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	<id>https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xx-Henry-xX</id>
	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
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	<updated>2026-04-18T02:49:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=35455</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=35455"/>
		<updated>2025-08-20T15:33:31Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* Other Good Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
* [https://xx-henry-xx.itch.io/ My itch.io page]&lt;br /&gt;
* [https://www.youtube.com/@Xx_Henry_xX My Youtube Channel]&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169% / Autofire On)&lt;br /&gt;
* Change Air Blade (Alpha Blade / 7,527,850)&lt;br /&gt;
* Guxt&lt;br /&gt;
** Normal Game&lt;br /&gt;
** Score Attack (17,380 / Autofire On)&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2 / 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On / Guard On / Formation / 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On / Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On / Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
*** Nanathy (60,971,860)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B / 5,560,802)&lt;br /&gt;
* Kuroobi (Playdate)&lt;br /&gt;
** Katsuo (3,071,788 / WR as of 7 Mar 2025)&lt;br /&gt;
** Saki (3,213,400 / WR as of 7 Mar 2025)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, player afterimage, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
*** That goes for all of the possible setups when getting into said situation: For example, playing with one weapon type may be easy while the other hard, but none of them should be impossible.&lt;br /&gt;
** Some complex games may feature special abilities to assist surviving and/or scoring; only add them after gaining some experience, and if you do, think about what will count as limited resource and what will be unlimited &amp;quot;secondary shot&amp;quot;.&lt;br /&gt;
* '''Keep the player busy'''&lt;br /&gt;
** Never make passiveness be the norm; forced or not.&lt;br /&gt;
*** Examples of forced passiveness:&lt;br /&gt;
**** Bloated enemy HP&lt;br /&gt;
**** Lack of firepower to deal with the incoming wave&lt;br /&gt;
**** Any other cases when you just can't seem to deal with a given situation other than ignoring it&lt;br /&gt;
**** Dead air&lt;br /&gt;
*** Examples of non-forced passiveness:&lt;br /&gt;
**** Enemy giving too low threat (such as having limited threat zone) to be aggresively dealt with&lt;br /&gt;
**** Any other cases where being passive is the optimal strategy&lt;br /&gt;
** Don't know how? Here are some of the tons of methods to do that:&lt;br /&gt;
*** Enemy aggression&lt;br /&gt;
**** Really fast enemies for attention bonus&lt;br /&gt;
**** Strategic choices from (but not limited to) when to kill enemies w/ revenge bullets &amp;amp; shottype changing&lt;br /&gt;
*** Pattern dodging&lt;br /&gt;
*** Item collection&lt;br /&gt;
*** Resource management like bombs and special weapons with a gauge&lt;br /&gt;
*** Charge attack timing&lt;br /&gt;
*** Scoring setups that may include a few from above and/or other stuffs&lt;br /&gt;
*** ...and so on.&lt;br /&gt;
*** Just be careful not to add too many mechanics without real depth. (You're not gonna make a [[Hellsinker]] wannabe for your first game, are you?)&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;br /&gt;
* When including multiple shottypes...&lt;br /&gt;
** All of them should be useful. (No OP or downright useless)&lt;br /&gt;
** Each shottype should be unique enough to have low role overlaps with other types.&lt;br /&gt;
* Don't use world space movement for player. Always make movement speed consistant for all directions.&lt;br /&gt;
** If normalizing diagonals isn't doable, at least make orthogonal &amp;amp; diagonal speeds consistant for each set.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=34096</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=34096"/>
		<updated>2025-04-18T10:51:56Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* 1CC List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
* [https://xx-henry-xx.itch.io/ My itch.io page]&lt;br /&gt;
* [https://www.youtube.com/@Xx_Henry_xX My Youtube Channel]&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169% / Autofire On)&lt;br /&gt;
* Change Air Blade (Alpha Blade / 7,527,850)&lt;br /&gt;
* Guxt&lt;br /&gt;
** Normal Game&lt;br /&gt;
** Score Attack (17,380 / Autofire On)&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2 / 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On / Guard On / Formation / 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On / Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On / Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
*** Nanathy (60,971,860)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B / 5,560,802)&lt;br /&gt;
* Kuroobi (Playdate)&lt;br /&gt;
** Katsuo (3,071,788 / WR as of 7 Mar 2025)&lt;br /&gt;
** Saki (3,213,400 / WR as of 7 Mar 2025)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, player afterimage, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
*** That goes for all of the possible setups when getting into said situation: For example, playing with one weapon type may be easy while the other hard, but none of them should be impossible.&lt;br /&gt;
** Some complex games may feature special abilities to assist surviving and/or scoring; only add them after gaining some experience, and if you do, think about what will count as limited resource and what will be unlimited &amp;quot;secondary shot&amp;quot;.&lt;br /&gt;
* '''Keep the player busy'''&lt;br /&gt;
** Never make passiveness be the norm; forced or not.&lt;br /&gt;
*** Examples of forced passiveness:&lt;br /&gt;
**** Bloated enemy HP&lt;br /&gt;
**** Lack of firepower to deal with the incoming wave&lt;br /&gt;
**** Any other cases when you just can't seem to deal with a given situation other than ignoring it&lt;br /&gt;
**** Dead air&lt;br /&gt;
*** Examples of non-forced passiveness:&lt;br /&gt;
**** Enemy giving too low threat (such as having limited threat zone) to be aggresively dealt with&lt;br /&gt;
**** Any other cases where being passive is the optimal strategy&lt;br /&gt;
** Don't know how? Here are some of the tons of methods to do that:&lt;br /&gt;
*** Enemy aggression&lt;br /&gt;
**** Really fast enemies for attention bonus&lt;br /&gt;
**** Strategic choices from (but not limited to) when to kill enemies w/ revenge bullets &amp;amp; shottype changing&lt;br /&gt;
*** Pattern dodging&lt;br /&gt;
*** Item collection&lt;br /&gt;
*** Resource management like bombs and special weapons with a gauge&lt;br /&gt;
*** Charge attack timing&lt;br /&gt;
*** Scoring setups that may include a few from above and/or other stuffs&lt;br /&gt;
*** ...and so on.&lt;br /&gt;
*** Just be careful not to add too many mechanics without real depth. (You're not gonna make a [[Hellsinker]] wannabe for your first game, are you?)&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;br /&gt;
* When including multiple shottypes...&lt;br /&gt;
** All of them should be useful. (No OP or downright useless)&lt;br /&gt;
** Each shottype should be unique enough to have low role overlaps with other types.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=33748</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=33748"/>
		<updated>2025-03-06T16:11:55Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* 1CC List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
* [https://xx-henry-xx.itch.io/ My itch.io page]&lt;br /&gt;
* [https://www.youtube.com/@Xx_Henry_xX My Youtube Channel]&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169% / Autofire On)&lt;br /&gt;
* Change Air Blade (Alpha Blade / 7,527,850)&lt;br /&gt;
* Guxt&lt;br /&gt;
** Normal Game&lt;br /&gt;
** Score Attack (17,380 / Autofire On)&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2 / 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On / Guard On / Formation / 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On / Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On / Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B / 5,560,802)&lt;br /&gt;
* Kuroobi (Playdate)&lt;br /&gt;
** Katsuo (3,071,788 / WR as of 7 Mar 2025)&lt;br /&gt;
** Saki (3,213,400 / WR as of 7 Mar 2025)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, player afterimage, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
*** That goes for all of the possible setups when getting into said situation: For example, playing with one weapon type may be easy while the other hard, but none of them should be impossible.&lt;br /&gt;
** Some complex games may feature special abilities to assist surviving and/or scoring; only add them after gaining some experience, and if you do, think about what will count as limited resource and what will be unlimited &amp;quot;secondary shot&amp;quot;.&lt;br /&gt;
* '''Keep the player busy'''&lt;br /&gt;
** Never make passiveness be the norm; forced or not.&lt;br /&gt;
*** Examples of forced passiveness:&lt;br /&gt;
**** Bloated enemy HP&lt;br /&gt;
**** Lack of firepower to deal with the incoming wave&lt;br /&gt;
**** Any other cases when you just can't seem to deal with a given situation other than ignoring it&lt;br /&gt;
**** Dead air&lt;br /&gt;
*** Examples of non-forced passiveness:&lt;br /&gt;
**** Enemy giving too low threat (such as having limited threat zone) to be aggresively dealt with&lt;br /&gt;
**** Any other cases where being passive is the optimal strategy&lt;br /&gt;
** Don't know how? Here are some of the tons of methods to do that:&lt;br /&gt;
*** Enemy aggression&lt;br /&gt;
**** Really fast enemies for attention bonus&lt;br /&gt;
**** Strategic choices from (but not limited to) when to kill enemies w/ revenge bullets &amp;amp; shottype changing&lt;br /&gt;
*** Pattern dodging&lt;br /&gt;
*** Item collection&lt;br /&gt;
*** Resource management like bombs and special weapons with a gauge&lt;br /&gt;
*** Charge attack timing&lt;br /&gt;
*** Scoring setups that may include a few from above and/or other stuffs&lt;br /&gt;
*** ...and so on.&lt;br /&gt;
*** Just be careful not to add too many mechanics without real depth. (You're not gonna make a [[Hellsinker]] wannabe for your first game, are you?)&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;br /&gt;
* When including multiple shottypes...&lt;br /&gt;
** All of them should be useful. (No OP or downright useless)&lt;br /&gt;
** Each shottype should be unique enough to have low role overlaps with other types.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=33747</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=33747"/>
		<updated>2025-03-06T15:36:10Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* 1CC List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
* [https://xx-henry-xx.itch.io/ My itch.io page]&lt;br /&gt;
* [https://www.youtube.com/@Xx_Henry_xX My Youtube Channel]&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On, Guard On, Formation, 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On, Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
* Kuroobi (Playdate)&lt;br /&gt;
** Katsuo (3,071,788, WR as of 7 Mar 2025)&lt;br /&gt;
** Saki (3,213,400, WR as of 7 Mar 2025)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, player afterimage, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
*** That goes for all of the possible setups when getting into said situation: For example, playing with one weapon type may be easy while the other hard, but none of them should be impossible.&lt;br /&gt;
** Some complex games may feature special abilities to assist surviving and/or scoring; only add them after gaining some experience, and if you do, think about what will count as limited resource and what will be unlimited &amp;quot;secondary shot&amp;quot;.&lt;br /&gt;
* '''Keep the player busy'''&lt;br /&gt;
** Never make passiveness be the norm; forced or not.&lt;br /&gt;
*** Examples of forced passiveness:&lt;br /&gt;
**** Bloated enemy HP&lt;br /&gt;
**** Lack of firepower to deal with the incoming wave&lt;br /&gt;
**** Any other cases when you just can't seem to deal with a given situation other than ignoring it&lt;br /&gt;
**** Dead air&lt;br /&gt;
*** Examples of non-forced passiveness:&lt;br /&gt;
**** Enemy giving too low threat (such as having limited threat zone) to be aggresively dealt with&lt;br /&gt;
**** Any other cases where being passive is the optimal strategy&lt;br /&gt;
** Don't know how? Here are some of the tons of methods to do that:&lt;br /&gt;
*** Enemy aggression&lt;br /&gt;
**** Really fast enemies for attention bonus&lt;br /&gt;
**** Strategic choices from (but not limited to) when to kill enemies w/ revenge bullets &amp;amp; shottype changing&lt;br /&gt;
*** Pattern dodging&lt;br /&gt;
*** Item collection&lt;br /&gt;
*** Resource management like bombs and special weapons with a gauge&lt;br /&gt;
*** Charge attack timing&lt;br /&gt;
*** Scoring setups that may include a few from above and/or other stuffs&lt;br /&gt;
*** ...and so on.&lt;br /&gt;
*** Just be careful not to add too many mechanics without real depth. (You're not gonna make a [[Hellsinker]] wannabe for your first game, are you?)&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;br /&gt;
* When including multiple shottypes...&lt;br /&gt;
** All of them should be useful. (No OP or downright useless)&lt;br /&gt;
** Each shottype should be unique enough to have low role overlaps with other types.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=33593</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=33593"/>
		<updated>2025-02-10T09:27:20Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
* [https://xx-henry-xx.itch.io/ My itch.io page]&lt;br /&gt;
* [https://www.youtube.com/@Xx_Henry_xX My Youtube Channel]&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On, Guard On, Formation, 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On, Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, player afterimage, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
*** That goes for all of the possible setups when getting into said situation: For example, playing with one weapon type may be easy while the other hard, but none of them should be impossible.&lt;br /&gt;
** Some complex games may feature special abilities to assist surviving and/or scoring; only add them after gaining some experience, and if you do, think about what will count as limited resource and what will be unlimited &amp;quot;secondary shot&amp;quot;.&lt;br /&gt;
* '''Keep the player busy'''&lt;br /&gt;
** Never make passiveness be the norm; forced or not.&lt;br /&gt;
*** Examples of forced passiveness:&lt;br /&gt;
**** Bloated enemy HP&lt;br /&gt;
**** Lack of firepower to deal with the incoming wave&lt;br /&gt;
**** Any other cases when you just can't seem to deal with a given situation other than ignoring it&lt;br /&gt;
**** Dead air&lt;br /&gt;
*** Examples of non-forced passiveness:&lt;br /&gt;
**** Enemy giving too low threat (such as having limited threat zone) to be aggresively dealt with&lt;br /&gt;
**** Any other cases where being passive is the optimal strategy&lt;br /&gt;
** Don't know how? Here are some of the tons of methods to do that:&lt;br /&gt;
*** Enemy aggression&lt;br /&gt;
**** Really fast enemies for attention bonus&lt;br /&gt;
**** Strategic choices from (but not limited to) when to kill enemies w/ revenge bullets &amp;amp; shottype changing&lt;br /&gt;
*** Pattern dodging&lt;br /&gt;
*** Item collection&lt;br /&gt;
*** Resource management like bombs and special weapons with a gauge&lt;br /&gt;
*** Charge attack timing&lt;br /&gt;
*** Scoring setups that may include a few from above and/or other stuffs&lt;br /&gt;
*** ...and so on.&lt;br /&gt;
*** Just be careful not to add too many mechanics without real depth. (You're not gonna make a [[Hellsinker]] wannabe for your first game, are you?)&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;br /&gt;
* When including multiple shottypes...&lt;br /&gt;
** All of them should be useful. (No OP or downright useless)&lt;br /&gt;
** Each shottype should be unique enough to have low role overlaps with other types.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=31181</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=31181"/>
		<updated>2024-08-05T11:21:17Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* The Holy Trinity of Shmup Design (or what I like to call these 3 as) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
* [https://xx-henry-xx.itch.io/ My itch.io page]&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On, Guard On, Formation, 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On, Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, player afterimage, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
*** That goes for all of the possible setups when getting into said situation: For example, playing with one weapon type may be easy while the other hard, but none of them should be impossible.&lt;br /&gt;
** Some complex games may feature special abilities to assist surviving and/or scoring; only add them after gaining some experience, and if you do, think about what will count as limited resource and what will be unlimited &amp;quot;secondary shot&amp;quot;.&lt;br /&gt;
* '''Keep the player busy'''&lt;br /&gt;
** Never make passiveness be the norm; forced or not.&lt;br /&gt;
*** Examples of forced passiveness:&lt;br /&gt;
**** Bloated enemy HP&lt;br /&gt;
**** Lack of firepower to deal with the incoming wave&lt;br /&gt;
**** Any other cases when you just can't seem to deal with a given situation other than ignoring it&lt;br /&gt;
**** Dead air&lt;br /&gt;
*** Examples of non-forced passiveness:&lt;br /&gt;
**** Enemy giving too low threat (such as having limited threat zone) to be aggresively dealt with&lt;br /&gt;
**** Any other cases where being passive is the optimal strategy&lt;br /&gt;
** Don't know how? Here are some of the tons of methods to do that:&lt;br /&gt;
*** Enemy aggression&lt;br /&gt;
**** Really fast enemies for attention bonus&lt;br /&gt;
**** Strategic choices from (but not limited to) when to kill enemies w/ revenge bullets &amp;amp; shottype changing&lt;br /&gt;
*** Pattern dodging&lt;br /&gt;
*** Item collection&lt;br /&gt;
*** Resource management like bombs and special weapons with a gauge&lt;br /&gt;
*** Charge attack timing&lt;br /&gt;
*** Scoring setups that may include a few from above and/or other stuffs&lt;br /&gt;
*** ...and so on.&lt;br /&gt;
*** Just be careful not to add too many mechanics without real depth. (You're not gonna make a [[Hellsinker]] wannabe for your first game, are you?)&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;br /&gt;
* When including multiple shottypes...&lt;br /&gt;
** All of them should be useful. (No OP or downright useless)&lt;br /&gt;
** Each shottype should be unique enough to have low role overlaps with other types.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=28038</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=28038"/>
		<updated>2024-03-02T13:53:02Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* The Holy Trinity of Shmup Design (or what I like to call these 3 as) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
* [https://xx-henry-xx.itch.io/ My itch.io page]&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On, Guard On, Formation, 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On, Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, player afterimage, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
** Some complex games may feature special abilities to assist surviving and/or scoring; only add them after gaining some experience, and if you do, think about what will count as limited resource and what will be unlimited &amp;quot;secondary shot&amp;quot;.&lt;br /&gt;
* '''Keep the player busy'''&lt;br /&gt;
** Never make passiveness be the norm; forced or not.&lt;br /&gt;
*** Examples of forced passiveness:&lt;br /&gt;
**** Bloated enemy HP&lt;br /&gt;
**** Lack of firepower to deal with the incoming wave&lt;br /&gt;
**** Any other cases when you just can't seem to deal with a given situation other than ignoring it&lt;br /&gt;
**** Dead air&lt;br /&gt;
*** Examples of non-forced passiveness:&lt;br /&gt;
**** Enemy giving too low threat (such as having limited threat zone) to be aggresively dealt with&lt;br /&gt;
**** Any other cases where being passive is the optimal strategy&lt;br /&gt;
** Don't know how? Here are some of the tons of methods to do that:&lt;br /&gt;
*** Enemy aggression&lt;br /&gt;
**** Really fast enemies for attention bonus&lt;br /&gt;
**** Strategic choices from (but not limited to) when to kill enemies w/ revenge bullets &amp;amp; shottype changing&lt;br /&gt;
*** Pattern dodging&lt;br /&gt;
*** Item collection&lt;br /&gt;
*** Resource management like bombs and special weapons with a gauge&lt;br /&gt;
*** Charge attack timing&lt;br /&gt;
*** Scoring setups that may include a few from above and/or other stuffs&lt;br /&gt;
*** ...and so on.&lt;br /&gt;
*** Just be careful not to add too many mechanics without real depth. (You're not gonna make a [[Hellsinker]] wannabe for your first game, are you?)&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;br /&gt;
* When including multiple shottypes...&lt;br /&gt;
** All of them should be useful. (No OP or downright useless)&lt;br /&gt;
** Each shottype should be unique enough to have low role overlaps with other types.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=27604</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=27604"/>
		<updated>2024-01-27T10:56:25Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* About Me */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
* [https://xx-henry-xx.itch.io/ My itch.io page]&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On, Guard On, Formation, 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On, Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
** Some complex games may feature special abilities to assist surviving and/or scoring; only add them after gaining some experience, and if you do, think about what will count as limited resource and what will be unlimited &amp;quot;secondary shot&amp;quot;.&lt;br /&gt;
* '''Keep the player busy'''&lt;br /&gt;
** Never make passiveness be the norm; forced or not.&lt;br /&gt;
*** Examples of forced passiveness:&lt;br /&gt;
**** Bloated enemy HP&lt;br /&gt;
**** Lack of firepower to deal with the incoming wave&lt;br /&gt;
**** Any other cases when you just can't seem to deal with a given situation other than ignoring it&lt;br /&gt;
**** Dead air&lt;br /&gt;
*** Examples of non-forced passiveness:&lt;br /&gt;
**** Enemy giving too low threat (such as having limited threat zone) to be aggresively dealt with&lt;br /&gt;
**** Any other cases where being passive is the optimal strategy&lt;br /&gt;
** Don't know how? Here are some of the tons of methods to do that:&lt;br /&gt;
*** Enemy aggression&lt;br /&gt;
**** Really fast enemies for attention bonus&lt;br /&gt;
**** Strategic choices from (but not limited to) when to kill enemies w/ revenge bullets &amp;amp; shottype changing&lt;br /&gt;
*** Pattern dodging&lt;br /&gt;
*** Item collection&lt;br /&gt;
*** Resource management like bombs and special weapons with a gauge&lt;br /&gt;
*** Charge attack timing&lt;br /&gt;
*** Scoring setups that may include a few from above and/or other stuffs&lt;br /&gt;
*** ...and so on.&lt;br /&gt;
*** Just be careful not to add too many mechanics without real depth. (You're not gonna make a [[Hellsinker]] wannabe for your first game, are you?)&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;br /&gt;
* When including multiple shottypes...&lt;br /&gt;
** All of them should be useful. (No OP or downright useless)&lt;br /&gt;
** Each shottype should be unique enough to have low role overlaps with other types.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=24239</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=24239"/>
		<updated>2023-09-22T23:53:34Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* The Holy Trinity of Shmup Design (or what I like to call these 3 as) */ kudos to mknight for some of the words for the new 3rd rule&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On, Guard On, Formation, 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On, Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
** Some complex games may feature special abilities to assist surviving and/or scoring; only add them after gaining some experience, and if you do, think about what will count as limited resource and what will be unlimited &amp;quot;secondary shot&amp;quot;.&lt;br /&gt;
* '''Keep the player busy'''&lt;br /&gt;
** Never make passiveness be the norm; forced or not.&lt;br /&gt;
*** Examples of forced passiveness:&lt;br /&gt;
**** Bloated enemy HP&lt;br /&gt;
**** Lack of firepower to deal with the incoming wave&lt;br /&gt;
**** Any other cases when you just can't seem to deal with a given situation other than ignoring it&lt;br /&gt;
**** Dead air&lt;br /&gt;
*** Examples of non-forced passiveness:&lt;br /&gt;
**** Enemy giving too low threat (such as having limited threat zone) to be aggresively dealt with&lt;br /&gt;
**** Any other cases where being passive is the optimal strategy&lt;br /&gt;
** Don't know how? Here are some of the tons of methods to do that:&lt;br /&gt;
*** Enemy aggression&lt;br /&gt;
**** Really fast enemies for attention bonus&lt;br /&gt;
**** Strategic choices from (but not limited to) when to kill enemies w/ revenge bullets &amp;amp; shottype changing&lt;br /&gt;
*** Pattern dodging&lt;br /&gt;
*** Item collection&lt;br /&gt;
*** Resource management like bombs and special weapons with a gauge&lt;br /&gt;
*** Charge attack timing&lt;br /&gt;
*** Scoring setups that may include a few from above and/or other stuffs&lt;br /&gt;
*** ...and so on.&lt;br /&gt;
*** Just be careful not to add too many mechanics without real depth. (You're not gonna make a [[Hellsinker]] wannabe for your first game, are you?)&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;br /&gt;
* When including multiple shottypes...&lt;br /&gt;
** All of them should be useful. (No OP or downright useless)&lt;br /&gt;
** Each shottype should be unique enough to have low role overlaps with other types.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=19794</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=19794"/>
		<updated>2023-03-04T16:32:49Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* The Holy Trinity of Shmup Design (or what I like to call these 3 as) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On, Guard On, Formation, 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On, Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
** Some complex games may feature special abilities to assist surviving and/or scoring; only add them after gaining some experience, and if you do, think about what will count as limited resource and what will be unlimited &amp;quot;secondary shot&amp;quot;.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.&lt;br /&gt;
*** Be careful with enemy counts &amp;amp; placements too.&lt;br /&gt;
*** Unless your game is about strategic player placement (which isn't something you wanna go for when you are starting out), lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
**** Do still be careful with its HP; it should be killable in the first place to act as an &amp;quot;attention bonus&amp;quot;.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn revenge bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
**** Just be careful not to throw players into impossible situations. (For the specific example above, revenge bullets should be avoidable without resource use.)&lt;br /&gt;
*** &amp;quot;Destructible rockets that may shoot bullets&amp;quot; kind of enemies that keep coming endlessly (Example: Crimzon Clover Stage 5's Small Tanks right after the first shutter)&lt;br /&gt;
**** Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.&lt;br /&gt;
**** Strictly speaking, this rule is largely intended to prevent tanky popcorns or certain enemies lasting too long.&lt;br /&gt;
** Following this rule too much may cause boring segments caused mainly by, but not limited to, dead air. If this happens try buffing player firepower/coverage first then balance the enemies by increasing their count or HP.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;br /&gt;
* When including multiple shottypes...&lt;br /&gt;
** All of them should be useful. (No OP or downright useless)&lt;br /&gt;
** Each shottype should be unique enough to have low role overlaps with other types.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=19782</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=19782"/>
		<updated>2023-03-02T03:49:40Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* The Holy Trinity of Shmup Design (or what I like to call these 3 as) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On, Guard On, Formation, 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On, Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
** Some complex games may feature special abilities to assist surviving and/or scoring; only add them after gaining some experience, and if you do, think about what will count as limited resource and what will be unlimited &amp;quot;secondary shot&amp;quot;.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.&lt;br /&gt;
*** Be careful with enemy counts &amp;amp; placements too.&lt;br /&gt;
*** Unless your game is about strategic player placement (which isn't something you wanna go for when you are starting out), lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
**** Do still be careful with its HP; it should be killable in the first place to act as an &amp;quot;attention bonus&amp;quot;.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn revenge bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
**** Just be careful not to throw players into impossible situations. (For the specific example above, revenge bullets should be avoidable without resource use.)&lt;br /&gt;
*** &amp;quot;Destructible rockets that may shoot bullets&amp;quot; kind of enemies that keep coming endlessly (Example: Crimzon Clover Stage 5's Small Tanks right after the first shutter)&lt;br /&gt;
**** Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.&lt;br /&gt;
** Following this rule too much may cause boring segments caused mainly by, but not limited to, dead air. If this happens try buffing player firepower/coverage first then balance the enemies.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;br /&gt;
* When including multiple shottypes...&lt;br /&gt;
** All of them should be useful. (No OP or downright useless)&lt;br /&gt;
** Each shottype should be unique enough to have low role overlaps with other types.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=19781</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=19781"/>
		<updated>2023-03-02T03:37:46Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* The Holy Trinity of Shmup Design (or what I like to call these 3 as) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On, Guard On, Formation, 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On, Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.&lt;br /&gt;
*** Be careful with enemy counts &amp;amp; placements too.&lt;br /&gt;
*** Unless your game is about strategic player placement (which isn't something you wanna go for when you are starting out), lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
**** Do still be careful with its HP; it should be killable in the first place to act as an &amp;quot;attention bonus&amp;quot;.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn revenge bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
**** Just be careful not to throw players into impossible situations. (For the specific example above, revenge bullets should be avoidable without resource use.)&lt;br /&gt;
*** &amp;quot;Destructible rockets that may shoot bullets&amp;quot; kind of enemies that keep coming endlessly (Example: Crimzon Clover Stage 5's Small Tanks)&lt;br /&gt;
**** Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;br /&gt;
* When including multiple shottypes...&lt;br /&gt;
** All of them should be useful. (No OP or downright useless)&lt;br /&gt;
** Each shottype should be unique enough to have low role overlaps with other types.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=19281</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=19281"/>
		<updated>2023-02-07T15:25:10Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* Other Good Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On, Guard On, Formation, 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On, Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.&lt;br /&gt;
*** Be careful with enemy counts &amp;amp; placements too.&lt;br /&gt;
*** Unless your game is about strategic player placement (which isn't something you wanna go for when you are starting out), lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
**** Do still be careful with its HP; it should be killable in the first place to act as an &amp;quot;attention bonus&amp;quot;.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn revenge bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
**** Just be careful not to throw players into impossible situations. (For the specific example above, revenge bullets should be avoidable without resource use.)&lt;br /&gt;
*** &amp;quot;Destructible rockets that shooot bullets&amp;quot; kind of enemies that keep coming endlessly (Example: Crimzon Clover Stage 5's Small Tanks)&lt;br /&gt;
**** Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;br /&gt;
* When including multiple shottypes...&lt;br /&gt;
** All of them should be useful. (No OP or downright useless)&lt;br /&gt;
** Each shottype should be unique enough to have low role overlaps with other types.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=19280</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=19280"/>
		<updated>2023-02-07T15:19:45Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* The Holy Trinity of Shmup Design (or what I like to call these 3 as) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On, Guard On, Formation, 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On, Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.&lt;br /&gt;
*** Be careful with enemy counts &amp;amp; placements too.&lt;br /&gt;
*** Unless your game is about strategic player placement (which isn't something you wanna go for when you are starting out), lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
**** Do still be careful with its HP; it should be killable in the first place to act as an &amp;quot;attention bonus&amp;quot;.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn revenge bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
**** Just be careful not to throw players into impossible situations. (For the specific example above, revenge bullets should be avoidable without resource use.)&lt;br /&gt;
*** &amp;quot;Destructible rockets that shooot bullets&amp;quot; kind of enemies that keep coming endlessly (Example: Crimzon Clover Stage 5's Small Tanks)&lt;br /&gt;
**** Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=19001</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=19001"/>
		<updated>2023-01-29T01:05:05Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* 1CC List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Edge&lt;br /&gt;
** Heaven (Wait On, Guard On, Formation, 39,225,090)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On, Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.&lt;br /&gt;
*** Be careful with enemy counts &amp;amp; placements too.&lt;br /&gt;
*** Unless your game is about strategic player placement (which isn't something you wanna go for when you are starting out), lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn revenge bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
**** Just be careful not to throw players into impossible situations. (For the specific example above, revenge bullets should be avoidable without resource use.)&lt;br /&gt;
*** &amp;quot;Destructible rockets that shooot bullets&amp;quot; kind of enemies that keep coming endlessly (Example: Crimzon Clover Stage 5's Small Tanks)&lt;br /&gt;
**** Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=19000</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=19000"/>
		<updated>2023-01-29T01:00:29Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* 1CC List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
** Original (Wait On, Guard On)&lt;br /&gt;
*** Eve (53,144,910)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.&lt;br /&gt;
*** Be careful with enemy counts &amp;amp; placements too.&lt;br /&gt;
*** Unless your game is about strategic player placement (which isn't something you wanna go for when you are starting out), lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn revenge bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
**** Just be careful not to throw players into impossible situations. (For the specific example above, revenge bullets should be avoidable without resource use.)&lt;br /&gt;
*** &amp;quot;Destructible rockets that shooot bullets&amp;quot; kind of enemies that keep coming endlessly (Example: Crimzon Clover Stage 5's Small Tanks)&lt;br /&gt;
**** Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=18338</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=18338"/>
		<updated>2022-12-14T12:30:20Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* 1CC List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** All Stages: 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (251,759,590)&lt;br /&gt;
*** Hard ALL (321,617,606)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.&lt;br /&gt;
*** Be careful with enemy counts &amp;amp; placements too.&lt;br /&gt;
*** Unless your game is about strategic player placement (which isn't something you wanna go for when you are starting out), lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn revenge bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
**** Just be careful not to throw players into impossible situations. (For the specific example above, revenge bullets should be avoidable without resource use.)&lt;br /&gt;
*** &amp;quot;Destructible rockets that shooot bullets&amp;quot; kind of enemies that keep coming endlessly (Example: Crimzon Clover Stage 5's Small Tanks)&lt;br /&gt;
**** Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=18072</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=18072"/>
		<updated>2022-11-12T14:30:41Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* 1CC List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (242,613,168)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
* Gunvein&lt;br /&gt;
** Mild (Type B, 5,560,802)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.&lt;br /&gt;
*** Be careful with enemy counts &amp;amp; placements too.&lt;br /&gt;
*** Unless your game is about strategic player placement (which isn't something you wanna go for when you are starting out), lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn revenge bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
**** Just be careful not to throw players into impossible situations. (For the specific example above, revenge bullets should be avoidable without resource use.)&lt;br /&gt;
*** &amp;quot;Destructible rockets that shooot bullets&amp;quot; kind of enemies that keep coming endlessly (Example: Crimzon Clover Stage 5's Small Tanks)&lt;br /&gt;
**** Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=17142</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=17142"/>
		<updated>2022-10-14T03:03:06Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* The Holy Trinity of Shmup Design (or what I like to call these 3 as) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (242,613,168)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.&lt;br /&gt;
*** Be careful with enemy counts &amp;amp; placements too.&lt;br /&gt;
*** Unless your game is about strategic player placement (which isn't something you wanna go for when you are starting out), lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn revenge bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
**** Just be careful not to throw players into impossible situations. (For the specific example above, revenge bullets should be avoidable without resource use.)&lt;br /&gt;
*** &amp;quot;Destructible rockets that shooot bullets&amp;quot; kind of enemies that keep coming endlessly (Example: Crimzon Clover Stage 5's Small Tanks)&lt;br /&gt;
**** Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=17023</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=17023"/>
		<updated>2022-10-04T09:54:23Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* The Holy Trinity of Shmup Design (or what I like to call these 3 as) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (242,613,168)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.&lt;br /&gt;
*** Be careful with enemy counts &amp;amp; placements too.&lt;br /&gt;
*** Unless your game is about strategic player placement (which isn't something you wanna go for when you are starting out), lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
*** &amp;quot;Destructible rockets that shooot bullets&amp;quot; kind of enemies that keep coming endlessly (Example: Crimzon Clover Stage 5's Small Tanks)&lt;br /&gt;
**** Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=17021</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=17021"/>
		<updated>2022-10-04T07:05:29Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* The Holy Trinity of Shmup Design (or what I like to call these 3 as) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (242,613,168)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.&lt;br /&gt;
*** Be careful with enemy counts &amp;amp; placements too.&lt;br /&gt;
*** Unless your game is about strategic player placement, lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
*** &amp;quot;Destructible rockets that shooot bullets&amp;quot; kind of enemies that keep coming endlessly (Example: Crimzon Clover Stage 5's Small Tanks)&lt;br /&gt;
**** Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=17020</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=17020"/>
		<updated>2022-10-04T07:03:15Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* Other Good Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (242,613,168)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.&lt;br /&gt;
*** Be careful with enemy counts &amp;amp; placements too.&lt;br /&gt;
*** Unless your game is about strategic player placement, lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
*** &amp;quot;Destructible rockets that shooot bullets&amp;quot; kind of enemies that keep coming endlessly&lt;br /&gt;
**** Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;br /&gt;
* Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=17019</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=17019"/>
		<updated>2022-10-04T06:48:10Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* Shmup Dev Tips for Aspiring Devs Out There */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (242,613,168)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.&lt;br /&gt;
*** Be careful with enemy counts &amp;amp; placements too.&lt;br /&gt;
*** Unless your game is about strategic player placement, lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
*** &amp;quot;Destructible rockets that shooot bullets&amp;quot; kind of enemies that keep coming endlessly&lt;br /&gt;
**** Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=17018</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=17018"/>
		<updated>2022-10-04T06:42:16Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* The Holy Trinity of Shmup Design (or what I like to call these 3 as) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (242,613,168)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
Consider those 3 rules as absolute musts, especially if you are starting out.&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible'''&lt;br /&gt;
** Being forced to pass enemy waves isn't exactly fun.&lt;br /&gt;
*** Bloated Enemy HP is never a good one: Having to pass a wave because you can't destroy the enemies isn't fun at all.&lt;br /&gt;
*** Be careful with enemy counts too for the same reasons as above.&lt;br /&gt;
*** Unless your game is about strategic player placement, lack of player shot coverage also isn't good.&lt;br /&gt;
** Those are fine:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
**** Even if the player misses them, it's not forced. They're just missing the reward for paying attention.&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)&lt;br /&gt;
**** Player wasn't forced; it was their choice to pass enemies.&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=16910</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=16910"/>
		<updated>2022-09-28T02:53:45Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* Shmup Dev Tips for Aspiring Devs Out There */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (242,613,168)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible unless you have a good excuse'''&lt;br /&gt;
** Bloated Enemy HP is never a good one: Having to pass a wave because you can't destroy the enemies isn't fun at all.&lt;br /&gt;
** Be careful with enemy counts too for the same reasons as above.&lt;br /&gt;
** Unless your game is about strategic player placement, lack of player shot coverage also isn't good.&lt;br /&gt;
** Some of the good excuses:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=16909</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=16909"/>
		<updated>2022-09-28T02:41:36Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* Other Good Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (242,613,168)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (at least the owner's considering adding a section for that in this wiki)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible unless you have a good excuse'''&lt;br /&gt;
** Bloated Enemy HP is never a good one: Having to pass a wave because you can't destroy the enemies isn't fun at all.&lt;br /&gt;
** Be careful with enemy counts too for the same reasons as above.&lt;br /&gt;
** Unless your game is about strategic player placement, lack of player shot coverage also isn't good.&lt;br /&gt;
** Some of the good excuses:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;br /&gt;
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups.&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=15401</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=15401"/>
		<updated>2022-03-05T12:44:08Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* Shmup Dev Tips for Aspiring Devs Out There */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (242,613,168)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (at least the owner's considering adding a section for that in this wiki)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible unless you have a good excuse'''&lt;br /&gt;
** Bloated Enemy HP is never a good one: Having to pass a wave because you can't destroy the enemies isn't fun at all.&lt;br /&gt;
** Be careful with enemy counts too for the same reasons as above.&lt;br /&gt;
** Unless your game is about strategic player placement, lack of player shot coverage also isn't good.&lt;br /&gt;
** Some of the good excuses:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User_talk:Xx-Henry-xX&amp;diff=15392</id>
		<title>User talk:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User_talk:Xx-Henry-xX&amp;diff=15392"/>
		<updated>2022-03-05T03:47:45Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: Created page with &amp;quot;== Dev Tip Suggestions == ...go here -Xx_Henry_xX&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dev Tip Suggestions ==&lt;br /&gt;
...go here -Xx_Henry_xX&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=15358</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=15358"/>
		<updated>2022-03-04T13:10:59Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
'''Disclaimer''': Scores may not be the true personal best&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** 1,834,651,480&lt;br /&gt;
*** Stage 1 Only: 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (242,613,168)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (at least the owner's considering adding a section for that in this wiki)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible unless you have a good excuse'''&lt;br /&gt;
** Bloated Enemy HP is never a good one: Having to pass a wave because you can't destroy the enemies isn't fun at all.&lt;br /&gt;
** Be careful with enemy counts too for the same reasons as above.&lt;br /&gt;
** Some of the good excuses:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=15357</id>
		<title>User:Xx-Henry-xX</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:Xx-Henry-xX&amp;diff=15357"/>
		<updated>2022-03-04T13:09:41Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: Created page with &amp;quot;== About Me == * Xx_Henry_xX * Sometimes known as XHX-PGH * Rookie Shmupper &amp;amp; Soon to be gamedev * Lazy Bones  == 1CC List == * Vimana 1-ALL (2,042,200 / 169%) * Change Air Bl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About Me ==&lt;br /&gt;
* Xx_Henry_xX&lt;br /&gt;
* Sometimes known as XHX-PGH&lt;br /&gt;
* Rookie Shmupper &amp;amp; Soon to be gamedev&lt;br /&gt;
* Lazy Bones&lt;br /&gt;
&lt;br /&gt;
== 1CC List ==&lt;br /&gt;
* Vimana 1-ALL (2,042,200 / 169%)&lt;br /&gt;
* Change Air Blade (Alpha Blade, 7,527,850)&lt;br /&gt;
* Guxt Normal Game&lt;br /&gt;
* Cloudphobia&lt;br /&gt;
** PLG-90 Easy (43,598,250 / 11:16.94)&lt;br /&gt;
* Blue Wish Desire&lt;br /&gt;
** Heaven w/ Desire (70,629,800)&lt;br /&gt;
** Heaven w/ Twinkle (37,279,350)&lt;br /&gt;
* Crimzon Clover World Ignition/Explosion&lt;br /&gt;
** Novice Boost Type I&lt;br /&gt;
*** 1,834,651,480&lt;br /&gt;
*** 150,882,580&lt;br /&gt;
*** ★525951&lt;br /&gt;
*** 23:10.03&lt;br /&gt;
** Novice Original Type Z&lt;br /&gt;
*** All Stages: 942,116,560,240&lt;br /&gt;
*** Stage 1 Only: 49,372,095,870&lt;br /&gt;
*** ★472297&lt;br /&gt;
*** x17209&lt;br /&gt;
* Blaynix&lt;br /&gt;
** Normal (119,368,450)&lt;br /&gt;
* Steel Vampire&lt;br /&gt;
** Very Hard&lt;br /&gt;
** Genocide Hard (Anopheles, 21,189,584)&lt;br /&gt;
* Eschatos &lt;br /&gt;
** Original Easy (8,074,211)&lt;br /&gt;
** Advanced Easy (19,312,725)&lt;br /&gt;
** Time Attack (25:18.49)&lt;br /&gt;
* Dokingan (72,786,692)&lt;br /&gt;
* Kiraijin (4,081,482)&lt;br /&gt;
* Blade Buster&lt;br /&gt;
** 2 Minute (586,600)&lt;br /&gt;
** 5 Minute (1,631,100)&lt;br /&gt;
* Assault Shell&lt;br /&gt;
** Light (A-2, 798,195,750)&lt;br /&gt;
* Final Soldier 5 Minute (2,059,600)&lt;br /&gt;
* Bullet Hell Monday (Challenge)&lt;br /&gt;
** Easy (36,692,923)&lt;br /&gt;
* Bullet Hell Monday Black&lt;br /&gt;
** Black Stages&lt;br /&gt;
*** Easy ALL (119,979,960)&lt;br /&gt;
*** Normal ALL (242,613,168)&lt;br /&gt;
* Vastynex (15,147,380)&lt;br /&gt;
* Eden's Aegis&lt;br /&gt;
** Heaven (Wait On, Guard On)&lt;br /&gt;
*** Nanathy (37,643,260)&lt;br /&gt;
*** Maple (34,917,180)&lt;br /&gt;
*** Eve (46,257,840)&lt;br /&gt;
*** Ridmie (41,265,970)&lt;br /&gt;
* Battle Traverse&lt;br /&gt;
** Easy (T.Neider)&lt;br /&gt;
* Omega Blast (909,700)&lt;br /&gt;
&lt;br /&gt;
== Shmup Dev Tips for Aspiring Devs Out There ==&lt;br /&gt;
Because there's no shmup dev wiki (at least the owner's considering adding a section for that in this wiki)&lt;br /&gt;
&lt;br /&gt;
=== The Holy Trinity of Shmup Design (or what I like to call these 3 as) ===&lt;br /&gt;
* '''No Player Inertia'''&lt;br /&gt;
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.&lt;br /&gt;
** '''Q''': but i want realism in my game&amp;lt;br&amp;gt;'''A''': Realism rarely equals fun.&lt;br /&gt;
** '''Q''': what about smooth movement&amp;lt;br&amp;gt;'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.&lt;br /&gt;
* '''No Forced Damage'''&lt;br /&gt;
** There must be at least one way out of a given situation that does not require using limited resources such as bombs.&lt;br /&gt;
* '''100% Kill should always be possible unless you have a good excuse'''&lt;br /&gt;
** Bloated Enemy HP is never a good one: Having to pass a wave because you can't destroy the enemies isn't fun at all.&lt;br /&gt;
** Be careful with enemy counts too for the same reasons as above.&lt;br /&gt;
** Some of the good excuses:&lt;br /&gt;
*** Hi-Speed Enemies (Makes player pay attention &amp;amp; memorize their locations to maximize their kills)&lt;br /&gt;
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)&lt;br /&gt;
&lt;br /&gt;
=== Other Good Tips ===&lt;br /&gt;
(Todo: Pros out there feel free to make suggestions in the discussions)&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Free_to_Play&amp;diff=10152</id>
		<title>Free to Play</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Free_to_Play&amp;diff=10152"/>
		<updated>2021-05-27T08:42:30Z</updated>

		<summary type="html">&lt;p&gt;Xx-Henry-xX: /* M */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of Free to Play STG/SHMUPS ==&lt;br /&gt;
&lt;br /&gt;
Note: a lot of these games need Japanese locale AND Japanese notations in order to work properly.&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Abmneshi: The Prophecy]] || December 18, 2012 || PteriForever || [https://web.archive.org/web/20141213174415/http://www.forgottenplanet.com/caillan/AbmneshiTheProphecy.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ad Nauseam 2]] || April 15, 2008 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/AN2Safe.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Aero Chimera]] || April 24, 2014 || SAS || [https://sas.itch.io/aero-chimera Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Akuchizoku]] || 2007 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/akuchizoku_compo.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[An Oath To The Stars]] || August 3, 2017 || Himeki Games || [https://store.steampowered.com/app/594820/An_Oath_to_the_Stars/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apare Usapie!]] || 2015 || Sorafune Atelier || [https://www.mediafire.com/file/b9yr6bmydl6ma71/AU_ver151_W10+Patched.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arginaros]] || 2005 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[アタナトスの魔法使い(Atanatos Wizard?)]] || 2011 || N-linear || [https://n-linear.org/atanatos/ Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Banisher]] || ???? || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bike Banditz]] || 2003 || Hot Pulse || [https://www.myabandonware.com/game/bike-banditz-coa Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blaster Gear]] || March 10, 2019 || Team Overloaded || [https://overloadedstudios.itch.io/blaster-gear Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blaynix]] || 2011 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blue Wish]] || 2005 || x.x Game Room || [https://www.mediafire.com/file/bu5d9dw1ts560yr/blue_wish1.14_W10Patched.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blue Wish Desire]] || Presumably 2021/2022 || x.x Game Room || [https://twitter.com/xxgameroom/status/1365325726279340038 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blue Wish Resurrection]] || 2006 || x.x Game Room || [https://www.vector.co.jp/download/file/winnt/game/fh416461.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blue Wish Resurrection Plus]] || 2008 || x.x Game Room || [https://www.vector.co.jp/download/file/winnt/game/fh452584.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Book of Star Mythology]] || 2016 || Mace's Secret Base (raichu) || [https://drive.google.com/uc?id=1edWG8LmHnGuS1brL8q-aq6T4HoWcnWKr&amp;amp;export=download Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Brilliant Pagoda or Haze Castle]] || December 1, 2016 || Trick Nostalgie || [https://www.freem.ne.jp/win/game/13429 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Broken Pearl]] || December 20, 2014|| Mikael Tillander || [https://mix256.itch.io/broken-pearl Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bullet Hell Monday]] || October 3rd, 2016 || MASAYUKI ITO || [https://play.google.com/store/apps/details?id=com.msykit.Stg1u Play Store]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bullet Hell Monday Finale]] || April 13th, 2020 || MASAYUKI ITO || [https://play.google.com/store/apps/details?id=com.msykit.Stg1u Play Store]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bullet Tracks II]] || April 21, 2020|| Team Overloaded || [https://overloadedstudios.itch.io/bullet-tracks-ii Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bun-Boh-Gu Wars!]] || 2013 || 紙製アトリエ || [https://www.vector.co.jp/soft/cmt/winnt/game/se502252.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Burn the Trash]] || September 26, 2007 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/trash.zip Download]&lt;br /&gt;
|- &lt;br /&gt;
| [[⊂二二二（　＾ω＾）二⊃　ブーーーーーン!!!!]] || 2005 || Iwasaki++ || [https://www.freem.ne.jp/win/game/603 Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Call Of The Underworld]] || 2011 || SCFWorks || [http://site.scfworks.com/?page_id=28 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Capture Core]] || July 5, 2016 || Team Overloaded || [https://overloadedstudios.itch.io/capture-core Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Caravan Star 改 -KAI-]] || June 22, 2011 || NSS || [https://www.freem.ne.jp/win/game/3293 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Caravan Star II]] || November 19, 2011 || NSS || [https://www.freem.ne.jp/win/game/3516 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Chataan]] || 2013 || eyelash || [https://www.mediafire.com/file/uddzl3525z13j2r/Chataan_CC.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cho Ren Sha 68K]] || 1995 || Famibe No Yosshin || [https://web.archive.org/web/20190726062221/http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clean Asia]] || February 1, 2007 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/cleanasia.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Collapse Dream]] || December 31, 2016 || Autosaido || [https://www.freem.ne.jp/win/game/13717 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Contlade]] || 2009 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Crisis Rose The Trial]] || September 8, 2019 || Team Overloaded || [https://overloadedstudios.itch.io/crisis-rose-the-trial Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Dangan GB]] || January 1, 2019 || snorpung || [https://snorpung.itch.io/dangan-gb Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dead Planet]] || 2013 || jeff_jks || [https://www.mediafire.com/file/2vu54ihfcdooymd/Dead+Planet+ver+1.0.1.2.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Death Strike]] || October 28, 2018 || Olof Næssén || [https://darkbitsorg.itch.io/death-strike Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Demolition Gunner: In Seek And Destroy]] || 2006 || Astro Port || [https://www.vector.co.jp/soft/winnt/game/se413422.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dokingan]] || February 13, 2015 || GOTYO || [https://www.freem.ne.jp/win/game/8241 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[D-STARS]] || May 28, 2015 || tuisekimode || [https://www.freem.ne.jp/win/game/9294 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[DoDonPachi Daiueiku]] || 2014 || Guan || [https://moriyashrine.org/files/file/611-dodonpachi-daiueiku/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dotonpachi Daimao Darkslategray Label]] || 2011 || Gustav || [https://www.mediafire.com/file/sd5ujdce5cwtcds/Dotonpachi_Daimao_Darkslategray_Label.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dotonpachi Maximum]] || 2012 || Gustav || [https://www.mediafire.com/file/ecl342s7gjqlpru/Dotonpachi_Maximum.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Earthen Miraculous Sword]] || November 18, 2013 || Trick Nostalgie || [https://www.freem.ne.jp/win/game/15995 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eclosion]] || March 30, 2010|| Orchard || [https://www.freem.ne.jp/win/game/2639 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eden's Aegis]] || 2010 || x.x Game Room || [https://www.vector.co.jp/soft/dl/winnt/game/se442605.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eden's Edge]] || 2007 || x.x Game Room || [https://www.vector.co.jp/soft/winnt/game/se398222.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Evanescent Existence]] || November 18, 2013 || Trick Nostalgie || [https://www.freem.ne.jp/win/game/15994 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Every Extend]] || 2009 || Omega || [http://o-mega.sakura.ne.jp/product/e2.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[EX -Extra-]] || 2010 || yunfa -ゆんふぁ- || [https://www.vector.co.jp/soft/winnt/game/se481666.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Exodious]] || March 24, 2018 || Team Overloaded || [https://overloadedstudios.itch.io/exodious Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Fuck Space!]] || November 18, 2006 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/fuck_space.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fractal Fighter]] || June 19, 2007 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/fracwar_v2.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[G-Style R]] (requires DXWnd to launch) || 2010 || WEVAquadrant || [https://www.mediafire.com/file/fwdu7lj0jsiuec9/G-Style_R.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[G-Type]] || 2002 || CncDarkside || [https://drive.google.com/drive/folders/10CfaV195QV-weslKSBPmWT6SeoH_L9l7 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[GalaX]] || 2003 || masaHG || [https://www.vector.co.jp/soft/winnt/game/se505345.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Galaxy Frontier]] || 2014 || Hello World Project, Alpha Secret Base || [https://web.archive.org/web/20180704140917/http://isshiki.la.coocan.jp/SDL_page/GalaxyFrontier/GalaxyFrontier1.20.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Galshell: Blood Red Skies]] (R-18G) || 2004 || Akiragoya || [http://akiragoya.sakura.ne.jp/game/galshell_01/galshell.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Galshell 2]] (R-18G) || 2011 || Akiragoya || [http://akiragoya.sakura.ne.jp/game/galshell_02/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Galshell 2: Bullet Rain]] (R-18G) || 2011 || Akiragoya || [https://cdn.discordapp.com/attachments/773745248731267132/845993113343361044/galshell2bulletrain.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[GekidanMachina]] || 2016 || 凍結 || [https://www.freem.ne.jp/win/game/11351 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[GENETOS]] || 2009 || Tatsuya Koyama || [https://tatsuya-koyama.com/works/games/genetos/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glory of Deep Skies]] || 2019 || Τeam αlternative Σnding || [https://www.bulletforge.org/u/team-alternative-snding/p/dong-fang-meng-jiu-shi-glory-of-deep-skies Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gothic Wa Mahou Otome]] (requires QooApp to be playable outside of Japan) || 2015 || CAVE|| [https://play.google.com/store/apps/details?id=jp.co.cave.mahouotome&amp;amp;hl=en&amp;amp;gl=US Play Store]&lt;br /&gt;
[https://apps.qoo-app.com/en/app/1302 QooApp]&lt;br /&gt;
|-&lt;br /&gt;
| [[Graslay]] || 2021 || Ontake44 || [https://www.freem.ne.jp/win/game/25159 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gradius - Trepedation]] || February 28, 2013 || Evil_Nazgul0616 || [https://www.mediafire.com/file/cbge4g1lfanknww/Gradius_-_Trepedation.exe/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gravitus Minus]] || August 6, 2016 || kometbomb || [https://kometbomb.itch.io/gravitus-minus Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[GR3 Re-Death]] (link to unfinished translation) || 2001-2007 || GR3 Project/Nigoro || [https://www.mediafire.com/file/zhsoi3gl5u60cb5/GR3Redeath.jar/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Green Wind]] || 2005 || x.x Game Room || [https://www.mediafire.com/file/pek3pksb2tctvso/green_wind1.11_W10Patched.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gunflame]] || 2003 || YUU || [https://www.vector.co.jp/soft/win95/game/se282889.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun Viper]] || 2002 || M. Nagahashi || [http://www.caiman.us/pageN.php?nr=573&amp;amp;f=573-GunViper.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guxt]] || 2007 || Pixel || [https://www.cavestory.org/pixels-works/guxt.php Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[GwangeDash]] || 2011 || 2ch? || [https://drive.google.com/file/d/1G_qsqM56t8IAqq6_IkkslhN_uukR39Hi/view?usp=sharing Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[HELLBOUND]] (R-18G) || 2005 || Akiragoya || [http://akiragoya.sakura.ne.jp/game/hellbound_01/index.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hishoayu - Dreampainter]] || 2003 || Tenkuudokei || [https://obel.hatenablog.jp/entry/20191020/1571561536 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hollow Song of Birds]] || 2019 || Team Kaisendo || [https://www.freem.ne.jp/win/game/19424 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydorah]] || 2010 || Locomalito || [https://locomalito.com/hydorah.php Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hyper Princess Pitch]] || 2011 || Daniel Remar || [http://www.remar.se/daniel/pitch.php Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Idinaloq]] || 1999 || Namikaze Project || [https://www.namikaze.org/software/idinaloq/index_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[ILLUSION Super Dimension]] || 2015 || Enamel || [http://enamel9x.doorblog.jp/archives/1618118.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[ImageStriker]] || July 15, 2016 || Terarin || [https://terarin.itch.io/image-striker Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[ImageStriker 2]] || August 05, 2017 || Terarin || [https://terarin.itch.io/imagestriker2 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Infinite Blade Pavilion]] || September 6, 2020 || Len || [https://www.freem.ne.jp/win/game/20533 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Infinos + Extra Stage ]] || February 9, 2013; August 1, 2013 || Picorinne Soft || [https://www.freem.ne.jp/win/game/4585 Download]&lt;br /&gt;
[http://picorinnesoft.web.fc2.com/infinosex.html Extra Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Infinos 0]] || July 21, 2014 || Picorinne Soft || [https://www.freem.ne.jp/win/game/7179 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iwanaga]] (Requires DXWnd to launch) || November 27, 2007 || Buster || [https://archive.org/details/iwanaga Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J ==&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[JiikUSA]] || 2003 || masa-u || [https://mega.nz/file/OU0yxCgC#4A0xMCVAIX1oTIuZ1Zw2RLt6ZP-43dqv17T9-dzftzc Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Kaikan]] || 2013 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[KIRISAME BLADE]] || 2014 || Bikkuri Software || [https://freegame-mugen.jp/shooting/game_2967.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[KIRISAME BLADE 2]] || 2015 || Bikkuri Software|| [https://freegame-mugen.jp/shooting/game_3584.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kogeki]] || January 25, 2017 || Team Overloaded || [https://overloadedstudios.itch.io/ Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Life Fortress Volcabamba]] || 2010 || Zakuro Fantasia || [https://userweb.alles.or.jp/gyonin/game.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Legacy Of The Elder Star]] || June 7, 2016 || Kickbomb Entertainment LLC || [https://store.steampowered.com/app/443250/Legacy_of_the_Elder_Star/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Legendary Wings]] || 2013 || Venom Team|| [https://gamejolt.com/games/legendary-wings/16063 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Leiria -Stargazer-]] || 2011 || N-linear || [https://n-linear.org/stargazer/download.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Luna Child's Final Defense Line 3]] || 2015 || Enamel || [http://enamel9x.doorblog.jp/archives/2037475.html Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Machine Fantasy]] || 2015 || Mr. JX || [https://sites.google.com/site/mrjxrmplan/mfgoh Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magical Singular Day]] || 2011 || Lidera || [https://drive.google.com/u/0/uc?id=1m-1cEZjZFCIsvAW71r5CnGpYvCj5XniA&amp;amp;export=download Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magical Singular Day -Absolution-]] || 2012 || Lidera || [https://drive.google.com/u/0/uc?id=1wcHny9x3mI4JwkETDwDx6NSl1-rNlasZ&amp;amp;export=download Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Makkigan]] || March 31, 2019 || GOTYO || [https://www.syakerake.jp/104 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Malice Eater]] || 2015 || Project Noise || [http://sekka.akizora.net/pnnl001/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[MARISA MATRIX]] || 2010 || Y-NRG SYSTEM || [https://ykkb.hatenadiary.org/entries/0000/00/05 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mecha Ritz]] || February 16, 2015 || HEY || [https://www.freem.ne.jp/win/game/8513 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Marsh]] || 2010 || yunfa -ゆんふぁ- || [https://www.vector.co.jp/soft/winnt/game/se481666.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicalat]] || 2002-2003 || OSABISI YU-KI || [http://osabisi.sakura.ne.jp/m2/games/medicalat0/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[MiniShooter]] || 2005 || Peposoft || [https://drive.google.com/file/d/1cWn45ei64u0sYJjUkxZfYDc9uzIoL-3M/view Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[MiniShooterRS Delta]] || 2007 || Peposoft || [https://drive.google.com/drive/folders/1DCO9mDjrViBfUgre-PkzIuSuKgCjz8Ix Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[MinuBeat]] || 2007 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/minubeat.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Moon Striker]] || March 11, 2017 || Terarin || [https://terarin.itch.io/moonstriker Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Murasaki]] || October 16, 2014 || Katatema || [https://www.vector.co.jp/soft/dl/winnt/game/se508149.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Murasaki Tsurugi]] || March 18, 2018 || Katatema|| [https://www.vector.co.jp/soft/dl/winnt/game/se517602.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[My Little Pegasus - Kizuna DoPonyPachi ]] || 2012 || Giest118 || [https://www.mediafire.com/file/flo63t2fey5uwng/My_Little_Pegasus_-_Kizuna_DoPonyPachi.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Nightmare Trip]] || October 26, 2018 || Autosaido || [https://www.freem.ne.jp/win/game/18753 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Noiz2sa]] || November 3, 2002 || Kenta Cho (ABA.&amp;quot;Saba&amp;quot;) || [http://www.asahi-net.or.jp/~cs8k-cyu/windows/noiz2sa_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[OSP RAID]] || November 27, 2016 || ZAP || [http://www.kit.hi-ho.ne.jp/zapzap/works_eng.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Odd Mobs -小怪奇-]] || 2010 || Gustav || [https://www.mediafire.com/file/ydi1ulip45oflh6/Odd_Mobs.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[one-two + Cagar Label]] || 2013 || Naoh!, Cagar || [https://drive.google.com/file/d/1HNZEafMR1O02rOTBGNmrQ4yzb_O9nF0y/view?usp=sharing Download]&lt;br /&gt;
[https://drive.google.com/file/d/14la0Fa-x1tL79FvwgkFRzLfGqocQoJIk/view?usp=sharing Cagar Label Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Odd Mobs Rainbow Label eXtra]] || 2010-2011 || Gustav || [https://www.mediafire.com/file/1ualnaw6ro080n6/Odd_Mobs_Rainbow_Label_-_eXtra.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Odd Mobs Zero Arrange]] || 2011-2012 || Gustav || [https://www.mediafire.com/file/hob1yo2q83pzngg/Odd_Mobs_Zero_-_Arrange.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Osorubeshi! Xaklogian]] || 2015 || Zakuro Fantasia || [https://userweb.alles.or.jp/gyonin/game.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Paro Paro]] || 2020 || Ooe || [http://ooeshinichiro.work/archives/24253212.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[PARSEC47]] || November 29, 2003 || Kenta Cho (ABA.&amp;quot;Saba&amp;quot;) || [http://www.asahi-net.or.jp/~cs8k-cyu/windows/p47_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Patchouli (Touhou Suguri)]] || 2009 || KvLW ||  [http://www.mediafire.com/file/cu9cx33bcl6yrpu/patchouli_ver1.3.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Patriot Dark]] || 2007-2008 || Temperance Lance || [https://shmups.system11.org/viewtopic.php?t=25128 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Phantasmagoria Trues]] || 2013 || Len || [https://drive.google.com/u/0/uc?id=1ZGC0h_W-p0nIH8S2KEn_Pef41d-lygwG&amp;amp;export=download Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pink Rose Garden Touhou]] || 2012 || Giest118 || [https://www.mediafire.com/file/e0yp5faxo0zl1zi/Pink_Rose_Garden_Touhou.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Precious Star]] || December 29, 2015 || Orchard || [https://www.freem.ne.jp/win/game/10854 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Project S.H.M.O.O.P]] || October 13, 2016 || Sinoc || [https://sinoc.itch.io/shmoop Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Protoganda: Strings]] || October 25, 2007 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/proto.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Protoganda 2]] || January 30, 2008 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/prg2.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Psyche Metal THE BLEEDING]] (R-18G) || 2004 || oda || [https://download.cnet.com/Psyche-Metal-The-Bleeding/3000-2099_4-75453430.html Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Radio Zonde]] || 2002 || Ranyon || [https://www.vector.co.jp/download/file/win95/game/fh313786.html Download]&lt;br /&gt;
Stage 1 graphic fix: [https://archive.org/download/zonde_141/zonde141fix.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Reactivate Majestical Imperial]] || October 2, 2014 || Trick Nostalgie || [https://www.freem.ne.jp/win/game/15996 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redneg]] || December 31, 2016 || Autosaido || [https://www.freem.ne.jp/win/game/13716 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redneg 3Stars]] || April 14, 2018 || Autosaido || [https://www.freem.ne.jp/win/game/17441 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redneg Allstars]] || April 26, 2019 || Autosaido || [https://www.freem.ne.jp/win/game/20058 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redneg W]] || December 31, 2016 || Autosaido || [https://www.freem.ne.jp/win/game/13720 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[REDPULSE]] || September 09, 2017 || Boghog || [https://boghog.itch.io/redpulse Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Reflection]] || February 06, 1999 || Ysuer || [https://www.vector.co.jp/soft/win95/game/se072546.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[REVOLGEAR II -SECOND BRIGHTNESS-]] || 2013 || Bikkuri Software || [https://freegame-mugen.jp/shooting/game_2966.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[REVOLGEAR II Ver. D Rev+EX]] || 2014 || Bikkuri Software, XYRS || [https://freegame-mugen.jp/shooting/game_2968.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[R.G.B]] || 2005 || STG || [https://www.freem.ne.jp/win/game/518 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Riverbed Soul Saver]] || June 27, 2014|| ido, Len || [https://www.freem.ne.jp/win/game/19555 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[R.O.Z -RESTRAINT OF ZERO-]] || June 29, 2004|| Arue || [https://www.vector.co.jp/soft/win95/game/se330805.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[rRootage]] || March 16, 2003 || Kenta Cho (ABA.&amp;quot;Saba&amp;quot;) || [http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ryosan-gata Saisho Heiki Dotechin (量産型最終兵器ドテチン)]] || 2007 || JMG || [https://www.vector.co.jp/soft/win95/game/se429156.html Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Salamander NG]] || 2014 || Oblio Design || [http://www.obliodesign.altervista.org/gate/index.php/2012-12-18-12-20-14 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sengoku Youkai Daikassen]] || 2011 || 吉田 || [https://freegame-mugen.jp/shooting/game_1357.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Servants Of Harvest Wish]] || May 16, 2020 || Dream Compass || [https://www.freem.ne.jp/win/game/22891 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shift Roar Demo]] || April 18, 2020 || Team Overloaded || [https://overloadedstudios.itch.io/shift-roar-demo Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shining Shooting Star]] || 2016 || 雨夜枫雪制作组 || [https://www.shrinemaiden.org/forum/index.php?topic=18716.0 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Solid State Survivor]] || July 11, 2012 || kt.software || [http://ktstg.blog.shinobi.jp/Entry/904/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Some Unnamed Gradius Fangame]] || 2013 (Unfinished) || Evil_Nazgul0616 || &lt;br /&gt;
[https://www.mediafire.com/file/celt4vmqqz1k1ry/Some_Unnamed_Gradius_Fangame_%2528Evil_Nazgul0616%2529.exe/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sonic Ironstorm: Fatal Attack]] || 2007 || Astro Port || [https://www.vector.co.jp/soft/winnt/game/se439075.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sonic Sisters]] || April 13, 2006 || ZAP || [http://www.kit.hi-ho.ne.jp/zapzap/works_eng.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spolous]] || January 10, 2021 || Suppon || [https://suppon.itch.io/spolous Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stargunner]] || November 19, 1996 || Apogee || [https://www.gog.com/game/stargunner Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starhall Redthel]] || September 11, 2013 || PteriForever || [https://web.archive.org/web/20141213174453/http://www.forgottenplanet.com/caillan/StarhallRedthel.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starhall 2 - Arcrain]] || November 11, 2014 || PteriForever || [https://web.archive.org/web/20141213174421/http://www.forgottenplanet.com/caillan/Starhall2.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Shooter Revival]] || 2021 || Stella Mahou || [http://dokidokivisual.com//magic_of_stella/ss_sn_revival.php Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Storm Assault]] || Cancelled || STORM PROJECT || [http://web.archive.org/web/20120502191611/http://www7a.biglobe.ne.jp/~bp-827z/asd/products/s_assault/dl.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Storm Caliber]] || September 5, 1999 || SRX || [https://www.vector.co.jp/soft/win95/game/se099618.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Storm Gear]] || January 1, 2011 || STORM PROJECT || [https://www.freem.ne.jp/win/game/5830 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Striker Wing]] || November 18, 2017 || Team Overloaded || [https://overloadedstudios.itch.io/striker-wing Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Strike Witches STG]] || 2009 || Morihama || [https://www.mediafire.com/file/7qss0yk72z0cr3j/Strike_Witches_STG.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Suwako no Danmaku Pyonpyon Daisansaku (Suwapyon)]] || 2010 || UTG Software || [https://u.pcloud.link/publink/show?code=XZovHOkZWFbqjCCNdEyPayfSVi8rTBhB0TPV Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Suwako-chan Cubic (Suwapyon 2)]] || 2012 || UTG Software || [https://u.pcloud.link/publink/show?code=XZXuzOkZonTdwleUiAHwRq1oTS62l0zn1VlX Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[TranscendPang]] ||January 8 2012 || MetaFormingPro || [http://cerebralmuddystream.nekokan.dyndns.info/TranscendPang/index.html Download]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tadpole Tales]] || March 12, 2021 || Pinnical Studio || [https://store.steampowered.com/app/1428900/Tadpole_Tales/ Steam] [https://zizhen96.itch.io/tadpole-tales Itch.io]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tank Domination]] || 2006 || Astro Port || [http://www.caiman.us/scripts/fw/f2699.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[TECHNO SYLPH -vsys gaiden-]] || 2002 || KBZ || [https://www.vector.co.jp/soft/win95/game/se234546.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Flying Pancake Octopus in Black Hole ]] || July 26, 2019 || Vagues || [https://www.freem.ne.jp/win/game/20679 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Under Stellar 2 ]] || 2000 || STUDiO B-ROOM || [http://www.mediafire.com/file/12z9538wo6oqq6d/The_Under_Stellar_2.7z/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tiny XEVIVOS]] || 2013 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[TM Shooter cure black label]] || 2015 || daishihmr || [http://github.dev7.jp/tmshooter-cbl/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Titanion]] || November 23, 2006 || Kenta Cho (ABA.&amp;quot;Saba&amp;quot;) || [http://www.asahi-net.or.jp/~cs8k-cyu/windows/ttn_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tri Focuser ~ Outside The Traditional World]] || June 23, 2017 || ido, raichu, Shijimi Nono || [https://www.freem.ne.jp/win/game/20064 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trisker -トライスカ-]] || November 19, 2016 || Efesu -えふえす-|| [https://www.freem.ne.jp/win/game/13353 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[ToDonPachi Red Label]] || January 4, 2016 || Shooting Star || [https://ornro.tistory.com/2 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[TOHO_FEVERON]] || 2010 || Ria || [https://mega.nz/file/dBgjHLaT#vNG2m0TZDUOfKGCa7iOVQ-kgn1uM6F1eZtPyMrGaiQs Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tori-Tatsu I -Death Label-]] || 2010 || Sorafune Atelier || [https://www.mediafire.com/file/cruzwz5u3fr4igm/Tori+Tatsu+Death+Label+W10Patched.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Torus Trooper]] || November 11, 2004 || Kenta Cho (ABA.&amp;quot;Saba&amp;quot;) || [http://www.asahi-net.or.jp/~cs8k-cyu/windows/tt_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trigonometry Wars 3 Redux + Cagar Label]] || March 12, 2013 || Giest118, Cagar || [https://www.mediafire.com/file/gcas0klf682qlzt/Trigonometry_Wars_3_Redux_%252B_Cagar_Label.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trigonometry Wars 4 ]] || 2012 || Giest118 || [https://www.mediafire.com/file/wxln2c7mivesplv/Trigonometry_Wars_4.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[TUMIKI Fighters]] || April 3, 2004 || Kenta Cho (ABA.&amp;quot;Saba&amp;quot;) || [http://www.asahi-net.or.jp/~cs8k-cyu/windows/tf_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Twin Tiger Shark]] || July 23, 2014 || Mikael Tillander || [https://mix256.itch.io/twin-tiger-shark Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tyrian|Tyrian 2000]] || November 30, 1999 || Eclipse Productions, Epic Megagames || [https://www.gog.com/game/tyrian_2000 Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Urban Uprising - Dark New World]] || 2005 || Astro Port || [http://www.caiman.us/scripts/fw/f3315.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Unofficial Salamander 3]] || December 25, 2008 ||  Ace9921 || &lt;br /&gt;
[https://www.mediafire.com/file/la353mx9tixc4k4/Unofficial_Salamander_3_Full_Version_2.0.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== V ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Vacant Ark]] (Requires DXWnd to launch) || 2005 || Buster || [http://www.caiman.us/scripts/fw/f3299.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vastynex]] || 2018 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Warmachine Overload]] || 2005 || Astro Port || [http://www.caiman.us/scripts/fw/f3316.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warning Forever]] || 2004 || Hikware || [http://www.hikware.com/Prod/index.html#wf Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Winglancer]] || November 3, 2011 || ZAP || [http://www.kit.hi-ho.ne.jp/zapzap/works_eng.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== X ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[XED]] || September 12, 2007 || BomB || [https://www.vector.co.jp/soft/win95/game/se442136.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Xeno Fighters R]] || 1998-2021+ || Team XF || [https://xenofighters.fandom.com/wiki/Xeno_Fighters_R_Wiki Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[XOP Ultra]] || 2002-2011 || Christopher Emirzian || [http://sk8tokyo.com/udder/prog/xop/index.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[XOP Black Ultra]] || 2008-2011 || Christopher Emirzian || [http://sk8tokyo.com/udder/prog/xopblack/index.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[XCUTE(me) Demo]] || 2021 || K Murata || [https://retro2029.itch.io/xcuteme Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Zakesta]] || Presumably 2021 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Zen-Ichi]] || 2005 || Equinox || [https://archive.org/details/ZenIchi Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Zenodyne]] || March 25, 2014 || Jack Darx (Team Grybanser Fox) || [https://gamejolt.com/games/zenodyne/24328 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Zero Guard Demo]] || November 4, 2020 || Team Overloaded || [https://overloadedstudios.itch.io/zero-guard Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[https://www.freem.ne.jp/win/category/2 Freem! STG tag of 700+ free shmups]&lt;br /&gt;
&lt;br /&gt;
[https://freegame-mugen.jp/shooting/ Freegame Mugen STG tag of 260+ free shmups]&lt;br /&gt;
&lt;br /&gt;
[https://www.bulletforge.org/ BulletForge database for Touhou Danmakufu scripts]&lt;/div&gt;</summary>
		<author><name>Xx-Henry-xX</name></author>
		
	</entry>
</feed>