Difference between revisions of "Hishouzame"

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== Hishōzame 飛翔鮫 ==
 
 
[[File:Hishouzame title.jpg|center]]
 
[[File:Hishouzame title.jpg|center]]
[[File:Hishouzame title screen.png|thumb|left|100px]]
 
  
 +
{{GameInfobox
 +
|bordercolor = black
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|title = Hishouzame
 +
|background = #f8f8f8
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|image = Hishouzame title screen.png
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|width = 324px;
 +
|imagecaption = Title screen
 +
|imagescalepx = 180px
  
'''Hishōzame''' (飛翔鮫,  Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. <ref>https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up</ref>  
+
|developer = [[Toaplan]]
 +
|
 +
|music = Masahiro Yuge<br/>Tatsuya Uemura
 +
|
 +
|program = Person A
 +
|
 +
|art = Person B
 +
|
 +
|releasedate = 1987
  
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. <ref>http://shmuplations.com/toaplan-chronicleqa/</ref>
+
|previousgame = [[Slap Fight]]
 +
|nextgame = [[Kyuukyoku Tiger]]
 +
}}
  
Many ports of Hishōzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division announced in April 2020 that they were developing a new port of Hishōzame for modern consoles.  <ref>https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles</ref> <ref>https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/</ref>
 
  
== Gameplay Overview ==
+
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. <ref>https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up</ref> The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.
 
  
=== Controls ===
+
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. <ref>http://shmuplations.com/toaplan-chronicleqa/</ref>
----
 
* '''A:''' Description
 
* '''A (Press):''' Description
 
* '''A (Hold):''' Description
 
* '''B:''' Description
 
  
=== Unlockable Secrets ===
+
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. <ref>https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles</ref> <ref>https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/</ref>
----
 
If a game features unlockable modes, extras, secrets character etc. such as the Mahou characters in ''[[Battle Garegga|Battle Garegga]]'' or Strong Style in ''[[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' that are relevant to the basic system of a game, put these codes here. ''Otherwise, omit this section.''
 
  
=== Characters / Ships / Styles ===
 
----
 
This section should include the characters or ships, if any, that the player can select in the game. Ideally, different "styles" (for games that use them, such as ''[[DoDonPachi]]'') would also be included here.
 
  
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.
+
 
 +
== Gameplay Overview ==
 +
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.
  
 
=== Weapons ===
 
=== Weapons ===
 
----
 
----
This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''
+
 
 +
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.
 +
* '''A (Hold):''' Auto fires but the shots do not repeat very fast.
 +
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area.  
  
 
=== Items ===
 
=== Items ===
 
----
 
----
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.
+
 
 +
{| class="wikitable"
 +
|-
 +
! Item&nbsp; !! Description&nbsp; !! How to Get
 +
|-
 +
| <div style='text-align: center;'>[[File:Hisho power up.png|50px]]<br>'''Power Up'''</div>||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)
 +
|-
 +
| <div style='text-align: center;'>[[File:Hisho bomb.png|50px]]<br>'''Bomb'''</div>||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.
 +
|-
 +
| <div style='text-align: center;'>[[File:Hisho 1up.PNG|50px]]<br>'''1UP'''</div>||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1. After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all.
 +
|-
 +
|}
 +
 
 +
==== Power Item Locations ====
 +
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:
 +
<div><ul>
 +
<li style="display: inline-table;">
 +
{| class="wikitable"
 +
|-
 +
! Stage !! Areas
 +
|-
 +
! 1
 +
| 0 - 8
 +
|-
 +
! 2
 +
| 9 - 17
 +
|-
 +
! 3
 +
| 18 - 26
 +
|-
 +
! 4
 +
| 27 - 36
 +
|-
 +
! 5
 +
| 37 - 49
 +
|}
 +
</li>
 +
<li style="display: inline-table; margin-left:40px">
 +
{| class="wikitable"
 +
|-
 +
! Power Level !! Power Item Areas
 +
|-
 +
! 0
 +
| All
 +
|-
 +
! 1
 +
| 5,9,11,14,19,22,25,29,31,33,34,35,38+
 +
|-
 +
! 2
 +
| 10,13,19,23,28,30,33,35,38+
 +
|-
 +
! 3
 +
| 13,22,29,31,35,38+
 +
|-
 +
! 4
 +
| 12*,22,28,34,38+
 +
|-
 +
! 5
 +
| None
 +
|}
 +
</li>
 +
</ul></div>
 +
<nowiki>*</nowiki>Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.
  
 
=== Rank ===
 
=== Rank ===
 
----
 
----
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''
+
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' </br>
 +
with area referring to the player's progress through the game. Rank primarily affects enemy bullet speed and the frequency of enemy attacks.</br>
 +
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''
 +
</br>Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop & 15) * 4 + power * 2'
 +
</br>This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.
  
 
=== Loops ===
 
=== Loops ===
 
----
 
----
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''
+
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary. <ref>https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&type=translation&p=2</ref>  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.
  
 
=== Scoring ===
 
=== Scoring ===
 
----
 
----
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.
+
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.
 +
 
 +
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each.
 +
 
 +
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage.  
 +
 
 +
<div style='text-align: center;'>[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] </div>
 +
 
 +
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more.
 +
 
 +
<div style='text-align: center;'>[[File:Hishou_St3_Boss.png |100px]]</div>
 +
 
 +
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.
  
 
== Strategy ==
 
== Strategy ==
<div style='text-align: center;'>
 
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''
 
</div>
 
----
 
  
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page.
+
=== Bombs ===
 +
 
 +
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.
 +
 
 +
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.
 +
 
 +
== Story and Setting ==
 +
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:
  
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''
+
"The war was in its final stages and our bases were almost completely occupied by enemy forces. Finally, we asked him for a mission, hoping he would be able to save our lives. People called him “flying shark." "
 +
戦乱は末期をむかえ我が軍の基地はほぼ敵軍に占領されてしまった。 そして我々は起死回生を託してついに彼に任務を依頼した。 人は彼を'飛翻鮫“と呼ぶ。 . <ref>https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up</ref>
  
 +
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. <ref>https://gamesdb.launchbox-app.com/games/images/11763</ref>
  
==== Creating a new page ====
+
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology.
There are two ways to create a new entry in the wiki:
 
# Reference the new page that you would like to make on a page somewhere ( <nowiki>[[Your Page Name Here]]</nowiki> ), and then click the red link to be taken to the "missing page" screen. You can then click "create a new page" and start filling it out.
 
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.
 
  
== Story ==
+
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  <ref>http://shmuplations.com/toaplan-chronicleqa/</ref>
Basic story breakdowns, plot information, and endings are included here.  
 
  
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.
+
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. <ref>http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf</ref>
 
----
 
----
  
Line 81: Line 169:
  
 
== Trivia ==
 
== Trivia ==
* Cool facts and random tidbits go here!
+
*The BGM "Last fighter" is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.
 
----
 
----
  
Line 89: Line 177:
 
</div>
 
</div>
 
----
 
----
 
== Other ==
 
 
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.
 
 
{| class="wikitable" style="float: right; margin-left: 10px;"
 
|-
 
! [[(Template Page)]]
 
|-
 
| put your stuff here
 
|}
 
  
 
== References & Contributors ==
 
== References & Contributors ==
 
<small>
 
<small>
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.
+
# Primary info provided by [[User:Coreo|Coreo]]
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: <nowiki>[[User:(You)|(Your Name)]]</nowiki>
+
</small>
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.
 
 
 
  
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].</small>
+
[[Category:Vertical orientation]]

Latest revision as of 09:58, 2 April 2025

Hishouzame title.jpg
Hishouzame
Hishouzame title screen.png

Title screen

Developer: Toaplan
Music: Masahiro Yuge
Tatsuya Uemura
Program: Person A
Art: Person B
Release date: 1987
Previous game: Slap Fight
Next game: Kyuukyoku Tiger


Hishouzame (飛翔鮫, Hi Shou Zame, Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by Toaplan in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. [1] The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.

It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. [2]

Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. [3] [4]


Gameplay Overview

Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.

Weapons


  • A (Press): Fires a shot. Tapping A fires many more shots than holding A.
  • A (Hold): Auto fires but the shots do not repeat very fast.
  • B: Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area.

Items


Item  Description  How to Get
Hisho power up.png
Power Up
Increases the number of shots fired at a time by two, for a maximum of 5 upgrades
Hisho red plane.png
Spawns upon shooting down all red planes in a pattern (red planes do not appear at maximum power)
Hisho bomb.png
Bomb
Adds a bomb to the player's total Bomb stock Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.
Hisho 1up.PNG
1UP
Awards the player with an extend
Hisho white plane.PNG
Spawns upon shooting down all white planes in a pattern, which randomly take the place of yellow planes with a 1/16 chance. Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1. After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all.

Power Item Locations

The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:

  • Stage Areas
    1 0 - 8
    2 9 - 17
    3 18 - 26
    4 27 - 36
    5 37 - 49
  • Power Level Power Item Areas
    0 All
    1 5,9,11,14,19,22,25,29,31,33,34,35,38+
    2 10,13,19,23,28,30,33,35,38+
    3 13,22,29,31,35,38+
    4 12*,22,28,34,38+
    5 None

*Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.

Rank


Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula (area+loop*50)/8 + difficulty
with area referring to the player's progress through the game. Rank primarily affects enemy bullet speed and the frequency of enemy attacks.
Enemy bullet speed has a maximum value of 21 and follows the formula 13 + rank/2 + loop + power
Large enemies also undergo HP scaling: HP = base + rank * 2 + (loop & 15) * 4 + power * 2
This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.

Loops


Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached. Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary. [5] Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.

Scoring


Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.

Power Ups and Bombs: Collecting power ups and bombs yields 150 pts each.

End Stage Bonus: 3000 points are awarded for each bomb left over at the end of the stage.

Hisho yellow plane.png Hisho 1000 points.png

Yellow Planes: Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more.

Hishou St3 Boss.png

Stage 3 Boss: While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.

Strategy

Bombs

Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.

While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.

Story and Setting

The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:

"The war was in its final stages and our bases were almost completely occupied by enemy forces. Finally, we asked him for a mission, hoping he would be able to save our lives. People called him “flying shark." " 戦乱は末期をむかえ我が軍の基地はほぼ敵軍に占領されてしまった。 そして我々は起死回生を託してついに彼に任務を依頼した。 人は彼を'飛翻鮫“と呼ぶ。 . [6]

The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. [7]

The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology.

In an interview, Masahiro Yuge states that the Vietnam war movie Apocalypse Now was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game. [8]

The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. [9]


Development History

If available, you can include information here about the hardware, the development of the game, and its general reception. Try to have as much information in this section cited as possible.


Version Differences

  • Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.

Trivia

  • The BGM "Last fighter" is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.

Gallery

See (Template Page)/Gallery for our collection of images and scans for the game.


References & Contributors

  1. Primary info provided by Coreo