Xevious: Fardraut Saga]], 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 will automatically adjust 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. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&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. The amount and their properties may vary depending on the difficulty and rank.&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 behaviors in game that are influenced by randomness. Though less prevalent in shmups than in some other genres, randomness is still a significant factor in many games. Any element which differs significantly between two runs could be an indicator of RNG; 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. Common shmup elements that can be driven by RNG include, but are not limited to:&lt;br /&gt;
* Boss movements - In many games, the direction and/or speed at which bosses move is influenced by RNG.&lt;br /&gt;
* Boss attack patterns - In addition to movement, many games allow bosses to choose their attack patterns at random from a small pool of possible attacks.&lt;br /&gt;
* Point values - Some games feature collectible items or destructible targets with values that are randomly chosen from a small pool of options.&lt;br /&gt;
* Bullet aiming - Instead of being aimed at a player, bullets might be fired in a random direction.&lt;br /&gt;
* Enemy spawns - Spawn locations for enemies may sometimes be driven by randomness, often within a specific range to keep things somewhat fair.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Safespot===&lt;br /&gt;
A &amp;quot;'''safe-spot'''&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
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 shooting 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 &amp;quot;'''bullet sealing'''&amp;quot;.&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 “shards” or “chunks” 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;
===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 him 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 console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&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;
A &amp;quot;'''time-out'''&amp;quot; refers to a situation where a boss or mid-boss flies off the screen when it continues to survive for a certain period of time. 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]].&lt;br /&gt;
&lt;br /&gt;
===True Last Boss===&lt;br /&gt;
Many [[shooting game]]s include a &amp;quot;'''True Last Boss''' (TLB),&amp;quot; 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 (NMNB)&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
On some shmups, TLBs tend to have a bomber-proof shield, either on last phase or in all phases. When the player deploys a bomb, the TLB will trigger a shield that will grant the boss an amount of i-frames, just like the player.&lt;br /&gt;
&lt;br /&gt;
Even just reaching the TLB is a high achievement, and defeating them is, in some cases, a much greater challenge than an ordinary clear of the game.&lt;br /&gt;
&lt;br /&gt;
In certain shmups, getting a 1cc requires the TLB to be defeated as well.&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;
==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>Warboss Gegguz</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27850</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=27850"/>
		<updated>2024-02-08T16:46:33Z</updated>

		<summary type="html">&lt;p&gt;Warboss Gegguz: /* Port */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0-9==&lt;br /&gt;
===1cc===&lt;br /&gt;
&amp;quot;'''1cc'''&amp;quot; stands for &amp;quot;'''1 Credit Clear''' or '''1 Coin Clear'''&amp;quot;, and 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. An example of an ALL is completing both loops of a game like ''[[DoDonPachi]]'', which features two loops; completing a 1cc on both loops of the game is referred to as a '''2-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 console ports, or made as part of special events, 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 “fire” button, or a separately-designated “auto-fire” button, instead of tapping the fire button repeatedly. Depending on a weapon’s fire rate, and the situation, using auto-fire may or may not be to a player’s advantage at all times. Older shooters (or depending on a weapon that is gathered) usually required continuous button pressing to keep firing. Rapid fire can be gathered by either turning it on in an options menu, obtaining a certain weapon power up, or flipping on a turbo fire switch on a control pad (Usually a third party pad).&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Despite sounding similar, this is NOT the same thing as fire rate. Refers specifically to the amount of shots fired in a single “burst” when using auto-fire : in some shmups this setting is adjustable in the Options menu (or even in-game), 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. Usually, the auto-fire rate is represented in Hz, representing how many times the shot button is pressed per second. For instance, a 30hz auto-fire rate means that the shot button is being pressed 30 times a second.&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;
===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;
'''Bullet-herding''' is a basic technique in shoot-em-up play that involves positioning the player's ship at different places on the screen with the intent to adjust the trajectory of bullets or lasers that are aimed towards the player. This is commonly used by high level players to create &amp;quot;safe&amp;quot; areas of the screen that the player can move towards incrementally, allowing them to have more space to move around when action becomes hectic.&lt;br /&gt;
&lt;br /&gt;
===Bullet wobble===&lt;br /&gt;
'''Bullet wobble''' is a colloquialism adopted by much of the shmups community to describe a design quirk in some scrolling shmups where bullets/power-ups/enemies/anything follows 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 only treated as being on a static non-moving area (screen space).&lt;br /&gt;
&lt;br /&gt;
==C==&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 frequently appear in many [[Toaplan]] titles (such as ''[[Tatsujin]]''), as well as 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).&lt;br /&gt;
&lt;br /&gt;
===Counter-stop===&lt;br /&gt;
A '''&amp;quot;counter-stop&amp;quot;, 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;
===Doujin===&lt;br /&gt;
Any artwork made by independent Japanese creators, often a small group or even a single person. Many famous [[shooting game]]s, such as the Touhou Project series, are doujin works. 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;
&amp;quot;'''Extend'''&amp;quot; is a term used primarily in arcade games (and especially in [[shooting game]]s) to describe '''extra lives''' / '''1UP'''s. 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 Mushihemesama 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. Notable games that have this aspect include '''Gradius''' and '''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;
'''&amp;quot;Hyper system&amp;quot;''' 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 'Label' games follow the pattern below;&lt;br /&gt;
&lt;br /&gt;
'''White Label''' - Refers to original release (unofficial, mostly used for Dodonpachi DaiOuJou)&lt;br /&gt;
&lt;br /&gt;
'''Black Label''' - Improved Re-release of the original game, sometimes changes are more significant.&lt;br /&gt;
&lt;br /&gt;
'''Death Label''' - Boss Rush version of the game with no stages&lt;br /&gt;
&lt;br /&gt;
'''Blue Label/Red Label''' - Arranged versions typically made for festival events.&lt;br /&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 “trip” through the game, from beginning to end. The term “loop” 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 “loop,” or “lap,” of the game, which is usually more difficult than the first “loop.” Some shmups offer several successive “loops,” sometimes even ad infinitum, though most have a maximum of one or two. Successive “loops” of a shmup will usually leave the player’s score from the previous “loops” intact, enabling him 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 “loops” 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 “original” trip through a game’s stages as a “loop,” but only the successive ones: Thus, to them, the second successive run through is the “first loop”, the third is the “second loop”, and so on. However, most feel free to refer to the original run through a game’s stages as the “first loop,” 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 “1-1,” 1-2,” 1-3,” etc., while the same stages in the second loop would be “2-1,” “2-2,” “2-3,” 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 most well-known examples.&lt;br /&gt;
&lt;br /&gt;
===Micrododging/Macrododging===&lt;br /&gt;
&lt;br /&gt;
Two forms of approaching 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 and positioning, likely heavily involving grazing. Macrododging meanwhile refers to dodges where the player focuses on the entire screen in order to find larger openings or blind spots in the enemy fire that allows them to avoid the bullet pattern entirely with large, quick movements that circle around the dense fire. &lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To “milk” an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of infinite (or semi-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 power down ) to milk most effectively. Even disregarding this, milking can still be risky, since some milkable enemies become more difficult to defeat if they’re left alive too long; the practice can also, simply put, be boring to the player, due to its highly repetitive nature. Also, 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;
===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 [[True Last Boss]] or other hidden content, a No-Miss is occasionally a requirement to unlock said content.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Option===&lt;br /&gt;
An &amp;quot;'''option'''&amp;quot; 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;
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==P==&lt;br /&gt;
===Point-blank===&lt;br /&gt;
&amp;quot;'''Point-blank'''&amp;quot; is a term used by [[shooting game]] players to describe ''getting as close to an enemy as possible while shooting at them''. &lt;br /&gt;
&lt;br /&gt;
In most cases, this concentrates all of their firepower on a singular enemy, increasing the rate of damage dealt to the enemy, in exchange for putting themselves at greater risk of receiving damage from enemies, and dealing less damage to other enemies coming into the screen. Some games will directly reward you for this kind of aggressive play, such as ''[[Ketsui: Kizuna Jigoku Tachi|Ketsui]]'' and its proximity chip scoring system, or ''[[DoDonPachi DaiFukkatsu]]'' and its Hyper Counter system, which allows you to quickly charge/recharge your Hyper Meter by point-blanking with your Laser / Hyper Laser.&lt;br /&gt;
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===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Term to refer to common, weak enemies which appear in large numbers at a time during the course of a shmup, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or “popped”) fairly easily. Literally, zako is the Japanese word for “small fry,” as in fish.&lt;br /&gt;
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===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;
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====Conversion====&lt;br /&gt;
A 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;
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====Enhanced Port====&lt;br /&gt;
While conversions typically result in the omission and &amp;quot;downgrades&amp;quot; from the original, there are also several conversions that add new content and/or new mechanics to the original game. These are typically referred to as '''Enhanced Ports'''. Examples of enhanced ports are [[Super Darius II]] and [[Salamander]] on the PC Engine, [[Super R-Type]] on the SNES, [[Aleste]] on the MSX, [[Xevious: Fardraut Saga]], etc.&lt;br /&gt;
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====Emulation====&lt;br /&gt;
A 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;
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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;
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====Source Ports====&lt;br /&gt;
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;
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Examples of Shmup source port projects are OpenTyrian/OpenTyrian2000, PyTouhou, and ReC98.&lt;br /&gt;
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====Decompilation====&lt;br /&gt;
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;
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==R==&lt;br /&gt;
===Rank===&lt;br /&gt;
Gameplay system found in many shmups which will automatically adjust 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. Some more “extreme” rank systems require that the player purposely avoids powering up, shooting down enemies, etc. in order to effectively increase his chances of survival, although often at the cost of higher scoring opportunities. Some rank systems are controlled directly by the player’s status and can change quickly, while others will continually increase depending on the player’s actions until they “max out,” and efforts to control them can only slow down how fast they increase.&lt;br /&gt;
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===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. The amount and their properties may vary depending on the difficulty and rank.&lt;br /&gt;
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===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 behaviors in game that are influenced by randomness. Though less prevalent in shmups than in some other genres, randomness is still a significant factor in many games. Any element which differs significantly between two runs could be an indicator of RNG; 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. Common shmup elements that can be driven by RNG include, but are not limited to:&lt;br /&gt;
* Boss movements - In many games, the direction and/or speed at which bosses move is influenced by RNG.&lt;br /&gt;
* Boss attack patterns - In addition to movement, many games allow bosses to choose their attack patterns at random from a small pool of possible attacks.&lt;br /&gt;
* Point values - Some games feature collectible items or destructible targets with values that are randomly chosen from a small pool of options.&lt;br /&gt;
* Bullet aiming - Instead of being aimed at a player, bullets might be fired in a random direction.&lt;br /&gt;
* Enemy spawns - Spawn locations for enemies may sometimes be driven by randomness, often within a specific range to keep things somewhat fair.&lt;br /&gt;
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==S==&lt;br /&gt;
===Safespot===&lt;br /&gt;
A &amp;quot;'''safe-spot'''&amp;quot; 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. &lt;br /&gt;
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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;
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===Sealing===&lt;br /&gt;
In many shooting 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 &amp;quot;'''bullet sealing'''&amp;quot;.&lt;br /&gt;
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===Shrapnel===&lt;br /&gt;
''Also called '''Debris'''.''&lt;br /&gt;
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Graphical touch found in some shmups, in which “shards” or “chunks” 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;
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===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 him 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 console shmups via the ”Wait” option.&lt;br /&gt;
* In this case, usually presented as two words (Slow Down). An ability found in some shmups, which enables the player to deliberately slow his craft’s movement speed, to assist in dodging tight and/or slow-moving bullet patterns; sometimes also changes the effect of the weapon the player is firing when in use. A few shmups also contain a built-in “slow down” function which can slow enemies and their attacks, but utilization of these is almost always considered a form of cheating.&lt;br /&gt;
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==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;
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===Time-out===&lt;br /&gt;
A &amp;quot;'''time-out'''&amp;quot; refers to a situation where a boss or mid-boss flies off the screen when it continues to survive for a certain period of time. 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]].&lt;br /&gt;
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===True Last Boss===&lt;br /&gt;
Many [[shooting game]]s include a &amp;quot;'''True Last Boss''' (TLB),&amp;quot; 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 (NMNB)&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
On some shmups, TLBs tend to have a bomber-proof shield, either on last phase or in all phases. When the player deploys a bomb, the TLB will trigger a shield that will grant the boss an amount of i-frames, just like the player.&lt;br /&gt;
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Even just reaching the TLB is a high achievement, and defeating them is, in some cases, a much greater challenge than an ordinary clear of the game.&lt;br /&gt;
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In certain shmups, getting a 1cc requires the TLB to be defeated as well.&lt;br /&gt;
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==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;
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==Z==&lt;br /&gt;
===Zako===&lt;br /&gt;
''See [[#Popcorn|Popcorn]]''&lt;br /&gt;
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===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;
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==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>Warboss Gegguz</name></author>
		
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