Difference between revisions of "Under Defeat"

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[[File:UnderDefeat header.jpg|center]]
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[[File:UnderDefeat header.jpg|center|360px]]
  
 
{{GameInfobox
 
{{GameInfobox
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|art = Nanashiki Yamamoto
 
|art = Nanashiki Yamamoto
 
|
 
|
|releasedate = Oct 27, 2005
+
|releasedate = '''Arcade''' <br> Oct 27, 2005 <br> '''Sega Dreamcast''' <br> Mar 23, 2006 <br> '''PS3, Xbox 360''' <br> Mar 23, 2006 <br> '''NS, PS4, PS5, Series X/S''' <br> Dec 5, 2024 <br> '''Windows'''<br> Feb 6, 2025
 
 
 
|previousgame = Senko no Ronde
 
|previousgame = Senko no Ronde
 
|nextgame = Mamorukun Curse!
 
|nextgame = Mamorukun Curse!
 
}}
 
}}
  
''Under Defeat'' is a 2005 vertical-scrolling shoot 'em up developed by [[G.rev]] for the Sega NAOMI arcade board. In 2012, ''Under Defeat HD'' was released for PS3 and Xbox 360, featuring a 16:9 mode and updated graphics. Yet another revision, ''Under Defeat HD+'' is available on most modern platforms.
+
''Under Defeat'' is a 2005 vertical-scrolling shoot 'em up developed by [[G.rev]] for the Sega NAOMI arcade board.
  
The game is set in an alternate history WWII where two powers, the Empire and the Union are at war. You play as two German helicopter pilots in service to the Empire, fighting back against the Union.
+
The game is set in an alternate history WWII where two powers, the Empire and the Union are at war. You play as two German helicopter pilots in service to the Empire.
  
 
{{VideoIndex}}
 
{{VideoIndex}}
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== Gameplay Overview ==
 
== Gameplay Overview ==
''Under Defeat'' uses a 3D engine, and the entire screen is tilted forward slightly. Your helicopter has two weapons: a primary shot, and an option. The primary shot consists of two anti-air vulcans and a center vulcan that can target both air and ground targets. The Option is a drone that can be released to fire independently.
+
''Under Defeat'' is a vertical, two-button shooter. Your helicopter has two weapons: a primary shot, and an Option. The primary shot consists of two anti-air vulcans and a center vulcan that can target both air and ground targets. The Option passively charges when you aren't shooting. Once fully charged, pressing the fire button will release it.
  
Both the primary shot and the option can be aimed by strafing. The game features two aiming styles, Normal and Reverse. Normal aims in the direction of movement, and Reverse aims in the opposite direction.
+
Both the primary shot and the Option can be aimed by moving left and right. Holding fire locks your aim. The game features two aiming styles, Normal and Reverse. With Normal, your helicopter aims in the direction of your movement, and with Reverse, your helicopter aims in the direction opposite to your movement.
  
 +
[[File:UnderDefeat controls.png|540px|thumb|right]]
 
=== Controls ===
 
=== Controls ===
----
+
* '''A:''' Shoot / Release charged option
* '''A:''' Shoot
 
* '''A (Charged):''' The Option meter charges when you aren't shooting. Press A while fully charged to release your Option.
 
 
* '''B:''' Bomb
 
* '''B:''' Bomb
 +
  
 
=== Ships ===
 
=== Ships ===
----
 
 
NOTE: The original arcade and Dreamcast versions only include the VKL 5.03.
 
NOTE: The original arcade and Dreamcast versions only include the VKL 5.03.
 
{| class="wikitable" style="text-align: center"
 
{| class="wikitable" style="text-align: center"
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|}
 
|}
  
=== Weapons ===
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=== Options ===
----
 
 
There are three Option types. You start the game with the Vulcan and switch out your Option type by grabbing the Option item, which continuously cycles through the three types as it bounces around the screen. Picking up an Option item while your meter is on cooldown will automatically reset the cooldown, allowing you to charge again immediately.
 
There are three Option types. You start the game with the Vulcan and switch out your Option type by grabbing the Option item, which continuously cycles through the three types as it bounces around the screen. Picking up an Option item while your meter is on cooldown will automatically reset the cooldown, allowing you to charge again immediately.
  
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| '''Rocket''' || [[File:Underdefeat rocket.png|100px|frameless|center]]  || Strong || 1.37 || 1 || 2 || 5.44
 
| '''Rocket''' || [[File:Underdefeat rocket.png|100px|frameless|center]]  || Strong || 1.37 || 1 || 2 || 5.44
 
|}
 
|}
 +
[[File:UnderDefeat bomb.png|thumb|100px|right]]
 +
=== Bombs ===
 +
The player can hold up to 6 bombs at once. Bombs damage everything on screen and render the player invulnerable for a short period of time.
 +
  
The player can collect up to a maximum of 6 Bombs. Bombs render the player invincible for a short period of time while also damaging everything on screen.
+
== System Mechanics ==
  
 
=== Rank ===
 
=== Rank ===
----
+
Each stage has a base rank value. Your rank is calculated by adding the base value to a "rank offset", which can increase or decrease depending on how you are performing. Rank offset increases at the end of each stage when no-missing and/or no-bombing the stage. Dying decreases the rank offset by 1. Because the game has no extends (score-based or otherwise), there is no reasonable way to mitigate rank, nor is it worth doing so. These are the base rank values for each stage:
The game features a rank system. Each stage has a base rank value. Your rank is calculated by adding the base value to a "rank offset", which can increase or decrease depending on your actions. Rank offset increases at the end of each stage when no-missing and/or no-bombing the stage. Dying decreases the rank offset by 1. Because the game has no extends (score-based or otherwise), there is no reasonable way to mitigate rank, nor is it worth doing so.
+
 
 +
{| class="wikitable" style="text-align: center"
 +
|-
 +
! Stage !! Loop 1 !! Loop 2
 +
|-
 +
| '''1''' || 0 || 19
 +
|-
 +
| '''2''' || 2 || 22
 +
|-
 +
| '''3''' || 3 || 23
 +
|-
 +
| '''4''' || 5 || 26
 +
|-
 +
| '''5''' || 8 || 28
 +
|-
 +
|}
  
Rank primarily affects enemy fire rate and bullet speed. This is especially pronounced on the second loop, where base rank is dramatically increased. When practicing stages, it is advisable to set the rank offset to +10 in order to simulate the worst-case scenario.
+
Rank primarily affects enemy fire rate and bullet speed. This is especially pronounced on the second loop, where base rank is dramatically increased. When practicing stages, it is advisable to set the rank offset to +10 to simulate the worst-case scenario.
  
 
=== Scoring ===
 
=== Scoring ===
----
 
 
Enemies destroyed by the Option grant double the points, meaning that enemies with high score values are a priority target. Picking up the same type of option grants a flat 5000. Tick points are gained by shooting both destructible and indestructible objects. You also receive the following bonuses at the end of each stage:
 
Enemies destroyed by the Option grant double the points, meaning that enemies with high score values are a priority target. Picking up the same type of option grants a flat 5000. Tick points are gained by shooting both destructible and indestructible objects. You also receive the following bonuses at the end of each stage:
  
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* Ammo Conservation - The number of bombs left over at the end of a stage multiplied by 10000.
 
* Ammo Conservation - The number of bombs left over at the end of a stage multiplied by 10000.
  
Your Contribution Percentage is the percentage of "contribution targets" that were destroyed during the stage. Many high-health enemies such as large tanks and turrets are fixed contribution targets, and background elements such as the howitzers in stage 1 can also be contribution targets. Random zako can also spawn as contribution targets, denoted by striped paint.
+
=== Contribution ===
 +
Your Contribution Percentage is the percentage of "contribution targets" that were destroyed during the stage. Many high-health tanks and turrets are contribution targets, as are certain background elements such as the howitzers in stage 1 or the ship antennae in stage 2. Random zako tanks can also spawn as contribution targets, denoted by striped paint or darker coloration.
 +
 
 +
There are also a handful of easter egg contribution targets that are easy to miss:
 +
* Near the end of stage 1, a VIP car will drive out of the building by the edge of the water.
 +
* In stage 2, during the boss battleship fight, there are two blue airplanes perched on the stern of the ship.
 +
* Near the end of stage 3, a harmless lone vehicle will drive down the road before the exploding bridge.
  
 
=== Loops ===
 
=== Loops ===
----
+
In order to reach the second loop, one must clear the game with an average Contribution Percentage of >95%. The second loop is a mirrored version of the first loop featuring alternate environments. Since base rank starts at +19, enemies fire more often and bullets are faster. Some enemies have different behaviors (e.g. the towers in 2-1 aim instead of firing straight forward), and others spawn revenge bullets on death.
The game features a second loop with increased difficulty. In order to reach the second loop, one must clear the game with an average Contribution Percentage of >95%.  
 
The stages are mirrored and feature alternate environments. Since base rank starts at +19, enemies fire more often and bullets are faster. Some enemies have different behaviors, and others spawn revenge bullets on death.
 
  
 
== Strategy ==
 
== Strategy ==
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== Version Differences ==
 
== Version Differences ==
The Dreamcast port is identical to the arcade version. The HD version has slowdown when played in TATE mode. HD+ fixes the slowdown issues.
+
The game was ported to the Dreamcast a year after its initial arcade release. The Dreamcast port is identical to the arcade version. In 2012, ''Under Defeat HD'' was released for PS3 and Xbox 360, featuring a 16:9 mode and updated graphics. Yet another revision, ''Under Defeat HD+'' is available on most modern platforms. The HD version has slowdown when played in TATE mode. HD+ fixes the slowdown issues.
  
 
== Trivia ==
 
== Trivia ==

Revision as of 05:16, 17 June 2026

UnderDefeat header.jpg
Under Defeat
UnderDefeat flyer.jpg

Game title screen

Developer: G.rev
Music: Shinji Hosoe
Program: Masakazu Takeda
Art: Nanashiki Yamamoto
Release date: Arcade
Oct 27, 2005
Sega Dreamcast
Mar 23, 2006
PS3, Xbox 360
Mar 23, 2006
NS, PS4, PS5, Series X/S
Dec 5, 2024
Windows
Feb 6, 2025
Previous game: Senko no Ronde
Next game: Mamorukun Curse!

Under Defeat is a 2005 vertical-scrolling shoot 'em up developed by G.rev for the Sega NAOMI arcade board.

The game is set in an alternate history WWII where two powers, the Empire and the Union are at war. You play as two German helicopter pilots in service to the Empire.

For replay videos, visit the Video Index.

Gameplay Overview

Under Defeat is a vertical, two-button shooter. Your helicopter has two weapons: a primary shot, and an Option. The primary shot consists of two anti-air vulcans and a center vulcan that can target both air and ground targets. The Option passively charges when you aren't shooting. Once fully charged, pressing the fire button will release it.

Both the primary shot and the Option can be aimed by moving left and right. Holding fire locks your aim. The game features two aiming styles, Normal and Reverse. With Normal, your helicopter aims in the direction of your movement, and with Reverse, your helicopter aims in the direction opposite to your movement.

UnderDefeat controls.png

Controls

  • A: Shoot / Release charged option
  • B: Bomb


Ships

NOTE: The original arcade and Dreamcast versions only include the VKL 5.03.

Name Desc
VKL 5.03 Fires two streams of bullets directly forward. Option must be charged.
VKL 7.04 Fires two streams of bullets in a wider angle. No Option; the Option projectile is included with your primary shot.
VKL 6.02 Fires two homing rockets. Option must be charged.

Options

There are three Option types. You start the game with the Vulcan and switch out your Option type by grabbing the Option item, which continuously cycles through the three types as it bounces around the screen. Picking up an Option item while your meter is on cooldown will automatically reset the cooldown, allowing you to charge again immediately.

Option Pickup Power Charge Speed Delay Duration Cooldown
Vulcan
Underdefeat vulcan.png
Weak 0.5 0 7 1.5
Cannon
Underdefeat cannon.png
Medium 0.83 0.5 8 3
Rocket
Underdefeat rocket.png
Strong 1.37 1 2 5.44
UnderDefeat bomb.png

Bombs

The player can hold up to 6 bombs at once. Bombs damage everything on screen and render the player invulnerable for a short period of time.


System Mechanics

Rank

Each stage has a base rank value. Your rank is calculated by adding the base value to a "rank offset", which can increase or decrease depending on how you are performing. Rank offset increases at the end of each stage when no-missing and/or no-bombing the stage. Dying decreases the rank offset by 1. Because the game has no extends (score-based or otherwise), there is no reasonable way to mitigate rank, nor is it worth doing so. These are the base rank values for each stage:

Stage Loop 1 Loop 2
1 0 19
2 2 22
3 3 23
4 5 26
5 8 28

Rank primarily affects enemy fire rate and bullet speed. This is especially pronounced on the second loop, where base rank is dramatically increased. When practicing stages, it is advisable to set the rank offset to +10 to simulate the worst-case scenario.

Scoring

Enemies destroyed by the Option grant double the points, meaning that enemies with high score values are a priority target. Picking up the same type of option grants a flat 5000. Tick points are gained by shooting both destructible and indestructible objects. You also receive the following bonuses at the end of each stage:

  • Skill Assessment - Proportional to Contribution Percentage. Doubled if Contribution is 100%, doubled at 1 life, and tripled at 0 lives.
  • Fuel Conservation- The amount of time left on the boss timer multiplied by 1000.
  • Ammo Conservation - The number of bombs left over at the end of a stage multiplied by 10000.

Contribution

Your Contribution Percentage is the percentage of "contribution targets" that were destroyed during the stage. Many high-health tanks and turrets are contribution targets, as are certain background elements such as the howitzers in stage 1 or the ship antennae in stage 2. Random zako tanks can also spawn as contribution targets, denoted by striped paint or darker coloration.

There are also a handful of easter egg contribution targets that are easy to miss:

  • Near the end of stage 1, a VIP car will drive out of the building by the edge of the water.
  • In stage 2, during the boss battleship fight, there are two blue airplanes perched on the stern of the ship.
  • Near the end of stage 3, a harmless lone vehicle will drive down the road before the exploding bridge.

Loops

In order to reach the second loop, one must clear the game with an average Contribution Percentage of >95%. The second loop is a mirrored version of the first loop featuring alternate environments. Since base rank starts at +19, enemies fire more often and bullets are faster. Some enemies have different behaviors (e.g. the towers in 2-1 aim instead of firing straight forward), and others spawn revenge bullets on death.

Strategy

See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.


Target prioritization and screen management are highly important due to your narrow primary shot. If too many enemies clump up on screen, it's easy to get overwhelmed by intersecting bullet patterns. If you route correctly, micro-dodging is rarely a necessity.

The Option is key to both scoring and survival. The Rocket does massive damage against bosses and can one-shot large groups of enemies, while the Vulcan and Cannon can supplement your DPS and/or cover blind spots. The Option is immune to bullets, but can be destroyed if it collides with an enemy.

Version Differences

The game was ported to the Dreamcast a year after its initial arcade release. The Dreamcast port is identical to the arcade version. In 2012, Under Defeat HD was released for PS3 and Xbox 360, featuring a 16:9 mode and updated graphics. Yet another revision, Under Defeat HD+ is available on most modern platforms. The HD version has slowdown when played in TATE mode. HD+ fixes the slowdown issues.

Trivia

  • The cows at the beginning of stage 1 are possibly a reference to the background cows that appear in every Yagawa shoot 'em up (Battle Garegga, Ibara, etc.)
  • Under Defeat was one of the last games released on the Sega Dreamcast. The last five games released on the platform were all shoot 'em ups, the others being Trizeal, Radirgy, Triggerheart Exelica, and Karous.

References & Contributors

1. Page text, info, and formatting by Reflector88