QP Shooting - Dangerous!!

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QP Shooting - Dangerous!!
QP-SDTitle.jpg

Title screen

Developer: Orange Juice
Music: Royalty Free Music
Program: Junpyon
Art: Hono
Release date: 14 Nov 2014
Next game: Xmas Shooting - Scramble!!

QP Shooting - Dangerous!! (きゅぴシュ~DANGEROUS!!) is a single player shooting game featuring 2D sprites with backgrounds rendered in 3D. This game was developed by Orange_Juice and published by Fruitbat Factory. It is the sequel to QP Shooting and the fourth game in the Shooting Series.

QP Shooting - Dangerous!! was released in Japan on December 31st, 2012 during the third day of Comiket 83 and was the tenth game developed by Orange_Juice. It is the eighth "speed shoot'em up" game created by the developer. [1] It was released worldwide vía Steam platform on November 14th, 2014.

Story

See (QP Shooting - Dangerous!!)/Story to see information about the plot of the game.


Gameplay Overview

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

The game's controls can be configured in the Options menu. These are the default bindings for keyboard and controller.


  • Z [A]: Shoot
  • X [X]: Hyper (enter Hyper if gauge is at at least 100%)
  • Left Shift [RT]: Slow (focus button. Some formations are influenced by it)
  • V [B]: Formation Change (switch to the next formation in line: A->B->C->A->...)
  • A [LB]: Formation A (switch to Formation A)
  • S [RB]: Formation B (switch to Formation B)
  • D [Y]: Formation C (switch to Formation C)
  • Esc [Start]: Pause
  • Z [A]: Accept (for menu; independant from Shoot configuration)
  • X [X]: Cancel (for menu; independant from Hyper configuration)

If Auto Slow Movement is on, Slow will be activated as well if Shoot is held.

Formations


This game contains 28 formations with different properties and functionalities. Only three formations can be equipped for one run. The Natural formation can only be purchased after all other formations have been purchased. Equipping it also prevents you from using any other during the run. The other attributes column is mostly relevant for the trophies/achievements of this game. The source for this column notes that the information may be incomplete at this time.

Id Name Cost Stars Speed Other attributes
001 Front 0 +0 moderate low-power, wide-range
002 Rear 0 +0 moderate low-power, wide-range
003 Orbit 500 +0 low low-power
004 Fire 0 +1 low high-power
005 Support 500 +0 low high-power
006 Shell 0 +1 moderate wide-range
007 Twin Cannon 500 +0 moderate high-power, split up
008 3-Way 800 +0 moderate high-power, split up
009 Back 0 +1 moderate high-power, split up
010 Wall 800 +0 low low-power, wide-range
011 Umbrella 800 +1 moderate low-power, special control
012 Twin Tail 800 +0 high high-power, split up
013 Niagara 1000 +1 low wide-range
014 Trap 1000 +2 high special control, direct-attack
015 Sword 1000 +2 moderate special control, direct-attack
016 Catapult 2000 +2 low high-power, special control
017 Bringer 1500 +2 low special control
018 Halo 2000 +1 moderate direct-attack
019 Wing 1000 +0 moderate wide-range
020 Wiper 1200 +1 moderate direct-attack
021 Parasol 1000 +1 moderate special control
022 Shield 800 +1 low direct-attack
023 Cross 1500 +1 high
024 Child 1500 +0 high special control
025 Chainsaw 1500 +1 low special control, direct-attack
026 Scissors 1200 +2 moderate special control, direct-attack
027 Wave 2000 +0 moderate wide-range
000 Natural 100 +3 moderate

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.

Items


  • Green Stars: Get generated by cancelling bullets outside of Hyper. Charge the Hyper gauge.
  • Golden Stars: Get generated by cancelling bullets during Hyper.
  • Big Golden Stars: Dropped by destroyed enemies and some boss minions.

Scoring


Score is only obtained by collecting stars and the stage bonus.

Star values

While green star values always get calculated the same way in each play style, small and big golden stars get calculated differently. The Chain (max) column shows the amount of chain required for the value of the star to be maxed. The penalty column shows how much score gets lost if a player were to get hit and then only collect that type of star until the value is maxed rather than collecting the same amount of stars at max value.

Star Type Value Formula Max Value Chain (Max)
Green Star Chain 100 100
Small Star 100 + Chain 500 400
Big Star 500 + Chain * 2 2000 750

Star Type Value Formula Max Value Chain (Max)
Green Star Chain 100 100
Small Star 100 + Chain 300 200
Big Star 500 + Chain * 2 3000 1250

Star Type Value Formula Max Value Chain (Max)
Green Star Chain 100 100
Small Star 100 + Chain / 2 1000 1800
Big Star 500 + Chain 1000 500

Star Type Value Formula Max Value Chain (Max)
Green Star Chain 100 100
Small Star 100 + Chain 500 400
Big Star 500 + Chain * 2 2000 750

Stage bonus

Boss milking

Technically, bosses in this game do not time out. Instead, they take damage every time one of their destructible minions (whether alive or any type of object) is destroyed. While an enemy's health gauge is blue, they take less damage. The more time is spent in one pattern, the more damage destroying a minion will deal to the boss. Therefore, the goal is to collect as many stars as possible while in hyper during every boss phase by dealing little to no damage to the boss directly without losing chain. While this system is meant to act as a substitute to timeouts, there is still one pattern that can be milked for a seemingly infinite amount of stars on the first boss by having the boxes stack for a long time as they do not leave the screen without being destroyed or the phase being ended.


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

  • Cool facts and random tidbits go here!

Gallery

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


Video References

If the game already has an existing entry in the Video Index, please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.

References & Contributors