Difference between revisions of "Under Defeat"
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| − | [[File:UnderDefeat header.jpg|center]] | + | [[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 | + | ''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 | + | 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}} | ||
| Line 33: | Line 32: | ||
== Gameplay Overview == | == Gameplay Overview == | ||
| − | ''Under Defeat'' | + | ''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 | + | 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 | ||
| − | |||
* '''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" | ||
| Line 57: | Line 55: | ||
|} | |} | ||
| − | === | + | === 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. | ||
| Line 71: | Line 68: | ||
| '''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. | ||
| + | |||
| − | + | == 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: | |
| − | + | ||
| + | {| 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 | + | 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 | + | === 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 | ||
== 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
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.
Contents
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.
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 | Weak | 0.5 | 0 | 7 | 1.5 | |
| Cannon | Medium | 0.83 | 0.5 | 8 | 3 | |
| Rocket | Strong | 1.37 | 1 | 2 | 5.44 |
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



