Battle Garegga/Advanced Rank

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See Battle Garegga for the main page.

Overview

Rank in Battle Garegga is a bounded integer. Its maximum value is 15,728,640, and its minimum value is 2,097,152 for "normal" DIP switch settings and "Arcade" mode in the Battle Garegga Rev.2016 port.

In the arcade release, rank is hidden from the player. However, the Battle Garegga Rev.2016 port allows the player to track rank as a percentage in real time in the "rank graph" M2 gadget. The rank% displayed in the rank graph is a simple linear conversion from the rank variable stored by the game:

rank% = 100 * [(max-rank)/(max-min)]

max = 15,728,640

min = 2,097,152


Note that rank% is 0.0% when rank=max and 100.0% when rank=min. Thus, high rank means low difficulty and vice versa.

For a rank change from any given source, the conversion goes:

Δrank% = 100 * [Δrank / (max - min)]


Rank is updated every frame according to a value called the frame rank as well as other specific events. These events are firing the ship's main shot, firing an option, picking up an item, deploying the ship's special weapon, sealing an enemy bullet, and dying.

Note: The rank graph only displays rank% with one significant figure, which is larger than many rank changes throughout the game. Thus, tables of rank% will display more significant figures than encountered in game for the sake of accuracy.


Frame Rank

The frame rank consists of a base value, a multiplier, and extra additions. It is applied to the rank on every frame during a playthrough.

The base value depends on the game version and DIP switch difficulty, and is equal to 22 for the "normal" DIP switch on the Japanese arcade release and the "Arcade" mode of the Battle Garegga Rev.2016 port.

The multiplier depends on the maximum autofire rate activated by the player during the current credit, and is applied directly to the base frame rank.

The extra additions are increments of +1 or +2 that are added upon obtaining certain power ups. Levelling up the main shot with a small shot power up adds +1 (this includes the special shot level up). Activating a secret option formation (except for wide formation) adds +2. These additions are not affected by the multiplier.

When changing the autofire rate, the new frame rank will be the current frame rank or the product of the base frame rank and the new multiplier, whichever is greater.

Because the frame rank is a small number, the total rank% change per second is included as well in the following table.


Autofire Rate Multiplier Frame Rank Rank% Rank% per second
8.6 Hz x1 22 0.00016 0.00968
10 Hz x1 22 0.00016 0.00968
12 Hz x1.5 33 0.00024 0.01453
15 Hz x2 44 0.00032 0.01937
20 Hz x3 66 0.00048 0.02905
30 Hz x4 88 0.00065 0.03873


Frame Rank Increment Rank% Rank% per second
+1 0.000007 0.00044
+2 0.000015 0.00088

Main Shot

The value of the rank increment applied whenever firing the main shot depends on the number of bullet "clusters" in the shot level of the ship being used and whether the cluster is of non-penetrating or penetrating bullets. The increment at any individual shot level is unique for each ship. In addition, if the sprite limit for player shots on screen has been reached due to a high autofire rate, the rank increment for shots not fired will still be applied.

Because the rank increment per shot is a small number for each ship and shot level, the rank% increase per second for each autofire rate is included in the tables below.


Silver Sword

Shot Level Rank Rank% Rank% per second (8.6 Hz) Rank% per second (10 Hz) Rank% per second (12 Hz) Rank% per second (15 Hz) Rank% per second (20 Hz) Rank% per second (30 Hz)
1 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
2 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
3 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761
4 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761
5 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761
Special 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761


Grasshopper

Shot Level Rank Rank% Rank% per second (8.6 Hz) Rank% per second (10 Hz) Rank% per second (12 Hz) Rank% per second (15 Hz) Rank% per second (20 Hz) Rank% per second (30 Hz)
1 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
2 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
3 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
4 140 0.00103 0.00883 0.01027 0.01232 0.01541 0.02054 0.03081
5 140 0.00103 0.00883 0.01027 0.01232 0.01541 0.02054 0.03081
Special 220 0.00161 0.01388 0.01614 0.01937 0.02421 0.03228 0.04842


Flying Baron

Shot Level Rank Rank% Rank% per second (8.6 Hz) Rank% per second (10 Hz) Rank% per second (12 Hz) Rank% per second (15 Hz) Rank% per second (20 Hz) Rank% per second (30 Hz)
1 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
2 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
3 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761
4 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761
5 100 0.00073 0.00631 0.00734 0.00880 0.01100 0.01467 0.02201
Special 100 0.00073 0.00631 0.00734 0.00880 0.01100 0.01467 0.02201


Wild Snail

Shot Level Rank Rank% Rank% per second (8.6 Hz) Rank% per second (10 Hz) Rank% per second (12 Hz) Rank% per second (15 Hz) Rank% per second (20 Hz) Rank% per second (30 Hz)
1 140 0.00103 0.00883 0.01027 0.01232 0.01541 0.02054 0.03081
2 140 0.00103 0.00883 0.01027 0.01232 0.01541 0.02054 0.03081
3 140 0.00103 0.00883 0.01027 0.01232 0.01541 0.02054 0.03081
4 140 0.00103 0.00883 0.01027 0.01232 0.01541 0.02054 0.03081
5 220 0.00161 0.01388 0.01614 0.01937 0.02421 0.03228 0.04842
Special 220 0.00161 0.01388 0.01614 0.01937 0.02421 0.03228 0.04842


Gain

Shot Level Rank Rank% Rank% per second (8.6 Hz) Rank% per second (10 Hz) Rank% per second (12 Hz) Rank% per second (15 Hz) Rank% per second (20 Hz) Rank% per second (30 Hz)
1 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
2 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761
3 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
4 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761
5 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761
Special 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761


Chitta

Shot Level Rank Rank% Rank% per second (8.6 Hz) Rank% per second (10 Hz) Rank% per second (12 Hz) Rank% per second (15 Hz) Rank% per second (20 Hz) Rank% per second (30 Hz)
1 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
2 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
3 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761
4 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761
5 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761
Special 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761

Miyamoto

Shot Level Rank Rank% Rank% per second (8.6 Hz) Rank% per second (10 Hz) Rank% per second (12 Hz) Rank% per second (15 Hz) Rank% per second (20 Hz) Rank% per second (30 Hz)
1 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
2 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
3 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
4 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
5 100 0.00073 0.00631 0.00734 0.00880 0.01100 0.01467 0.02201
Special 100 0.00073 0.00631 0.00734 0.00880 0.01100 0.01467 0.02201


Bornnam

Shot Level Rank Rank% Rank% per second (8.6 Hz) Rank% per second (10 Hz) Rank% per second (12 Hz) Rank% per second (15 Hz) Rank% per second (20 Hz) Rank% per second (30 Hz)
1 60 0.00044 0.00379 0.00440 0.00528 0.00660 0.00880 0.01320
2 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761
3 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761
4 80 0.00059 0.00505 0.00587 0.00704 0.00880 0.01174 0.01761
5 120 0.00088 0.00757 0.00880 0.01056 0.01320 0.01761 0.02641
Special 120 0.00088 0.00757 0.00880 0.01056 0.01320 0.01761 0.02641

Option Shot

A rank increment is applied for every individual option bullet fired. The value of this increment is the same for all ships except for Gain and Miyamoto, whose option bullets have larger rank increments.

Ship Rank per bullet Rank% per bullet
Garegga ships, Chitta, Bornnam 20 0.00015
Miyamoto 60 0.00044
Gain 240 0.00176


Items

The value added to the rank when collecting an item depends on the item, with two exceptions. The first exception is when collecting a shot power up, option, or weapon fragment at max capacity, which will increase the value added to rank. The second exception is when collecting a small shot power up or small weapon fragment that levels up the main shot or fills a bomb stock, which will also increase the rank added.

The total rank increase from collecting 40 small bomb fragments is also included in the table below for an easy comparison to collecting a single large bomb fragment.

Small Shot Power Ups

Pickup Type Rank Rank%
Normal 2048 0.01502
Max Shot Level 10240 0.07512
Shot Level Up 10240 0.07512

Large Shot Power Ups

Pickup Type Rank Rank%
Normal 8192 0.06010
Max Shot Level 16384 0.12019

Small Weapon Fragments

Pickup Type Rank Rank%
Normal 2048 0.01502
Max Bomb Stocks 10240 0.07512
Weapon Level Up 67584 0.49579
40 Fragments 147456 1.08173

Large Weapon Fragments

Pickup Type Rank Rank%
Normal 65536 0.48077
Max Bomb Stocks 73728 0.54087

Option Power Ups

Pickup Type Rank Rank%
Normal 65536 0.48077
Max Options 73728 0.54087

Medals

Value Rank Rank%
100 8192 0.06010
200 18432 0.13522
300 28672 0.21034
400 38912 0.28546
500+ 118 0.00087


Special Weapons

A rank increment is applied to the rank whenever activating the ship's special weapon. This value is applied regardless of whether a full bomb stock was used.

Rank Rank%
16385 0.12019

Sealing Bullets

A rank increment is applied for each individual bullet sealed. For the total rank increase, multiply this value by the number of bullets sealed for enemies that fire many bullets at once.

Rank Rank%
2048 0.01502

Dying

The rank increment upon death depends on the number of extra lives the player has on hand.

Extra Lives Rank Rank%
5 261120 -1.91556
4 391680 -2.87335
3 522240 -3.83113
2 655360 -4.80769
1 785920 -5.76547
0 (Game Over) 785920 -5.76547


DIP Switches

Changing the DIP switch in the arcade version or in "Custom" mode of the Battle Garegga Rev.2016 port changes two things, the minimum rank and the base frame rank.

Because of the different minimum rank, the maximum in-game difficulty will change between settings even though the starting difficulty will remain the same. Even though the minimum rank changes, the rank% will still be calculated using the minimum rank of the "normal" DIP switch setting. As a result, the maximum possible rank% will change to a number greater or lower than 100.0% depending on the DIP switch setting.

DIP Switch Setting Minimum Rank Maximum Rank%
Easy 4,194,304 84.6
Normal 2,097,152 100.0
Hard 1,048,576 107.6
Hardest 524,288 111.5

Because of the different base frame ranks, the frame ranks encountered at different autofire rates will change accordingly.

Easy

Autofire Rate Frame Rank Rank% Rank% per second
8.6 Hz 16 0.00012 0.00704
10 Hz 16 0.00012 0.00704
12 Hz 24 0.00018 0.01056
15 Hz 32 0.00023 0.01409
20 Hz 48 0.00035 0.02113
30 Hz 64 0.00047 0.02817

Hard

Autofire Rate Frame Rank Rank% Rank% per second
8.6 Hz 28 0.00021 0.01232
10 Hz 28 0.00021 0.01232
12 Hz 42 0.00031 0.01849
15 Hz 56 0.00041 0.02465
20 Hz 84 0.00062 0.03697
30 Hz 112 0.00082 0.04930

Hardest

Autofire Rate Frame Rank Rank% Rank% per second
8.6 Hz 36 0.00026 0.01585
10 Hz 36 0.00026 0.01585
12 Hz 54 0.00040 0.02377
15 Hz 72 0.00053 0.03169
20 Hz 108 0.00079 0.04754
30 Hz 144 0.00106 0.06338

References & Contributors

  1. ST: Battle Garegga, https://shmups.system11.org/viewtopic.php?f=5&t=351
  2. Battle Garegga Rank Percentages, https://docs.google.com/spreadsheets/d/1--_IPOmSNxo6ShxzS2Up_q-DNEo2wPCHbuQMyj9NIwE/edit#gid=0