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	<id>https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=1ccsDontMatter</id>
	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=1ccsDontMatter"/>
	<link rel="alternate" type="text/html" href="https://shmups.wiki/library/Special:Contributions/1ccsDontMatter"/>
	<updated>2026-04-22T03:30:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sonic_Wings_2/Video_Index&amp;diff=37515</id>
		<title>Sonic Wings 2/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sonic_Wings_2/Video_Index&amp;diff=37515"/>
		<updated>2026-03-23T05:32:20Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Shmupmame&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Silver==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
|SAKIの素&lt;br /&gt;
|2,451,600&lt;br /&gt;
|&lt;br /&gt;
|2-ALL&lt;br /&gt;
| [https://youtu.be/2ASzP4NoTMk Youtube]&lt;br /&gt;
|Bosses: Tenuki Chau, Lars&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Angela==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
|ec2151&lt;br /&gt;
|2,961,000&lt;br /&gt;
|MAMEUI248&lt;br /&gt;
|2-ALL&lt;br /&gt;
| [https://www.youtube.com/watch?v=dxQKDr7NLUE Youtube]&lt;br /&gt;
|Bosses: Lars, Lars&lt;br /&gt;
|-&lt;br /&gt;
|DRD&lt;br /&gt;
|2,378,400&lt;br /&gt;
|WolfMAME32Plus!0.100&lt;br /&gt;
|2-ALL&lt;br /&gt;
| [https://www.youtube.com/watch?v=ejcJ1ictCzE Youtube]&lt;br /&gt;
|Bosses: Tenuki Chau, Lars&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==MaoMao==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
|ProjectAKO&lt;br /&gt;
|3,339,600&lt;br /&gt;
|Shmupmame&lt;br /&gt;
|2-ALL&lt;br /&gt;
| [https://www.youtube.com/watch?v=VEtRBybEL48 Youtube]&lt;br /&gt;
|Bosses: Lars, Mambo&lt;br /&gt;
|-&lt;br /&gt;
|ProjectAKO&lt;br /&gt;
|3,044,900&lt;br /&gt;
|Shmupmame&lt;br /&gt;
|2-ALL&lt;br /&gt;
| [https://www.youtube.com/watch?v=Pb_-lt9snLM Youtube]&lt;br /&gt;
|Bosses: Lars, Lars. Video contains a guide to scoring the game.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ellen and Cynthia==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
|Kanzaki Shintarou&lt;br /&gt;
|2,451,600&lt;br /&gt;
|&lt;br /&gt;
|2-ALL&lt;br /&gt;
| [https://www.youtube.com/watch?v=nUf8I6x4Css Youtube]&lt;br /&gt;
|Bosses: Tenuki Chau, Tenuki Chau&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video_Index]]&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sonic_Wings_2/Video_Index&amp;diff=37500</id>
		<title>Sonic Wings 2/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sonic_Wings_2/Video_Index&amp;diff=37500"/>
		<updated>2026-03-22T15:57:01Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Fix listed final boss&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Silver==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
|SAKIの素&lt;br /&gt;
|2,451,600&lt;br /&gt;
|&lt;br /&gt;
|2-ALL&lt;br /&gt;
|https://www.youtube.com/watch?v=2ASzP4NoTMk&lt;br /&gt;
|Bosses: Tenuki Chau, Lars&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video_Index]]&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sonic_Wings_2&amp;diff=37499</id>
		<title>Sonic Wings 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sonic_Wings_2&amp;diff=37499"/>
		<updated>2026-03-22T15:53:17Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: /* Video References */ {{VideoIndex}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #85b8e4&lt;br /&gt;
|innerbordercolor = #4455f1&lt;br /&gt;
|title = Sonic Wings 2&lt;br /&gt;
|background = #fbfcff&lt;br /&gt;
|image = SW2-infoboxtitle.jpeg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Promotional flyer&lt;br /&gt;
|imagescalepx = 200px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Video System]]&lt;br /&gt;
|releasedate = '''JP''':  1994&lt;br /&gt;
|previousgame = [[Sonic Wings]]&lt;br /&gt;
|nextgame = [[Sonic Wings 3]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sonic Wings 2''' (JP: ソニックウイングス２, '''Aero Fighters 2''' outside of Japan) is a [[Neo-Geo]] MVS / Neo-Geo CD game developed by [[Video System]] and published by [[SNK]] in 1994 (JP). It is notable for having a silly atmosphere in contrast to its archetypical military theming, for having a relatively large selection of 8 different playable characters and ships, and for having a very large number of ending sequences (40+). Like other games in the Sonic Wings series, it contains random elements such as certain randomly chosen bosses and random stage orderings.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
''Once a wicked organization schemed to destroy the world but it was wiped out by 8 pilots. 2 years later, a mighty, unknown army suddenly appeared and soon occupied the world. The United Nations Peace Keeping Force rushed in to intercept them but missed in the enemy. Their last reports say that the super weapons which had attacked the world 2 years ago still exist. But does the organization behind them still exist?''&lt;br /&gt;
&lt;br /&gt;
''The U.N. has requested the International Secret Rescue team to take action. The commander was ordered all members to destroy them completely. Now, the time to sortie is upon us!''&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== Original JP version ===&lt;br /&gt;
* Has more varied character expressions between stages. For instance, Mao-Mao's face only has one expression in overseas versions. These may have been removed for porting / data space reasons.&lt;br /&gt;
* There is a special congratulations message / character animation when completing stage 20.&lt;br /&gt;
=== Name differences ===&lt;br /&gt;
* Spanky (JP) Whitey (NA)&lt;br /&gt;
* Angela (JP) Steve (NA)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Tenuki Chaud (one of the final bosses) is a play on the expression 手抜きちゃう (Tenukichau, &amp;quot;My hand slipped!&amp;quot;), something that might typically be said when accidentally taking a hit in an arcade game&lt;br /&gt;
* Entering the highscore initials 'SEX' plays a special sound effect&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# 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: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;br /&gt;
[[Category:Bomb_mechanic]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sonic_Wings_2/Video_Index&amp;diff=37498</id>
		<title>Sonic Wings 2/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sonic_Wings_2/Video_Index&amp;diff=37498"/>
		<updated>2026-03-22T15:52:39Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Category:Video_Index&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Silver==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
|SAKIの素&lt;br /&gt;
|2,451,600&lt;br /&gt;
|&lt;br /&gt;
|2-ALL&lt;br /&gt;
|https://www.youtube.com/watch?v=2ASzP4NoTMk&lt;br /&gt;
|Bosses: Tenuki Chau, Tenuki Chau&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video_Index]]&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sonic_Wings_2/Video_Index&amp;diff=37497</id>
		<title>Sonic Wings 2/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sonic_Wings_2/Video_Index&amp;diff=37497"/>
		<updated>2026-03-22T15:51:03Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Created page with &amp;quot;==Silver==  {| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot; |- ! style=&amp;quot;width:10%;&amp;quot; | Player ! style=&amp;quot;width:10%;&amp;quot; | Score ! style=&amp;quot;width:10%;&amp;quot; | Platform...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Silver==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
|SAKIの素&lt;br /&gt;
|2,451,600&lt;br /&gt;
|&lt;br /&gt;
|2-ALL&lt;br /&gt;
|https://www.youtube.com/watch?v=2ASzP4NoTMk&lt;br /&gt;
|Bosses: Tenuki Chau, Tenuki Chau&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Choujikuu_Yousai_Macross_II/Video_Index&amp;diff=34978</id>
		<title>Choujikuu Yousai Macross II/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Choujikuu_Yousai_Macross_II/Video_Index&amp;diff=34978"/>
		<updated>2025-07-29T09:39:25Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: /* Medium */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MacrossII_Flyer.jpg | right | 200px | Advertisement flyer]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Courses ==&lt;br /&gt;
&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; | Ship &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Project Ako&lt;br /&gt;
| 3,847,710&lt;br /&gt;
| Arcade&lt;br /&gt;
| Necks&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://www.twitch.tv/videos/1743628387 Twitch]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 3,458,060&lt;br /&gt;
| Arcade&lt;br /&gt;
| Necks&lt;br /&gt;
| ALL&lt;br /&gt;
| [//youtu.be/JsS5Y5rDCTc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; | Ship &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Project BKo&lt;br /&gt;
| 4,055,280&lt;br /&gt;
| Arcade&lt;br /&gt;
| Necks&lt;br /&gt;
| ALL&lt;br /&gt;
| [//www.twitch.tv/videos/530792469 Twitch]&lt;br /&gt;
|-&lt;br /&gt;
| Kyper&lt;br /&gt;
| 3,525,230&lt;br /&gt;
| Arcade&lt;br /&gt;
| Necks&lt;br /&gt;
| ALL&lt;br /&gt;
| [//youtu.be/vL6FHP8okY4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Square_Air&lt;br /&gt;
| 3,141,210&lt;br /&gt;
| Arcade&lt;br /&gt;
| Necks&lt;br /&gt;
| ALL&lt;br /&gt;
| [//youtu.be/a6hdQQ07luw?si=mALY3mMJpiPRr7XC Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expert ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; | Ship &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| こいずみ&lt;br /&gt;
| 4,693,190&lt;br /&gt;
| Arcade&lt;br /&gt;
| Necks&lt;br /&gt;
| ALL&lt;br /&gt;
| [//youtu.be/AVcD5mOgleQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Choujikuu_Yousai_Macross_II/Video_Index&amp;diff=34977</id>
		<title>Choujikuu Yousai Macross II/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Choujikuu_Yousai_Macross_II/Video_Index&amp;diff=34977"/>
		<updated>2025-07-29T09:39:09Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: /* Medium */ adding replay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MacrossII_Flyer.jpg | right | 200px | Advertisement flyer]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Courses ==&lt;br /&gt;
&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; | Ship &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Project Ako&lt;br /&gt;
| 3,847,710&lt;br /&gt;
| Arcade&lt;br /&gt;
| Necks&lt;br /&gt;
| ALL&lt;br /&gt;
| [https://www.twitch.tv/videos/1743628387 Twitch]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 3,458,060&lt;br /&gt;
| Arcade&lt;br /&gt;
| Necks&lt;br /&gt;
| ALL&lt;br /&gt;
| [//youtu.be/JsS5Y5rDCTc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; | Ship &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| Project BKo&lt;br /&gt;
| 4,055,280&lt;br /&gt;
| Arcade&lt;br /&gt;
| Necks&lt;br /&gt;
| All&lt;br /&gt;
| [//www.twitch.tv/videos/530792469 Twitch]&lt;br /&gt;
|-&lt;br /&gt;
| Kyper&lt;br /&gt;
| 3,525,230&lt;br /&gt;
| Arcade&lt;br /&gt;
| Necks&lt;br /&gt;
| ALL&lt;br /&gt;
| [//youtu.be/vL6FHP8okY4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Square_Air&lt;br /&gt;
| 3,141,210&lt;br /&gt;
| Arcade&lt;br /&gt;
| Necks&lt;br /&gt;
| ALL&lt;br /&gt;
| [//youtu.be/a6hdQQ07luw?si=mALY3mMJpiPRr7XC Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expert ===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:15%;&amp;quot; | Ship &lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! Comment&lt;br /&gt;
|-&lt;br /&gt;
| こいずみ&lt;br /&gt;
| 4,693,190&lt;br /&gt;
| Arcade&lt;br /&gt;
| Necks&lt;br /&gt;
| ALL&lt;br /&gt;
| [//youtu.be/AVcD5mOgleQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Choujikuu_Yousai_Macross_II/Techniques&amp;diff=34759</id>
		<title>Choujikuu Yousai Macross II/Techniques</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Choujikuu_Yousai_Macross_II/Techniques&amp;diff=34759"/>
		<updated>2025-07-17T02:52:25Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General techniques==&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Speedkilling&lt;br /&gt;
|techname = Speedkilling&lt;br /&gt;
|content = &lt;br /&gt;
&lt;br /&gt;
|examples =&lt;br /&gt;
* example&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Shot limits&lt;br /&gt;
|techname = Shot limits&lt;br /&gt;
|content = &lt;br /&gt;
&lt;br /&gt;
|examples =&lt;br /&gt;
* example&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Autofire shooting mechanics&lt;br /&gt;
|techname = Autofire shooting mechanics&lt;br /&gt;
|content = Enemies often seem to slip through the players' streams of shots in ''Macross II''. These are the result of quirks in the game's collision detection combined with quirks in how '''autofire''' works.&lt;br /&gt;
&lt;br /&gt;
When using&lt;br /&gt;
&lt;br /&gt;
|examples =&lt;br /&gt;
* example&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Enemy healing&lt;br /&gt;
|techname = Enemy healing&lt;br /&gt;
|content = In the engine ''Macross II'' runs on, many objects fully restore their health/HP/remaining life when they change state. &amp;quot;Changing state&amp;quot; be something as simple as the enemy &amp;quot;turning around&amp;quot; and flying the other way, or starting to accelerate. It's not known exactly why this happens. Sometimes it's because the enemies are coded to delete themselves and silently replace themselves with another object that is, for instance, turning the other direction.&lt;br /&gt;
&lt;br /&gt;
Regardless, when possible, it's best if enemies are burst down with damage, for instance combining the main shot with a homing missile directly as it spawns, giving no chance for the enemy to change state and heal itself.&lt;br /&gt;
&lt;br /&gt;
|examples =&lt;br /&gt;
* example&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Pointblank M missiles&lt;br /&gt;
|techname = Pointblank M missiles&lt;br /&gt;
|content = &lt;br /&gt;
&lt;br /&gt;
|examples =&lt;br /&gt;
* example&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Choujikuu_Yousai_Macross_II/Techniques&amp;diff=34758</id>
		<title>Choujikuu Yousai Macross II/Techniques</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Choujikuu_Yousai_Macross_II/Techniques&amp;diff=34758"/>
		<updated>2025-07-17T02:42:23Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Created page with &amp;quot;==General techniques== {{KGPTechInfo |anchor4 = 30hz shooting mechanics |techname = Autofire shooting mechanics |content = A quirk of the game's collision detection, combined...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General techniques==&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = 30hz shooting mechanics&lt;br /&gt;
|techname = Autofire shooting mechanics&lt;br /&gt;
|content = A quirk of the game's collision detection, combined with '''autofire sync''', is the reason that so many enemies, shots, and bonuses seem to slip through the player's stream of shots.&lt;br /&gt;
&lt;br /&gt;
When using&lt;br /&gt;
&lt;br /&gt;
|examples =&lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=421 Getting stuck inside a boss and doing more damage than normal shots or subweapons&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Macross_II&amp;diff=34751</id>
		<title>Macross II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Macross_II&amp;diff=34751"/>
		<updated>2025-07-12T20:59:41Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Redirected page to Choujikuu Yousai Macross II&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Choujikuu_Yousai_Macross_II]]&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Macross2&amp;diff=34750</id>
		<title>Macross2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Macross2&amp;diff=34750"/>
		<updated>2025-07-12T20:59:15Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Redirected page to Choujikuu Yousai Macross II&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Choujikuu_Yousai_Macross_II]]&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Macross_2&amp;diff=34749</id>
		<title>Macross 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Macross_2&amp;diff=34749"/>
		<updated>2025-07-12T20:58:42Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Redirected page to Choujikuu Yousai Macross II&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Choujikuu_Yousai_Macross_II]]&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=33146</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=33146"/>
		<updated>2025-01-17T20:14:44Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0-9==&lt;br /&gt;
===1cc===&lt;br /&gt;
Abbreviation of &amp;quot;'''1 Credit Clear'''&amp;quot; or &amp;quot;'''1 Coin Clear'''&amp;quot;. Refers to completing all of the stages of a game on a single credit (no continues). &lt;br /&gt;
&lt;br /&gt;
Another term that is used is &amp;quot;'''x-ALL'''&amp;quot;, where x represents the number of [[loop]]s completed in a single run on a single credit. In the case of a game like ''[[DoDonPachi]]'' which features two loops, beating both loops on one credit is referred to as an ALL or 2-ALL, while beating only the first loop is called a 1-ALL.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Arrange===&lt;br /&gt;
An '''arrange mode''' is an alternate version of a game, commonly either included with a home port or created as part of a special event, where mechanics, artwork, and various aspects of the game are &amp;quot;remixed&amp;quot; and modified in various ways. &lt;br /&gt;
&lt;br /&gt;
Arrange modes typically don't have enough changes to be considered completely different games, as they are often re-conceptualizations of stages and mechanics, but in some cases, they do have enough differences to be given separate leaderboards, strategies, and stage routing.&lt;br /&gt;
&lt;br /&gt;
===Auto-fire===&lt;br /&gt;
''Also called '''Auto-Shot''' or '''Full Auto'''.''&lt;br /&gt;
&lt;br /&gt;
A feature found in some shmups which allows you to fire shots continuously by holding down the &amp;quot;fire&amp;quot; button, or a separately-designated &amp;quot;auto-fire&amp;quot; button, instead of tapping the fire button repeatedly. Older shooters usually require continuous button tapping to keep firing. Auto-fire typically appears either as a configuration option (&amp;quot;internal&amp;quot;), is added to a game by a hack/circuit/controller/other program (&amp;quot;external&amp;quot;), or is implemented as a situational part of the game mechanics such as certain weapons or powerup levels.&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Refers to the rate at which auto-fire simulates button presses, usually expressed in hertz. For instance, a 30 Hz auto-fire rate means that the shot button is being pressed 30 times a second. Different auto-fire rates can be useful in managing a [[Help:Glossary#Shot Limit|shot limit]] or when performing advanced game-specific techniques. In some games this is natively configurable, while in other cases players will engineer an auto-fire hack to set extra buttons to different auto-fire rates to use in different situations.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bidirectional Shooters===&lt;br /&gt;
A subset of scrolling shooters where the player is able to move and attack bidirectionally across the x or y axis. Typically horizontal, though vertical variants do exist. This is distinct from tailgun mechanics as the player is able to completely reverse the axis of movement. Major examples include [[Defender]], [[Juno First]], and [[Fantasy Zone]].&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
A '''bomb''' is the generic term for a limited-use weapon, usually one that does large amounts of damage, typically granting some amount of invincibility for use in emergency situations. Bombs are often stored in stocks similarly to lives, though sometimes they operate on a meter or even just a cooldown timer. They will often be replenished each time the player loses a life.&lt;br /&gt;
&lt;br /&gt;
===Bottomdragging===&lt;br /&gt;
&lt;br /&gt;
If the game has normalised diagonals, moving diagonally while pressed against a side of the screen reduces ship speed to ~70%, thus making it easier to [[Help:Glossary#Micrododging/Macrododging|micrododge]] while also giving more room to [[Help:Glossary#Streaming|stream]]. Mainly used at the bottom of the screen but can occasionally be useful on other sides.&lt;br /&gt;
&lt;br /&gt;
===Bullet Cancel===&lt;br /&gt;
In some games, destroying certain enemies or meeting specific conditions will result in bullets being deleted from the screen, known as a '''bullet cancel'''. Bullet cancels are typically used as a part of a game's scoring system, as cancelled bullets will often increase score, release point items, or create other similar effects.&lt;br /&gt;
&lt;br /&gt;
===Bullet Hell===&lt;br /&gt;
''Also called '''Danmaku''' or '''Manic Shooter'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shoot-em-up characterized by large numbers of bullets, often in intricate patterns. Innovated in large part by the developers of [[Toaplan]] and [[CAVE]], and with [[DonPachi]], released in 1995.&lt;br /&gt;
&lt;br /&gt;
===Bullet Herding===&lt;br /&gt;
''Also called '''Luring'''. Related to [[Help:Glossary#Streaming|Streaming]] and [[Help:Glossary#Misdirection|Misdirection]].''&lt;br /&gt;
&lt;br /&gt;
'''Bullet herding''' is a basic technique in shoot-em-up play that involves baiting aimed bullets/hazards into a limited part of the screen by manipulating their direction via positioning. This concentrates the aimed bullets into a specific area, making the rest of the screen safer to move around in. See the [[Help:Dodging_strategy#Threat_zones|dodging strategy page]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Bullet Wobble===&lt;br /&gt;
'''Bullet wobble''' describes a design quirk where game objects follow the physics of [https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#screen_space| screen space] rather than the physics of [https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#world_space| world space]. For instance, in a vertical shmup with &amp;quot;bullet wobble&amp;quot; and with left-right screen scrolling controlled by the player's left-right motion, if a bullet is fired straight down from the top center of the screen, that bullet will remain horizontally centered on the screen no matter how much the player scrolls the background (world space) left or right, because the bullet is treated as being on a static non-moving area (screen space). This is often considered disorienting and rarely appears in relatively newer games.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Capture===&lt;br /&gt;
To beat a boss/clear a pattern/complete a segment/et cetera without getting hit or using safety resources such as bombs. Flawless survival.&lt;br /&gt;
&lt;br /&gt;
===Caravan Shooter===&lt;br /&gt;
'''Caravan Shooters''', or '''Caravan Mode''' if featured as part of a larger title, are a style of shmup geared towards fast-paced, timed, competitive score attack play. Gameplay typically consists of two to five minute sessions comprised of either levels in the primary game or levels specifically made for the mode or event. The name is derived from the Hudson All-Japan Caravan Festival, which in its early years featured this style of contest for [[Star Force]] and the [[Star Soldier]] series. Similar games were made for the Summer Carnival events held by Naxat Soft.&lt;br /&gt;
&lt;br /&gt;
===Chain===&lt;br /&gt;
''Also called '''Combos'''.''&lt;br /&gt;
&lt;br /&gt;
Any of a number of various repeated techniques a player can perform to increase the points awarded for shooting enemies, collecting items, or other things under the right circumstances: the most common varieties involve shooting down many enemies (or enemies of a specific type) in a row, or collecting a certain type of score item many times in a row.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint===&lt;br /&gt;
Specific areas of a stage where the player is sent back to on death / respawn. Although checkpoints may function differently in different games, they typically reduce your power level back to the starting level, as well as replenish resources such as bombs. Checkpoints most famously appear in early horizontal shmups like ''[[Gradius]]'' and ''[[R-Type]]'' (the former of which even has a term associated with its brutal checkpoint difficulty, known as &amp;quot;Gradius Syndrome&amp;quot; in the fandom) and many [[Toaplan]] titles such as ''[[Tatsujin]]''.&lt;br /&gt;
&lt;br /&gt;
===Counter-stop===&lt;br /&gt;
A '''counter-stop''', '''counterstop''', or '''CS''' refers to when a score counter reaches the maximum amount that it is able to reach, commonly displayed on a HUD as a series of 9s in each score digit. When a counter-stop is achieved, in most cases, the game stops counting score for the player. It is not possible to score higher than a counter-stop, so often players will stop using scoring techniques upon reaching it.&lt;br /&gt;
&lt;br /&gt;
Games with particularly exploitable counter-stop strategies due to oversights in game design, such as ''[[Dogyuun]]'', are in many cases not played for high scores, or are played in ways that specifically avoid counter-stop strategies.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Doppler===&lt;br /&gt;
''Not to be confused with [[Help:Glossary#Point-blank|pointblanking]] or [[Help:Glossary#Shot Limit|shot limit]].''&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy while shooting means less travel time for the player's bullets to connect and thus an increase in damage output. The opposite is true however when backing away instead. The effects are noticeable for very slow moving projectiles, and non-existent for the instantaneous such as some lasers.&lt;br /&gt;
&lt;br /&gt;
===Doujin===&lt;br /&gt;
Any artwork made by independent Japanese creators, often a small group or even a single person. Many famous shooting games are doujin works, such as the Touhou Project series. While often conflated with the Western concept of indie, many doujin creators consider themselves philosophically different from indie creators.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Euroshmup===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Full article: [[Euroshmups]]''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Euroshmup''' is a slang term applied to some shmups, usually in a derogatory manner, as a means to criticize or highlight perceived flaws within that game. Although there is no concrete definition, elements of a euroshmup may often include:&lt;br /&gt;
* Ship physics / Ship momentum&lt;br /&gt;
* Player shields / Health bars&lt;br /&gt;
* Unavoidable dangers (which are meant to be absorbed with health bars or shields)&lt;br /&gt;
* No bullet patterns / Only simple [[Dodging_strategy#Aimed_patterns|aimed bullets]]&lt;br /&gt;
* Limited weapon ammo, which usually also introduces shops and money management into the game&lt;br /&gt;
* Lack of complex enemy ship AI such as ships that curve around the screen&lt;br /&gt;
* Extremely high enemy HP&lt;br /&gt;
* Very slow player bullets&lt;br /&gt;
* Huge number of levels often with little variation between them&lt;br /&gt;
* No scoring systems&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
'''Extend''' is a term used primarily in arcade games (and especially in [[shooting game]]s) to describe extra lives or &amp;quot;1UPs&amp;quot;. In shooting games, extends are usually rewarded after earning a certain score, or after completing specific in-game tasks.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
===Fixed Shooter===&lt;br /&gt;
A style of shooter where the player and enemy formations are held at set distances from each other, and where the player has highly limited to no y-axis mobility. Background elements may imply movement, but these have no impact on enemy movement or gameplay. These are mostly early entries in the genre made in the late 70s and early 80s, though later and modern examples do exist.&lt;br /&gt;
&lt;br /&gt;
Major examples include [[Space Invaders]], [[Galaxian]], [[Galaga]], and [[Centipede]].&lt;br /&gt;
&lt;br /&gt;
====Tube Shooter====&lt;br /&gt;
A rare but unique subset of fixed shooters where player movement is restricted to the the rim of a polygonal or cylindrical axis with fixed enemy placement. Typically used to simulate 3D enemy and shot movement.&lt;br /&gt;
&lt;br /&gt;
Major Examples are [[Tempest]] and [[Gyruss]].&lt;br /&gt;
&lt;br /&gt;
===Full Extent of the Jam===&lt;br /&gt;
A notorious misspelling of &amp;quot;Full extent of the law&amp;quot; found in the terribly written legal notices of early [[CAVE]] shooters. Has been parodied by CAVE themselves in the legal notices for ports of their games, such as [[Mushihimesama]] on PC.&lt;br /&gt;
&lt;br /&gt;
===Frame Button===&lt;br /&gt;
A button provided (generally externally) that allows pressing an input for a single frame. These are most commonly set to trigger lever inputs, to allow for precise movement that can't easily be done via the lever.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
===Gradius Syndrome===&lt;br /&gt;
''Also known as '''Power-Up Syndrome''', '''One-Life Game'''&lt;br /&gt;
&lt;br /&gt;
Refers to a game where dying once leads to the player losing most or all of their power ups, and where recovery from such a state is extremely difficult even if the game provides a large number of extends.&amp;lt;br&amp;gt;Games notable for this behavior include '''[[Gradius]]''' and '''[[Darius II|Darius II/Sagaia]]'''.&lt;br /&gt;
&lt;br /&gt;
===Grazing===&lt;br /&gt;
''See [[History#Grazing|the history page]] for more details.''&lt;br /&gt;
&lt;br /&gt;
'''Grazing''' is a mechanic present in some shooting games, in which some effect is produced by getting extremely close to, but not touching, enemy bullets. Grazing may be used in games to increase score, provide items, or even slow down bullets, among other effects.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
===Hitbox===&lt;br /&gt;
A '''hitbox''' is a typically invisible box or region, used by a game to calculate whether objects have collided or not. They are typically made of simple shapes, and are used to simplify and add consistency to collision detection, as using every pixel of a sprite or model for collision detection would be both computationally more intensive and mechanically unwieldy. Player ships, enemy ships, bullets, environment, and so on, can all have hitboxes. Hitboxes are often much smaller than the objects might appear, so developers will often add some sort of visual feature to hint at hitbox location - such as a bright cockpit on a ship, an ornament on a character's back, or even displaying the hitbox itself with a small dot. Bullets may also have their hitboxes indicated via a different colored region toward the center of the bullet, that more closely matches its true hitbox.&lt;br /&gt;
&lt;br /&gt;
===Horizontally Scrolling Shooters===&lt;br /&gt;
&lt;br /&gt;
A style of shooter that presents gameplay from a side-on perspective with the screen scrolling on the x-axis. Typically, movement is from left to right, but can also be right to left. &lt;br /&gt;
&lt;br /&gt;
Major examples include [[Scramble]], [[Defender]], [[Gradius]], [[R-Type]], and [[Darius]].&lt;br /&gt;
&lt;br /&gt;
===Hyper System===&lt;br /&gt;
''See [[History#Hyper System|the history page]] for more details.''&lt;br /&gt;
&lt;br /&gt;
'''Hyper system''' or '''hyper''' refers to a game mechanic where the player can spend a gauge or power-up that grants them increased power, invulnerability, or various other enhancements for a limited time.&lt;br /&gt;
&lt;br /&gt;
In more non-traditional uses of the term, '''hyper''' may be used to refer to any temporary, powered-up state.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
===Label===&lt;br /&gt;
Shmup re-releases and variations, particularly those produced by CAVE, are often referred to as (something) Label, most commonly Black Label. Whilst there is no true terminology behind the usage of different prefixes, most &amp;quot;Label&amp;quot; games follow the pattern below:&lt;br /&gt;
&lt;br /&gt;
'''White Label''' - Refers to original release (unofficial, mostly used for Dodonpachi DaiOuJou)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Black Label''' - Improved Re-release of the original game, sometimes changes are more significant.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Death Label''' - Boss Rush version of the game with no stages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue Label/Red Label''' - Arranged versions typically made for festival events.&amp;lt;br&amp;gt;&lt;br /&gt;
The usage of &amp;quot;labels&amp;quot; in this manner appears to be inspired by whiskey production and sale.&lt;br /&gt;
&lt;br /&gt;
===Loop===&lt;br /&gt;
''Also called '''Round'''.''&lt;br /&gt;
&lt;br /&gt;
A successful completion of all of a shmup's levels that are available for one &amp;quot;trip&amp;quot; through the game, from beginning to end. The term &amp;quot;loop&amp;quot; is most commonly used when a shmup starts itself over at the first stage after a player completes it, thus sending them through a second &amp;quot;loop,&amp;quot; or &amp;quot;lap,&amp;quot; of the game, which is usually more difficult than the first &amp;quot;loop.&amp;quot; Some shmups offer several successive &amp;quot;loops,&amp;quot; sometimes even ad infinitum. Successive &amp;quot;loops&amp;quot; of a shmup will usually leave the player's score from the previous &amp;quot;loops&amp;quot; intact, enabling him to reach even higher scores.&lt;br /&gt;
&lt;br /&gt;
Some shmups require a player to one-credit the game in order to reach a successive loop, while others will send the player to it no matter how many times he has to continue to finish the initial run. Sometimes &amp;quot;loops&amp;quot; which occur after the initial trip through the game will only require the player to progress through a limited portion of the game's total stages, though most of the time they involve all stages; in other instances, later loops can contain a number of various things not seen in earlier ones.&lt;br /&gt;
&lt;br /&gt;
It’s worth noting that some shmuppers do not consider the first, or &amp;quot;original&amp;quot; trip through a game's stages as a &amp;quot;loop,&amp;quot; but only the successive ones: Thus, to them, the second successive run through is the &amp;quot;first loop&amp;quot;, the third is the &amp;quot;second loop&amp;quot;, and so on. However, most feel free to refer to the original run through a game's stages as the &amp;quot;first loop,&amp;quot; and progress in succession from there.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that, in games which contain one or more loops, the way stages are listed oftentimes also notes which loop the stage is in: most of the time, the loop is listed first, and the stage second. For instance, the first few stages in the initial loop of a game would be listed as &amp;quot;1-1,&amp;quot; &amp;quot;1-2,&amp;quot; &amp;quot;1-3,&amp;quot; etc., while the same stages in the second loop would be &amp;quot;2-1,&amp;quot; &amp;quot;2-2,&amp;quot; &amp;quot;2-3,&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
===Memory shmup===&lt;br /&gt;
''Also called '''Memorizer'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize its layout in order to perform effectively, though quick reflexes are also a factor to an extent. The [[R-Type]] games are the archetypical example.&lt;br /&gt;
&lt;br /&gt;
===Micrododging/Macrododging===&lt;br /&gt;
Two strategies to dodging enemy fire. '''Micrododging''' refers to precisely weaving your way through enemy projectiles, focusing on a small portion of the screen and threading yourself through the small openings in the pattern with delicate, subtle movements. '''Macrododging''' refers to focusing on the entire screen in order to find larger openings or blind spots that allow them to avoid the bullet pattern entirely with large, quick movements. See [[Help:Dodging_strategy#Threat_zones|the dodging strategy subpage]], [[Help:Glossary#Bullet Herding|bullet herding]] and [[Help:Glossary#Misdirection|misdirection]].&lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To &amp;quot;milk&amp;quot; an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of repeated (and/or infinite) sources of points which are present. In most cases, this involves leaving the enemy alive for as long as is possible rather than destroying it immediately. Examples include continually grazing shots and repeatedly destroying any endlessly respawning weaker enemies or sub-parts for the entire duration of the battle, rather than attacking the core and ending the encounter quickly. In some cases, a player will have to take additional unorthodox actions such as suicide or intentional power down to milk most effectively. If there is a boss timer in effect, in most cases the player will want to be sure to stop milking and focus on destroying the boss before it runs out, or else forfeit the points that the boss would have been worth.&lt;br /&gt;
&lt;br /&gt;
===Misdirection===&lt;br /&gt;
''Related to [[Help:Glossary#Bullet Herding|Bullet Herding]].''&lt;br /&gt;
&lt;br /&gt;
Nullifying a momentarily aimed attack by baiting it to shoot in a &amp;quot;safe&amp;quot; direction. For example, briefly moving above an enemy so it shoots to the top of the screen, leaving the bottom of the screen empty. A type of [[Help:Glossary#Micrododging/Macrododging|macrododge]].&lt;br /&gt;
&lt;br /&gt;
===Multidirectional Shooters===&lt;br /&gt;
The earliest form of shooter. A subgenre of shooter where the player is able to move and shoot in a full 360 degrees. Typically involves either constant forward movement or turn-and-thrust mechanics. &lt;br /&gt;
&lt;br /&gt;
Major Examples are [[Spacewar!]], [[Computer Space]], [[Asteroids]], [[Bosconian]], and [[Time Pilot]].&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
===No-miss===&lt;br /&gt;
In shooting games (and many games that originate in Japan), a &amp;quot;miss&amp;quot; refers to player death. Achieving a '''No-Miss''' means going through the entire stage, game, or boss fight without losing a life. &lt;br /&gt;
&lt;br /&gt;
Many games offer significant bonus points for achieving a No-Miss at the end of the stage, or at the end of the game. In games that feature a [[Help:Glossary#True Last Boss|True Last Boss]] or other hidden content, a No-Miss is occasionally a requirement to unlock said content. Even if a score incentive isn't present, a No-Miss run may be a significant personal achievement or one of community prestige.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Option===&lt;br /&gt;
''Also called a '''Bit'''.''&lt;br /&gt;
&lt;br /&gt;
An '''option''' is an augment to a player's ship that grants additional firepower. In some games, options can also be used to block bullets. Options are usually represented by a pod-like object or a small ship that flies with the player's ship.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Point-blank===&lt;br /&gt;
'''Point-blank''' describes ''getting as close to an enemy as possible while shooting at them''. This is typically performed to concentrate all of the player's firepower onto a single enemy, in exchange for putting themselves at greater risk and dealing less damage to other enemies coming into the screen. This is a typical technique in games with a strict [[Help:Glossary#Shot Limit|shot limit]] as it allows the player to output exponentially more damage than would usually be possible, especially if combined with [[Help:Glossary#Auto-fire|auto-fire]]. In more recent design paradigms, point-blanking remains a popular element, but is usually implemented in subtler ways that do not outwardly dictate the game balance. For example, most of [[CAVE|CAVE's]] games feature a mild shot limit and a spread on the player's shot, which can quietly incentivize point-blanking when combined with their typically strict scoring systems. Independently, the same developer uses many special point-blanking mechanics such as the [[DoDonPachi]] series' laser auras.&lt;br /&gt;
&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Refers to common, weak enemies which appear in large numbers at a time, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or &amp;quot;popped&amp;quot;) easily. Zako is the Japanese word for &amp;quot;small fry,&amp;quot; as in fish.&lt;br /&gt;
&lt;br /&gt;
===Port===&lt;br /&gt;
When a game is converted to a platform different that for what it was originally produced. For shmups, this most commonly refers to games being ported from arcade platforms to a home platform. Ports of arcade titles that perfectly replicate the original are sometimes referred to colloquially as &amp;quot;arcade perfect&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Conversion====&lt;br /&gt;
'''Conversion''' is method of porting where a game is rebuilt from the ground-up for a specific platform. Conversion was primarily utilized during the second, third, and fourth console generations, a time when arcade hardware was more powerful than console hardware by some orders of magnitude. The ideal result is a game that captures the core gameplay and visuals of the original title in spite of compromises made of the lower-end hardware.&lt;br /&gt;
&lt;br /&gt;
Common differences from the original versions are visuals, changes to certain portions of the game, quantity and function of power-ups, limits to on-screen enemy and shot quantity, more significant slowdown, audio compromises, fewer animation frames, glitches and exploits unique to the console port, etc..&lt;br /&gt;
&lt;br /&gt;
====Emulation====&lt;br /&gt;
'''Emulation''' is method of porting that involves using software to run a title's ROM data on an alternate platform by simulating the environment of it's original platform. Typically more hardware/CPU intensive than conversions, this method porting rose to prominence during fifth and sixth generations, when console hardware began to catch up to and in some cases exceed the power of arcade hardware. While the results can vary in accuracy vs. the original, this is still the most common method of porting when it comes to arcade and retro-console titles. Emulation can also allow for enhancements from the original platform, such as simulating overclocking to reduce slowdown and removal of sprite limits. High-level emulation that perfectly replicates the original platform is referred to as '''cycle accurate''' in reference to simulation accuracy down to the hertz of the original platform's motherboard/CPU.&lt;br /&gt;
&lt;br /&gt;
Major commercial examples of emulation in Shmup ports are Hamster's Arcade Archives titles, M2's work with Namco, Sega, and Konami, City Connection's Saturn Tribute series, Nintendo's Virtual Console/Switch Online, Namco Museum, Taito Memories/Legends, and many other arcade and console game compilations.&lt;br /&gt;
&lt;br /&gt;
Emulation software is also freely available to the public through numerous pieces of software, such as MAME, though users must supply their own ROM data and BIOs.&lt;br /&gt;
&lt;br /&gt;
====Source Port====&lt;br /&gt;
A '''source port''' is a method of porting where the source code to a game's engine is recompiled to run natively on an alternative/modern platform. The key differentiation between Source Ports and Decompilations is that, in the case of source ports, ROM data is left unaltered/untouched. Most source ports are community made and focus on PC platforms, though conversions of the software to other platforms also exist.&lt;br /&gt;
&lt;br /&gt;
Examples of Shmup source port projects are OpenTyrian/OpenTyrian2000, PyTouhou, and ReC98.&lt;br /&gt;
&lt;br /&gt;
====Decompilation====&lt;br /&gt;
'''Decompilation''' is a method of porting a title where a game's ROM  data is decompiled into universal code and then reassembled it to run natively in different engines and/or on different platform. This method is considered to be the highest quality and accuracy, but also the most labor intensive and is only applicable to one title at a time. In contrast, emulation can be utilized to replicate entire platforms and run multiple titles, so is generally used by most commercial developers for the sake of convenience and cost-efficiency. Still, there are many examples of decompilation, particularly in recent times.&lt;br /&gt;
&lt;br /&gt;
Major examples of shmup decompilations are Digital Eclipse's Eclipse Engine titles (eg. Atari 50 and the Gold Masters Series), Code Mystics' arcade ports, and Capcom's Arcade Stadium volumes.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
===Rank===&lt;br /&gt;
Gameplay system found in many shmups which automatically adjusts the game's difficulty in accordance with the player's performance. For example, in many cases more enemies will appear (and/or existing enemies will attack more aggressively) when the player is fully powered up. Rank systems can be &amp;quot;static&amp;quot;, where the difficulty increases continuously and efforts can only be made to slow down their increase, or &amp;quot;dynamic&amp;quot;, where the rank adapts continuously. Some games are very difficult or impossible to complete with maximum rank, demanding that the player manages the rank by avoiding powering up or intentionally dying to effectively increase his chances of survival. Oftentimes, rank has implications on scoring potential and will be managed for that purpose irrespective of survival difficulty.&lt;br /&gt;
&lt;br /&gt;
Although the origins of rank exist in developers' attempts to hoodwink players and increase arcade machine revenue, over time it was realized that rank can be a compelling gameplay mechanic in its own right, and many modern implementations are intentionally more obvious or outright transparent.&lt;br /&gt;
&lt;br /&gt;
===Restream===&lt;br /&gt;
''Also called '''Cutback'''.&lt;br /&gt;
&lt;br /&gt;
When [[Help:Glossary#Streaming|streaming]], to create a gap in the bullet stream so that it can be crossed, by making a sudden sharp movement and pausing momentarily before reversing direction. A fundamental gameplay technique.&lt;br /&gt;
&lt;br /&gt;
===Revenge Bullets===&lt;br /&gt;
''Also called '''Suicide Bullets''' or '''Death Bullets'''.''&lt;br /&gt;
&lt;br /&gt;
Bullets spawned by enemies upon destruction, usually by the player. These are traditionally a common element of [[Help:Glossary#Loop|looping games]], and the amount and their properties may vary depending on the difficulty and [[Help:Glossary#Rank|rank]]. In most cases, revenge bullets are managed by [[Help:Glossary#Sealing|sealing]] or careful enemy destruction. Many games by [[Psikyo]] are heavily built around revenge bullet gameplay in their second loops.&lt;br /&gt;
&lt;br /&gt;
In many cases, revenge bullets are implemented by causing the explosion effects left by destroyed enemies to shoot at the player, as this is programmatically simpler than remembering the position of the now non-existent dead enemy.&lt;br /&gt;
&lt;br /&gt;
===RNG===&lt;br /&gt;
''Also known as '''Randomness'''''&lt;br /&gt;
&lt;br /&gt;
Short for ''Random Number Generation'', RNG is a term that broadly describes any behavior that is influenced by randomness. It's important to note that random elements are very rarely actually random, and are ultimately decided by discrete elements of the gamestate which might be too minor for a player to notice or play around. &amp;quot;Procedural chaos&amp;quot; would really be a more accurate term than &amp;quot;random&amp;quot;. Though there are countless ways randomness can be implemented, developers tend to gravitate towards their own preferred styles. Shmups with very little randomness and high consistency between runs are known as [[#Memory shmup| Memory Shmups or Memorizers]], because learning a fixed route can 'solve' the entire game. Some common shmup elements that can be driven by RNG include, but are not limited to:&lt;br /&gt;
* Boss movement&lt;br /&gt;
* Selection of boss attack patterns (e.g. [[Raizing]] games)&lt;br /&gt;
* Stage order (e.g. [[Psikyo]] games)&lt;br /&gt;
* Which boss or midboss appears (also [[Psikyo]] games)&lt;br /&gt;
* Bullet aiming, often in a limited range or radius around the player's position (e.g. [[CAVE]] games)&lt;br /&gt;
* Timing of enemy shots&lt;br /&gt;
* Enemy spawn locations&lt;br /&gt;
* The point values of collectible items or destructible targets (e.g. [[Darius Gaiden]])&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Safespot===&lt;br /&gt;
A '''safe-spot''' refers to a place on the screen that you can place your ship to completely avoid damage from incoming bullet patterns. Safespots are typically the result of system exploits, game design oversights, or glitches/bugs. Particularly egregious safespots can often allow a player to completely avoid damage while still damaging enemies and bosses for the duration of an encounter, which can completely nullify the difficulty of said encounter.&lt;br /&gt;
&lt;br /&gt;
===Sealing===&lt;br /&gt;
In many games, enemies have to be a certain distance away from the player before they will fire. Getting inside of this range will stop the enemy from shooting completely. This is commonly referred to as '''bullet sealing'''. This is most commonly exploited on grounded enemies which the player can hover on top of without colliding.&lt;br /&gt;
&lt;br /&gt;
===Shot Limit===&lt;br /&gt;
The practice of limiting the number of active shots the player can have on screen at any one time. Originally implemented for performance purposes, strict shot limits are very common in 1980s games. Functional shot limits continue to commonly exist, but few modern games enforce particularly strict limits, even if they're otherwise classically-inclined.&lt;br /&gt;
&lt;br /&gt;
===Shot Stream===&lt;br /&gt;
''Not to be confused with [[Help:Glossary#Streaming|Streaming]].''&lt;br /&gt;
&lt;br /&gt;
Refers to one vector of the player's shots (when shooting is sustained). For example, if the player has a 3-way spread shot, the left, middle and right series of bullets are each separate shotstreams. The straight main shot in [[Tatsujin Ou]] is one shotstream made up of two parallel bullets (and graphically looks like four bullets).&lt;br /&gt;
&lt;br /&gt;
===Shrapnel===&lt;br /&gt;
''Also called '''Debris'''.''&lt;br /&gt;
&lt;br /&gt;
Graphical touch found in some shmups, in which &amp;quot;shards&amp;quot; or &amp;quot;chunks&amp;quot; of enemy craft appear to be blown off of them when they are shot or destroyed. In most cases shrapnel is included for purely presentational reasons and cannot directly harm the player, but it can still be a hindrance if enemy bullets are not very distinct, as they can blend in with the shrapnel and become hard to spot.&lt;br /&gt;
&lt;br /&gt;
===Slingshot===&lt;br /&gt;
&lt;br /&gt;
When a game abruptly exits [[slowdown]] and enters full speed, typically getting the player killed in the process. Most infamous at the end of boss patterns as bullets decrease in number, though it can also occur several times in the same pattern if it has huge swings in bullet count, such as [https://youtu.be/8tz_fViahnA&amp;amp;t=2279 Queen Larsa's final in her second phase] in the Xbox 360 port.&lt;br /&gt;
&lt;br /&gt;
===Slowdown===&lt;br /&gt;
Programming phenomenon commonly found in shmups, in which all onscreen action slows down and/or the frame rate drops when high amounts of separate elements (i.e. enemies, bullets, etc.) appear at once. Can be used to a player's advantage by giving him more time to react to what's going on, but can seriously hamper a game’s playability when found in abundance. The amount of slowdown present can be adjusted in some home ports/games via a &amp;quot;Wait&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
===Slow Movement===&lt;br /&gt;
''Also called '''Focus''', occasionally '''Laser'''.''&lt;br /&gt;
&lt;br /&gt;
The ability to slow down the player ship's movement speed for better fine control. Typically accessed by either an alternate weapon mode (e.g. [[DoDonPachi]] lasers) or a dedicated button. An alternative implementation is '''gear shifting''', where the player cycles through several movement speeds at will, commonly seen in [[Irem]] games such as [[Image Fight]] and later [[R-Type]] entries.&lt;br /&gt;
&lt;br /&gt;
===Streaming===&lt;br /&gt;
''Related to [[Help:Glossary#Bullet Herding|Bullet Herding]].''&lt;br /&gt;
&lt;br /&gt;
Avoiding bullets that are aimed precisely at the player by moving as little as possible, concentrating the bullets into a single &amp;quot;stream&amp;quot;. This maximizes the efficiency of the screen real estate the player has access to. The player should perform a [[Help:Glossary#Restream|restream]] before running out of space and getting trapped. See the [[Help:Dodging_strategy#Threat_zones|dodging strategy page]] for more information.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Tick Points===&lt;br /&gt;
Many games provide the player with a small, but consistent, point bonus as long as the player's shots hit an enemy. Even if the enemy is not damaged or destroyed, the player may still gain points just because their bullets are contacting an enemy; these are known as 'tick points'. Though in most situations tick points are a minor scoring element, in some games this can be a valuable source of points, especially when used against invulnerable enemies or bosses.&lt;br /&gt;
&lt;br /&gt;
===Time-out===&lt;br /&gt;
Refers to a situation where a boss or mid-boss flies off the screen after it continues to survive for a certain period of time. Some games, such as ''[[Ikaruga]]'', feature an invincible boss that must be timed-out in order to win, forcing the player to rely on their dodging skills and pattern recognition. In most other games, time-outs typically exist in order to prevent the player from earning unlimited amounts of points from [[#Milk|milking]], or just hogging the machine eternally.&lt;br /&gt;
&lt;br /&gt;
===True Last Boss===&lt;br /&gt;
Many [[shooting game]]s include a '''True Last Boss''' or '''TLB''', a hidden boss encounter that only appears to highly skilled players. Reaching the TLB of a game often requires meeting a series of requirements, such as achieving a &amp;quot;[[no miss]]-no bomb&amp;quot; (NMNB) run, playing a harder difficulty mode, reaching a certain score threshold, destroying certain objects, entering a certain &amp;quot;path&amp;quot;, or other objectives that can range from the obvious to the esoteric. A different implementation of the TLB is for it to simply only appear if the player has not used a continue, making defeating the TLB a necessary part of a [[Help:Glossary#1CC|1CC]].&lt;br /&gt;
&lt;br /&gt;
TLBs are commonly designed to be resistant to easy win tactics, such as being immune to the player's [[Help:Glossary#Bomb|bombs]] or similar exploitable mechanics.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Vertical Scrolling Shooter===&lt;br /&gt;
A style of shooter where action is presented in a top-down manner. Movement and firing takes place on the y-axis, typically from bottom to top. Descendant from early Fixed Shooters like [[Space Invaders]] and [[Galaxian]], vertical scrolling has since gone on to become the dominant style of shooter. &lt;br /&gt;
&lt;br /&gt;
Major examples include [[Xevious]], [[River Raid]], [[Mega Zone]], [[Star Force]], [[1942]], and [[Tiger-Heli]].&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
===Walls===&lt;br /&gt;
When anything (usually bullets) aligns itself in an unavoidable way, it's often referred to as a ''wall'' or ''walling''. Sometimes seen in [[Help:Dodging_strategy#Random_bullet_patterns|random patterns]].&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
===Zako===&lt;br /&gt;
''See [[#Popcorn|Popcorn]]''&lt;br /&gt;
&lt;br /&gt;
===Zunpets===&lt;br /&gt;
Name for the often maligned Trumpet samples used in many of the Touhou games. Named after their developer, ZUN.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://www.sega-16.com/2005/04/unofficial-shmups-glossary/&lt;br /&gt;
# https://shmups.system11.org/viewtopic.php?t=11882&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=33145</id>
		<title>Help:Glossary</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Glossary&amp;diff=33145"/>
		<updated>2025-01-17T20:13:44Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Term: &amp;quot;Wall&amp;quot;, Zunpets - Punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0-9==&lt;br /&gt;
===1cc===&lt;br /&gt;
Abbreviation of &amp;quot;'''1 Credit Clear'''&amp;quot; or &amp;quot;'''1 Coin Clear'''&amp;quot;. Refers to completing all of the stages of a game on a single credit (no continues). &lt;br /&gt;
&lt;br /&gt;
Another term that is used is &amp;quot;'''x-ALL'''&amp;quot;, where x represents the number of [[loop]]s completed in a single run on a single credit. In the case of a game like ''[[DoDonPachi]]'' which features two loops, beating both loops on one credit is referred to as an ALL or 2-ALL, while beating only the first loop is called a 1-ALL.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Arrange===&lt;br /&gt;
An '''arrange mode''' is an alternate version of a game, commonly either included with a home port or created as part of a special event, where mechanics, artwork, and various aspects of the game are &amp;quot;remixed&amp;quot; and modified in various ways. &lt;br /&gt;
&lt;br /&gt;
Arrange modes typically don't have enough changes to be considered completely different games, as they are often re-conceptualizations of stages and mechanics, but in some cases, they do have enough differences to be given separate leaderboards, strategies, and stage routing.&lt;br /&gt;
&lt;br /&gt;
===Auto-fire===&lt;br /&gt;
''Also called '''Auto-Shot''' or '''Full Auto'''.''&lt;br /&gt;
&lt;br /&gt;
A feature found in some shmups which allows you to fire shots continuously by holding down the &amp;quot;fire&amp;quot; button, or a separately-designated &amp;quot;auto-fire&amp;quot; button, instead of tapping the fire button repeatedly. Older shooters usually require continuous button tapping to keep firing. Auto-fire typically appears either as a configuration option (&amp;quot;internal&amp;quot;), is added to a game by a hack/circuit/controller/other program (&amp;quot;external&amp;quot;), or is implemented as a situational part of the game mechanics such as certain weapons or powerup levels.&lt;br /&gt;
&lt;br /&gt;
===Auto-fire rate===&lt;br /&gt;
Refers to the rate at which auto-fire simulates button presses, usually expressed in hertz. For instance, a 30 Hz auto-fire rate means that the shot button is being pressed 30 times a second. Different auto-fire rates can be useful in managing a [[Help:Glossary#Shot Limit|shot limit]] or when performing advanced game-specific techniques. In some games this is natively configurable, while in other cases players will engineer an auto-fire hack to set extra buttons to different auto-fire rates to use in different situations.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bidirectional Shooters===&lt;br /&gt;
A subset of scrolling shooters where the player is able to move and attack bidirectionally across the x or y axis. Typically horizontal, though vertical variants do exist. This is distinct from tailgun mechanics as the player is able to completely reverse the axis of movement. Major examples include [[Defender]], [[Juno First]], and [[Fantasy Zone]].&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
A '''bomb''' is the generic term for a limited-use weapon, usually one that does large amounts of damage, typically granting some amount of invincibility for use in emergency situations. Bombs are often stored in stocks similarly to lives, though sometimes they operate on a meter or even just a cooldown timer. They will often be replenished each time the player loses a life.&lt;br /&gt;
&lt;br /&gt;
===Bottomdragging===&lt;br /&gt;
&lt;br /&gt;
If the game has normalised diagonals, moving diagonally while pressed against a side of the screen reduces ship speed to ~70%, thus making it easier to [[Help:Glossary#Micrododging/Macrododging|micrododge]] while also giving more room to [[Help:Glossary#Streaming|stream]]. Mainly used at the bottom of the screen but can occasionally be useful on other sides.&lt;br /&gt;
&lt;br /&gt;
===Bullet Cancel===&lt;br /&gt;
In some games, destroying certain enemies or meeting specific conditions will result in bullets being deleted from the screen, known as a '''bullet cancel'''. Bullet cancels are typically used as a part of a game's scoring system, as cancelled bullets will often increase score, release point items, or create other similar effects.&lt;br /&gt;
&lt;br /&gt;
===Bullet Hell===&lt;br /&gt;
''Also called '''Danmaku''' or '''Manic Shooter'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shoot-em-up characterized by large numbers of bullets, often in intricate patterns. Innovated in large part by the developers of [[Toaplan]] and [[CAVE]], and with [[DonPachi]], released in 1995.&lt;br /&gt;
&lt;br /&gt;
===Bullet Herding===&lt;br /&gt;
''Also called '''Luring'''. Related to [[Help:Glossary#Streaming|Streaming]] and [[Help:Glossary#Misdirection|Misdirection]].''&lt;br /&gt;
&lt;br /&gt;
'''Bullet herding''' is a basic technique in shoot-em-up play that involves baiting aimed bullets/hazards into a limited part of the screen by manipulating their direction via positioning. This concentrates the aimed bullets into a specific area, making the rest of the screen safer to move around in. See the [[Help:Dodging_strategy#Threat_zones|dodging strategy page]] for more information.&lt;br /&gt;
&lt;br /&gt;
===Bullet Wobble===&lt;br /&gt;
'''Bullet wobble''' describes a design quirk where game objects follow the physics of [https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#screen_space| screen space] rather than the physics of [https://en.wikipedia.org/wiki/Glossary_of_computer_graphics#world_space| world space]. For instance, in a vertical shmup with &amp;quot;bullet wobble&amp;quot; and with left-right screen scrolling controlled by the player's left-right motion, if a bullet is fired straight down from the top center of the screen, that bullet will remain horizontally centered on the screen no matter how much the player scrolls the background (world space) left or right, because the bullet is treated as being on a static non-moving area (screen space). This is often considered disorienting and rarely appears in relatively newer games.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Capture===&lt;br /&gt;
To beat a boss/clear a pattern/complete a segment/et cetera without getting hit or using safety resources such as bombs. Flawless survival.&lt;br /&gt;
&lt;br /&gt;
===Caravan Shooter===&lt;br /&gt;
'''Caravan Shooters''', or '''Caravan Mode''' if featured as part of a larger title, are a style of shmup geared towards fast-paced, timed, competitive score attack play. Gameplay typically consists of two to five minute sessions comprised of either levels in the primary game or levels specifically made for the mode or event. The name is derived from the Hudson All-Japan Caravan Festival, which in its early years featured this style of contest for [[Star Force]] and the [[Star Soldier]] series. Similar games were made for the Summer Carnival events held by Naxat Soft.&lt;br /&gt;
&lt;br /&gt;
===Chain===&lt;br /&gt;
''Also called '''Combos'''.''&lt;br /&gt;
&lt;br /&gt;
Any of a number of various repeated techniques a player can perform to increase the points awarded for shooting enemies, collecting items, or other things under the right circumstances: the most common varieties involve shooting down many enemies (or enemies of a specific type) in a row, or collecting a certain type of score item many times in a row.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint===&lt;br /&gt;
Specific areas of a stage where the player is sent back to on death / respawn. Although checkpoints may function differently in different games, they typically reduce your power level back to the starting level, as well as replenish resources such as bombs. Checkpoints most famously appear in early horizontal shmups like ''[[Gradius]]'' and ''[[R-Type]]'' (the former of which even has a term associated with its brutal checkpoint difficulty, known as &amp;quot;Gradius Syndrome&amp;quot; in the fandom) and many [[Toaplan]] titles such as ''[[Tatsujin]]''.&lt;br /&gt;
&lt;br /&gt;
===Counter-stop===&lt;br /&gt;
A '''counter-stop''', '''counterstop''', or '''CS''' refers to when a score counter reaches the maximum amount that it is able to reach, commonly displayed on a HUD as a series of 9s in each score digit. When a counter-stop is achieved, in most cases, the game stops counting score for the player. It is not possible to score higher than a counter-stop, so often players will stop using scoring techniques upon reaching it.&lt;br /&gt;
&lt;br /&gt;
Games with particularly exploitable counter-stop strategies due to oversights in game design, such as ''[[Dogyuun]]'', are in many cases not played for high scores, or are played in ways that specifically avoid counter-stop strategies.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Doppler===&lt;br /&gt;
''Not to be confused with [[Help:Glossary#Point-blank|pointblanking]] or [[Help:Glossary#Shot Limit|shot limit]].''&lt;br /&gt;
&lt;br /&gt;
Moving towards an enemy while shooting means less travel time for the player's bullets to connect and thus an increase in damage output. The opposite is true however when backing away instead. The effects are noticeable for very slow moving projectiles, and non-existent for the instantaneous such as some lasers.&lt;br /&gt;
&lt;br /&gt;
===Doujin===&lt;br /&gt;
Any artwork made by independent Japanese creators, often a small group or even a single person. Many famous shooting games are doujin works, such as the Touhou Project series. While often conflated with the Western concept of indie, many doujin creators consider themselves philosophically different from indie creators.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Euroshmup===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Full article: [[Euroshmups]]''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Euroshmup''' is a slang term applied to some shmups, usually in a derogatory manner, as a means to criticize or highlight perceived flaws within that game. Although there is no concrete definition, elements of a euroshmup may often include:&lt;br /&gt;
* Ship physics / Ship momentum&lt;br /&gt;
* Player shields / Health bars&lt;br /&gt;
* Unavoidable dangers (which are meant to be absorbed with health bars or shields)&lt;br /&gt;
* No bullet patterns / Only simple [[Dodging_strategy#Aimed_patterns|aimed bullets]]&lt;br /&gt;
* Limited weapon ammo, which usually also introduces shops and money management into the game&lt;br /&gt;
* Lack of complex enemy ship AI such as ships that curve around the screen&lt;br /&gt;
* Extremely high enemy HP&lt;br /&gt;
* Very slow player bullets&lt;br /&gt;
* Huge number of levels often with little variation between them&lt;br /&gt;
* No scoring systems&lt;br /&gt;
&lt;br /&gt;
===Extend===&lt;br /&gt;
'''Extend''' is a term used primarily in arcade games (and especially in [[shooting game]]s) to describe extra lives or &amp;quot;1UPs&amp;quot;. In shooting games, extends are usually rewarded after earning a certain score, or after completing specific in-game tasks.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
&lt;br /&gt;
===Fixed Shooter===&lt;br /&gt;
A style of shooter where the player and enemy formations are held at set distances from each other, and where the player has highly limited to no y-axis mobility. Background elements may imply movement, but these have no impact on enemy movement or gameplay. These are mostly early entries in the genre made in the late 70s and early 80s, though later and modern examples do exist.&lt;br /&gt;
&lt;br /&gt;
Major examples include [[Space Invaders]], [[Galaxian]], [[Galaga]], and [[Centipede]].&lt;br /&gt;
&lt;br /&gt;
====Tube Shooter====&lt;br /&gt;
A rare but unique subset of fixed shooters where player movement is restricted to the the rim of a polygonal or cylindrical axis with fixed enemy placement. Typically used to simulate 3D enemy and shot movement.&lt;br /&gt;
&lt;br /&gt;
Major Examples are [[Tempest]] and [[Gyruss]].&lt;br /&gt;
&lt;br /&gt;
===Full Extent of the Jam===&lt;br /&gt;
A notorious misspelling of &amp;quot;Full extent of the law&amp;quot; found in the terribly written legal notices of early [[CAVE]] shooters. Has been parodied by CAVE themselves in the legal notices for ports of their games, such as [[Mushihimesama]] on PC.&lt;br /&gt;
&lt;br /&gt;
===Frame Button===&lt;br /&gt;
A button provided (generally externally) that allows pressing an input for a single frame. These are most commonly set to trigger lever inputs, to allow for precise movement that can't easily be done via the lever.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
&lt;br /&gt;
===Gradius Syndrome===&lt;br /&gt;
''Also known as '''Power-Up Syndrome''', '''One-Life Game'''&lt;br /&gt;
&lt;br /&gt;
Refers to a game where dying once leads to the player losing most or all of their power ups, and where recovery from such a state is extremely difficult even if the game provides a large number of extends.&amp;lt;br&amp;gt;Games notable for this behavior include '''[[Gradius]]''' and '''[[Darius II|Darius II/Sagaia]]'''.&lt;br /&gt;
&lt;br /&gt;
===Grazing===&lt;br /&gt;
''See [[History#Grazing|the history page]] for more details.''&lt;br /&gt;
&lt;br /&gt;
'''Grazing''' is a mechanic present in some shooting games, in which some effect is produced by getting extremely close to, but not touching, enemy bullets. Grazing may be used in games to increase score, provide items, or even slow down bullets, among other effects.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
===Hitbox===&lt;br /&gt;
A '''hitbox''' is a typically invisible box or region, used by a game to calculate whether objects have collided or not. They are typically made of simple shapes, and are used to simplify and add consistency to collision detection, as using every pixel of a sprite or model for collision detection would be both computationally more intensive and mechanically unwieldy. Player ships, enemy ships, bullets, environment, and so on, can all have hitboxes. Hitboxes are often much smaller than the objects might appear, so developers will often add some sort of visual feature to hint at hitbox location - such as a bright cockpit on a ship, an ornament on a character's back, or even displaying the hitbox itself with a small dot. Bullets may also have their hitboxes indicated via a different colored region toward the center of the bullet, that more closely matches its true hitbox.&lt;br /&gt;
&lt;br /&gt;
===Horizontally Scrolling Shooters===&lt;br /&gt;
&lt;br /&gt;
A style of shooter that presents gameplay from a side-on perspective with the screen scrolling on the x-axis. Typically, movement is from left to right, but can also be right to left. &lt;br /&gt;
&lt;br /&gt;
Major examples include [[Scramble]], [[Defender]], [[Gradius]], [[R-Type]], and [[Darius]].&lt;br /&gt;
&lt;br /&gt;
===Hyper System===&lt;br /&gt;
''See [[History#Hyper System|the history page]] for more details.''&lt;br /&gt;
&lt;br /&gt;
'''Hyper system''' or '''hyper''' refers to a game mechanic where the player can spend a gauge or power-up that grants them increased power, invulnerability, or various other enhancements for a limited time.&lt;br /&gt;
&lt;br /&gt;
In more non-traditional uses of the term, '''hyper''' may be used to refer to any temporary, powered-up state.&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
&lt;br /&gt;
===Label===&lt;br /&gt;
Shmup re-releases and variations, particularly those produced by CAVE, are often referred to as (something) Label, most commonly Black Label. Whilst there is no true terminology behind the usage of different prefixes, most &amp;quot;Label&amp;quot; games follow the pattern below:&lt;br /&gt;
&lt;br /&gt;
'''White Label''' - Refers to original release (unofficial, mostly used for Dodonpachi DaiOuJou)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Black Label''' - Improved Re-release of the original game, sometimes changes are more significant.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Death Label''' - Boss Rush version of the game with no stages.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Blue Label/Red Label''' - Arranged versions typically made for festival events.&amp;lt;br&amp;gt;&lt;br /&gt;
The usage of &amp;quot;labels&amp;quot; in this manner appears to be inspired by whiskey production and sale.&lt;br /&gt;
&lt;br /&gt;
===Loop===&lt;br /&gt;
''Also called '''Round'''.''&lt;br /&gt;
&lt;br /&gt;
A successful completion of all of a shmup's levels that are available for one &amp;quot;trip&amp;quot; through the game, from beginning to end. The term &amp;quot;loop&amp;quot; is most commonly used when a shmup starts itself over at the first stage after a player completes it, thus sending them through a second &amp;quot;loop,&amp;quot; or &amp;quot;lap,&amp;quot; of the game, which is usually more difficult than the first &amp;quot;loop.&amp;quot; Some shmups offer several successive &amp;quot;loops,&amp;quot; sometimes even ad infinitum. Successive &amp;quot;loops&amp;quot; of a shmup will usually leave the player's score from the previous &amp;quot;loops&amp;quot; intact, enabling him to reach even higher scores.&lt;br /&gt;
&lt;br /&gt;
Some shmups require a player to one-credit the game in order to reach a successive loop, while others will send the player to it no matter how many times he has to continue to finish the initial run. Sometimes &amp;quot;loops&amp;quot; which occur after the initial trip through the game will only require the player to progress through a limited portion of the game's total stages, though most of the time they involve all stages; in other instances, later loops can contain a number of various things not seen in earlier ones.&lt;br /&gt;
&lt;br /&gt;
It’s worth noting that some shmuppers do not consider the first, or &amp;quot;original&amp;quot; trip through a game's stages as a &amp;quot;loop,&amp;quot; but only the successive ones: Thus, to them, the second successive run through is the &amp;quot;first loop&amp;quot;, the third is the &amp;quot;second loop&amp;quot;, and so on. However, most feel free to refer to the original run through a game's stages as the &amp;quot;first loop,&amp;quot; and progress in succession from there.&lt;br /&gt;
&lt;br /&gt;
Also worth noting is that, in games which contain one or more loops, the way stages are listed oftentimes also notes which loop the stage is in: most of the time, the loop is listed first, and the stage second. For instance, the first few stages in the initial loop of a game would be listed as &amp;quot;1-1,&amp;quot; &amp;quot;1-2,&amp;quot; &amp;quot;1-3,&amp;quot; etc., while the same stages in the second loop would be &amp;quot;2-1,&amp;quot; &amp;quot;2-2,&amp;quot; &amp;quot;2-3,&amp;quot; and so on.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
===Memory shmup===&lt;br /&gt;
''Also called '''Memorizer'''.''&lt;br /&gt;
&lt;br /&gt;
A type of shmup, usually horizontal in orientation, which forces a player to repeatedly play its levels and memorize its layout in order to perform effectively, though quick reflexes are also a factor to an extent. The [[R-Type]] games are the archetypical example.&lt;br /&gt;
&lt;br /&gt;
===Micrododging/Macrododging===&lt;br /&gt;
Two strategies to dodging enemy fire. '''Micrododging''' refers to precisely weaving your way through enemy projectiles, focusing on a small portion of the screen and threading yourself through the small openings in the pattern with delicate, subtle movements. '''Macrododging''' refers to focusing on the entire screen in order to find larger openings or blind spots that allow them to avoid the bullet pattern entirely with large, quick movements. See [[Help:Dodging_strategy#Threat_zones|the dodging strategy subpage]], [[Help:Glossary#Bullet Herding|bullet herding]] and [[Help:Glossary#Misdirection|misdirection]].&lt;br /&gt;
&lt;br /&gt;
===Milk===&lt;br /&gt;
''Also called '''Leech'''.''&lt;br /&gt;
&lt;br /&gt;
To &amp;quot;milk&amp;quot; an enemy, usually a boss, is to gain as many points from the fight as possible by taking advantage of repeated (and/or infinite) sources of points which are present. In most cases, this involves leaving the enemy alive for as long as is possible rather than destroying it immediately. Examples include continually grazing shots and repeatedly destroying any endlessly respawning weaker enemies or sub-parts for the entire duration of the battle, rather than attacking the core and ending the encounter quickly. In some cases, a player will have to take additional unorthodox actions such as suicide or intentional power down to milk most effectively. If there is a boss timer in effect, in most cases the player will want to be sure to stop milking and focus on destroying the boss before it runs out, or else forfeit the points that the boss would have been worth.&lt;br /&gt;
&lt;br /&gt;
===Misdirection===&lt;br /&gt;
''Related to [[Help:Glossary#Bullet Herding|Bullet Herding]].''&lt;br /&gt;
&lt;br /&gt;
Nullifying a momentarily aimed attack by baiting it to shoot in a &amp;quot;safe&amp;quot; direction. For example, briefly moving above an enemy so it shoots to the top of the screen, leaving the bottom of the screen empty. A type of [[Help:Glossary#Micrododging/Macrododging|macrododge]].&lt;br /&gt;
&lt;br /&gt;
===Multidirectional Shooters===&lt;br /&gt;
The earliest form of shooter. A subgenre of shooter where the player is able to move and shoot in a full 360 degrees. Typically involves either constant forward movement or turn-and-thrust mechanics. &lt;br /&gt;
&lt;br /&gt;
Major Examples are [[Spacewar!]], [[Computer Space]], [[Asteroids]], [[Bosconian]], and [[Time Pilot]].&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
===No-miss===&lt;br /&gt;
In shooting games (and many games that originate in Japan), a &amp;quot;miss&amp;quot; refers to player death. Achieving a '''No-Miss''' means going through the entire stage, game, or boss fight without losing a life. &lt;br /&gt;
&lt;br /&gt;
Many games offer significant bonus points for achieving a No-Miss at the end of the stage, or at the end of the game. In games that feature a [[Help:Glossary#True Last Boss|True Last Boss]] or other hidden content, a No-Miss is occasionally a requirement to unlock said content. Even if a score incentive isn't present, a No-Miss run may be a significant personal achievement or one of community prestige.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Option===&lt;br /&gt;
''Also called a '''Bit'''.''&lt;br /&gt;
&lt;br /&gt;
An '''option''' is an augment to a player's ship that grants additional firepower. In some games, options can also be used to block bullets. Options are usually represented by a pod-like object or a small ship that flies with the player's ship.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Point-blank===&lt;br /&gt;
'''Point-blank''' describes ''getting as close to an enemy as possible while shooting at them''. This is typically performed to concentrate all of the player's firepower onto a single enemy, in exchange for putting themselves at greater risk and dealing less damage to other enemies coming into the screen. This is a typical technique in games with a strict [[Help:Glossary#Shot Limit|shot limit]] as it allows the player to output exponentially more damage than would usually be possible, especially if combined with [[Help:Glossary#Auto-fire|auto-fire]]. In more recent design paradigms, point-blanking remains a popular element, but is usually implemented in subtler ways that do not outwardly dictate the game balance. For example, most of [[CAVE|CAVE's]] games feature a mild shot limit and a spread on the player's shot, which can quietly incentivize point-blanking when combined with their typically strict scoring systems. Independently, the same developer uses many special point-blanking mechanics such as the [[DoDonPachi]] series' laser auras.&lt;br /&gt;
&lt;br /&gt;
===Popcorn===&lt;br /&gt;
''Also called '''Cannon Fodder''', '''Zako'''.''&lt;br /&gt;
&lt;br /&gt;
Refers to common, weak enemies which appear in large numbers at a time, but only take a shot or two apiece to destroy, and can thus be taken out in bulk (or &amp;quot;popped&amp;quot;) easily. Zako is the Japanese word for &amp;quot;small fry,&amp;quot; as in fish.&lt;br /&gt;
&lt;br /&gt;
===Port===&lt;br /&gt;
When a game is converted to a platform different that for what it was originally produced. For shmups, this most commonly refers to games being ported from arcade platforms to a home platform. Ports of arcade titles that perfectly replicate the original are sometimes referred to colloquially as &amp;quot;arcade perfect&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Conversion====&lt;br /&gt;
'''Conversion''' is method of porting where a game is rebuilt from the ground-up for a specific platform. Conversion was primarily utilized during the second, third, and fourth console generations, a time when arcade hardware was more powerful than console hardware by some orders of magnitude. The ideal result is a game that captures the core gameplay and visuals of the original title in spite of compromises made of the lower-end hardware.&lt;br /&gt;
&lt;br /&gt;
Common differences from the original versions are visuals, changes to certain portions of the game, quantity and function of power-ups, limits to on-screen enemy and shot quantity, more significant slowdown, audio compromises, fewer animation frames, glitches and exploits unique to the console port, etc..&lt;br /&gt;
&lt;br /&gt;
====Emulation====&lt;br /&gt;
'''Emulation''' is method of porting that involves using software to run a title's ROM data on an alternate platform by simulating the environment of it's original platform. Typically more hardware/CPU intensive than conversions, this method porting rose to prominence during fifth and sixth generations, when console hardware began to catch up to and in some cases exceed the power of arcade hardware. While the results can vary in accuracy vs. the original, this is still the most common method of porting when it comes to arcade and retro-console titles. Emulation can also allow for enhancements from the original platform, such as simulating overclocking to reduce slowdown and removal of sprite limits. High-level emulation that perfectly replicates the original platform is referred to as '''cycle accurate''' in reference to simulation accuracy down to the hertz of the original platform's motherboard/CPU.&lt;br /&gt;
&lt;br /&gt;
Major commercial examples of emulation in Shmup ports are Hamster's Arcade Archives titles, M2's work with Namco, Sega, and Konami, City Connection's Saturn Tribute series, Nintendo's Virtual Console/Switch Online, Namco Museum, Taito Memories/Legends, and many other arcade and console game compilations.&lt;br /&gt;
&lt;br /&gt;
Emulation software is also freely available to the public through numerous pieces of software, such as MAME, though users must supply their own ROM data and BIOs.&lt;br /&gt;
&lt;br /&gt;
====Source Port====&lt;br /&gt;
A '''source port''' is a method of porting where the source code to a game's engine is recompiled to run natively on an alternative/modern platform. The key differentiation between Source Ports and Decompilations is that, in the case of source ports, ROM data is left unaltered/untouched. Most source ports are community made and focus on PC platforms, though conversions of the software to other platforms also exist.&lt;br /&gt;
&lt;br /&gt;
Examples of Shmup source port projects are OpenTyrian/OpenTyrian2000, PyTouhou, and ReC98.&lt;br /&gt;
&lt;br /&gt;
====Decompilation====&lt;br /&gt;
'''Decompilation''' is a method of porting a title where a game's ROM  data is decompiled into universal code and then reassembled it to run natively in different engines and/or on different platform. This method is considered to be the highest quality and accuracy, but also the most labor intensive and is only applicable to one title at a time. In contrast, emulation can be utilized to replicate entire platforms and run multiple titles, so is generally used by most commercial developers for the sake of convenience and cost-efficiency. Still, there are many examples of decompilation, particularly in recent times.&lt;br /&gt;
&lt;br /&gt;
Major examples of shmup decompilations are Digital Eclipse's Eclipse Engine titles (eg. Atari 50 and the Gold Masters Series), Code Mystics' arcade ports, and Capcom's Arcade Stadium volumes.&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
===Rank===&lt;br /&gt;
Gameplay system found in many shmups which automatically adjusts the game's difficulty in accordance with the player's performance. For example, in many cases more enemies will appear (and/or existing enemies will attack more aggressively) when the player is fully powered up. Rank systems can be &amp;quot;static&amp;quot;, where the difficulty increases continuously and efforts can only be made to slow down their increase, or &amp;quot;dynamic&amp;quot;, where the rank adapts continuously. Some games are very difficult or impossible to complete with maximum rank, demanding that the player manages the rank by avoiding powering up or intentionally dying to effectively increase his chances of survival. Oftentimes, rank has implications on scoring potential and will be managed for that purpose irrespective of survival difficulty.&lt;br /&gt;
&lt;br /&gt;
Although the origins of rank exist in developers' attempts to hoodwink players and increase arcade machine revenue, over time it was realized that rank can be a compelling gameplay mechanic in its own right, and many modern implementations are intentionally more obvious or outright transparent.&lt;br /&gt;
&lt;br /&gt;
===Restream===&lt;br /&gt;
''Also called '''Cutback'''.&lt;br /&gt;
&lt;br /&gt;
When [[Help:Glossary#Streaming|streaming]], to create a gap in the bullet stream so that it can be crossed, by making a sudden sharp movement and pausing momentarily before reversing direction. A fundamental gameplay technique.&lt;br /&gt;
&lt;br /&gt;
===Revenge Bullets===&lt;br /&gt;
''Also called '''Suicide Bullets''' or '''Death Bullets'''.''&lt;br /&gt;
&lt;br /&gt;
Bullets spawned by enemies upon destruction, usually by the player. These are traditionally a common element of [[Help:Glossary#Loop|looping games]], and the amount and their properties may vary depending on the difficulty and [[Help:Glossary#Rank|rank]]. In most cases, revenge bullets are managed by [[Help:Glossary#Sealing|sealing]] or careful enemy destruction. Many games by [[Psikyo]] are heavily built around revenge bullet gameplay in their second loops.&lt;br /&gt;
&lt;br /&gt;
In many cases, revenge bullets are implemented by causing the explosion effects left by destroyed enemies to shoot at the player, as this is programmatically simpler than remembering the position of the now non-existent dead enemy.&lt;br /&gt;
&lt;br /&gt;
===RNG===&lt;br /&gt;
''Also known as '''Randomness'''''&lt;br /&gt;
&lt;br /&gt;
Short for ''Random Number Generation'', RNG is a term that broadly describes any behavior that is influenced by randomness. It's important to note that random elements are very rarely actually random, and are ultimately decided by discrete elements of the gamestate which might be too minor for a player to notice or play around. &amp;quot;Procedural chaos&amp;quot; would really be a more accurate term than &amp;quot;random&amp;quot;. Though there are countless ways randomness can be implemented, developers tend to gravitate towards their own preferred styles. Shmups with very little randomness and high consistency between runs are known as [[#Memory shmup| Memory Shmups or Memorizers]], because learning a fixed route can 'solve' the entire game. Some common shmup elements that can be driven by RNG include, but are not limited to:&lt;br /&gt;
* Boss movement&lt;br /&gt;
* Selection of boss attack patterns (e.g. [[Raizing]] games)&lt;br /&gt;
* Stage order (e.g. [[Psikyo]] games)&lt;br /&gt;
* Which boss or midboss appears (also [[Psikyo]] games)&lt;br /&gt;
* Bullet aiming, often in a limited range or radius around the player's position (e.g. [[CAVE]] games)&lt;br /&gt;
* Timing of enemy shots&lt;br /&gt;
* Enemy spawn locations&lt;br /&gt;
* The point values of collectible items or destructible targets (e.g. [[Darius Gaiden]])&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Safespot===&lt;br /&gt;
A '''safe-spot''' refers to a place on the screen that you can place your ship to completely avoid damage from incoming bullet patterns. Safespots are typically the result of system exploits, game design oversights, or glitches/bugs. Particularly egregious safespots can often allow a player to completely avoid damage while still damaging enemies and bosses for the duration of an encounter, which can completely nullify the difficulty of said encounter.&lt;br /&gt;
&lt;br /&gt;
===Sealing===&lt;br /&gt;
In many games, enemies have to be a certain distance away from the player before they will fire. Getting inside of this range will stop the enemy from shooting completely. This is commonly referred to as '''bullet sealing'''. This is most commonly exploited on grounded enemies which the player can hover on top of without colliding.&lt;br /&gt;
&lt;br /&gt;
===Shot Limit===&lt;br /&gt;
The practice of limiting the number of active shots the player can have on screen at any one time. Originally implemented for performance purposes, strict shot limits are very common in 1980s games. Functional shot limits continue to commonly exist, but few modern games enforce particularly strict limits, even if they're otherwise classically-inclined.&lt;br /&gt;
&lt;br /&gt;
===Shot Stream===&lt;br /&gt;
''Not to be confused with [[Help:Glossary#Streaming|Streaming]].''&lt;br /&gt;
&lt;br /&gt;
Refers to one vector of the player's shots (when shooting is sustained). For example, if the player has a 3-way spread shot, the left, middle and right series of bullets are each separate shotstreams. The straight main shot in [[Tatsujin Ou]] is one shotstream made up of two parallel bullets (and graphically looks like four bullets).&lt;br /&gt;
&lt;br /&gt;
===Shrapnel===&lt;br /&gt;
''Also called '''Debris'''.''&lt;br /&gt;
&lt;br /&gt;
Graphical touch found in some shmups, in which &amp;quot;shards&amp;quot; or &amp;quot;chunks&amp;quot; of enemy craft appear to be blown off of them when they are shot or destroyed. In most cases shrapnel is included for purely presentational reasons and cannot directly harm the player, but it can still be a hindrance if enemy bullets are not very distinct, as they can blend in with the shrapnel and become hard to spot.&lt;br /&gt;
&lt;br /&gt;
===Slingshot===&lt;br /&gt;
&lt;br /&gt;
When a game abruptly exits [[slowdown]] and enters full speed, typically getting the player killed in the process. Most infamous at the end of boss patterns as bullets decrease in number, though it can also occur several times in the same pattern if it has huge swings in bullet count, such as [https://youtu.be/8tz_fViahnA&amp;amp;t=2279 Queen Larsa's final in her second phase] in the Xbox 360 port.&lt;br /&gt;
&lt;br /&gt;
===Slowdown===&lt;br /&gt;
Programming phenomenon commonly found in shmups, in which all onscreen action slows down and/or the frame rate drops when high amounts of separate elements (i.e. enemies, bullets, etc.) appear at once. Can be used to a player's advantage by giving him more time to react to what's going on, but can seriously hamper a game’s playability when found in abundance. The amount of slowdown present can be adjusted in some home ports/games via a &amp;quot;Wait&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
===Slow Movement===&lt;br /&gt;
''Also called '''Focus''', occasionally '''Laser'''.''&lt;br /&gt;
&lt;br /&gt;
The ability to slow down the player ship's movement speed for better fine control. Typically accessed by either an alternate weapon mode (e.g. [[DoDonPachi]] lasers) or a dedicated button. An alternative implementation is '''gear shifting''', where the player cycles through several movement speeds at will, commonly seen in [[Irem]] games such as [[Image Fight]] and later [[R-Type]] entries.&lt;br /&gt;
&lt;br /&gt;
===Streaming===&lt;br /&gt;
''Related to [[Help:Glossary#Bullet Herding|Bullet Herding]].''&lt;br /&gt;
&lt;br /&gt;
Avoiding bullets that are aimed precisely at the player by moving as little as possible, concentrating the bullets into a single &amp;quot;stream&amp;quot;. This maximizes the efficiency of the screen real estate the player has access to. The player should perform a [[Help:Glossary#Restream|restream]] before running out of space and getting trapped. See the [[Help:Dodging_strategy#Threat_zones|dodging strategy page]] for more information.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Tick Points===&lt;br /&gt;
Many games provide the player with a small, but consistent, point bonus as long as the player's shots hit an enemy. Even if the enemy is not damaged or destroyed, the player may still gain points just because their bullets are contacting an enemy; these are known as 'tick points'. Though in most situations tick points are a minor scoring element, in some games this can be a valuable source of points, especially when used against invulnerable enemies or bosses.&lt;br /&gt;
&lt;br /&gt;
===Time-out===&lt;br /&gt;
Refers to a situation where a boss or mid-boss flies off the screen after it continues to survive for a certain period of time. Some games, such as ''[[Ikaruga]]'', feature an invincible boss that must be timed-out in order to win, forcing the player to rely on their dodging skills and pattern recognition. In most other games, time-outs typically exist in order to prevent the player from earning unlimited amounts of points from [[#Milk|milking]], or just hogging the machine eternally.&lt;br /&gt;
&lt;br /&gt;
===True Last Boss===&lt;br /&gt;
Many [[shooting game]]s include a '''True Last Boss''' or '''TLB''', a hidden boss encounter that only appears to highly skilled players. Reaching the TLB of a game often requires meeting a series of requirements, such as achieving a &amp;quot;[[no miss]]-no bomb&amp;quot; (NMNB) run, playing a harder difficulty mode, reaching a certain score threshold, destroying certain objects, entering a certain &amp;quot;path&amp;quot;, or other objectives that can range from the obvious to the esoteric. A different implementation of the TLB is for it to simply only appear if the player has not used a continue, making defeating the TLB a necessary part of a [[Help:Glossary#1CC|1CC]].&lt;br /&gt;
&lt;br /&gt;
TLBs are commonly designed to be resistant to easy win tactics, such as being immune to the player's [[Help:Glossary#Bomb|bombs]] or similar exploitable mechanics.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Vertical Scrolling Shooter===&lt;br /&gt;
A style of shooter where action is presented in a top-down manner. Movement and firing takes place on the y-axis, typically from bottom to top. Descendant from early Fixed Shooters like [[Space Invaders]] and [[Galaxian]], vertical scrolling has since gone on to become the dominant style of shooter. &lt;br /&gt;
&lt;br /&gt;
Major examples include [[Xevious]], [[River Raid]], [[Mega Zone]], [[Star Force]], [[1942]], and [[Tiger-Heli]].&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
===Walls===&lt;br /&gt;
When anything (usually bullets) aligns itself in an unavoidable way, it's often referred to as a ''wall'' or ''walling''. Sometimes seen in [[https://shmups.wiki/library/Help:Dodging_strategy#Random_bullet_patterns|random patterns]].&lt;br /&gt;
&lt;br /&gt;
==Z==&lt;br /&gt;
===Zako===&lt;br /&gt;
''See [[#Popcorn|Popcorn]]''&lt;br /&gt;
&lt;br /&gt;
===Zunpets===&lt;br /&gt;
Name for the often maligned Trumpet samples used in many of the Touhou games. Named after their developer, ZUN.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
# https://www.sega-16.com/2005/04/unofficial-shmups-glossary/&lt;br /&gt;
# https://shmups.system11.org/viewtopic.php?t=11882&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Dodging_strategy&amp;diff=33103</id>
		<title>Help:Dodging strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Dodging_strategy&amp;diff=33103"/>
		<updated>2025-01-12T15:55:52Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: /* The problem of criss-crossing bullets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Normally in shmups, one wants to avoid danger in the forms of bullets, enemies, and obstacles when aiming for a goal such as a [[Glossary_of_shmups#1cc|1cc]], [[Glossary_of_shmups#2-all|2-all]], or [[Glossary_of_shmups#Score run|score run]]. '''Dodging theory''' is an analysis of the different types of dangers one is likely to face as well as axioms for coming up with solutions to such obstacles.&lt;br /&gt;
&lt;br /&gt;
= Avoiding bullets =&lt;br /&gt;
&lt;br /&gt;
== Dodging fundamentals, explained geometrically through axioms ==&lt;br /&gt;
Much of shmups comes down to avoiding danger/bullets, thus any discussion of strategy should stem from a theoretical understanding of the best methods of avoidance, the &amp;quot;best methods&amp;quot; being defined as the ones with the highest chance of success.&lt;br /&gt;
&lt;br /&gt;
'''Axiom''': The best method of avoiding a moving bullet is to evade in a 90 degree or perpendicular angle to its vector of travel.&lt;br /&gt;
&lt;br /&gt;
'''Reasoning''': The worst method is to evade at the same angle the bullet travels (impossible to evade). By moving further and further away from this worst method, we reach the best method of 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging1.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging2.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging3.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging4_1.png]]&lt;br /&gt;
&lt;br /&gt;
== The problem of criss-crossing bullets ==&lt;br /&gt;
If we take the previous axiom to be true, then bullets coming from multiple different sources (criss-crossing) pose an especially difficult problem, namely in that these patterns happen to guarantee bad evasion angles, some of which ''will'' necessarily overlap.&lt;br /&gt;
&lt;br /&gt;
'''One source of bullets''': Even with a massive number of bullets, there will likely end up being gaps or safe zones away from the source.&lt;br /&gt;
[[File:Muhdodging5.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Multiple bullet sources''': On top of being difficult to read, even just a few of these will cause overlaps between the bullet's trajectory and your evasion routes, making rates of success poor.&lt;br /&gt;
[[File:Muhdodging6.png]]&lt;br /&gt;
&lt;br /&gt;
If we accept the first axiom, then it's understandable and normal to have a low success rate in this type of situation. &lt;br /&gt;
&lt;br /&gt;
Possible counter strategies:&lt;br /&gt;
&lt;br /&gt;
1. Attempt to destroy the most &amp;quot;off-to-the-side&amp;quot; source as fast as possible. This may change the pattern to be more &amp;quot;from-a-single-point&amp;quot;-like. (Not always an option)&lt;br /&gt;
&lt;br /&gt;
2. Try to reposition yourself so all of the sources are more &amp;quot;coming from one point,&amp;quot; meaning, try not to be in the middle of them all. This may give the sources more of a from-a-single-point type of pattern. (Not always an option)&lt;br /&gt;
&lt;br /&gt;
== Routing ==&lt;br /&gt;
Generally, the best way to avoid any type of danger, including bullets, is to know what will happen beforehand and to plan a safe '''[[Glossary_of_shmups#Route|route]]''' to avoid that danger. Even randomized elements of a shmup can benefit from routing by analyzing the random elements and routing towards the greatest probability for success. For instance, routing oneself into a safer, less bullet-dense part of the screen far away from the source of random danger.&lt;br /&gt;
&lt;br /&gt;
== Threat zones ==&lt;br /&gt;
[[File:PCB-bulletluring-jaimers.gif|thumb|right|Hundreds of bullets being herded into safe, simple lines on top of each other by careful tap dodging. Erratic movements would fill the screen with chaotic and dangerous patterns.]]&lt;br /&gt;
Sources of danger, such as enemy ships, enemy cannons, or fired bullets, can be thought of as projecting a '''threat zone''' along whatever their path is. The closer one is to this zone, the greater the chance the player will make an error and collide with a bullet. It follows then that dodging strategies should be centered around controlling and minimizing threat zones, thus giving the player the largest areas of safety and freedom possible. Analysis of threat zones is one way to theorize about the safest possible solution for any bullet pattern. In practice, they are mostly helpful for blind play or pre-routed play where the best strategy for any situation is not yet known or needs to be developed firsthand. Visualization of threat zones will lead to faster development of safe routes or improvements on old strategies.&lt;br /&gt;
&lt;br /&gt;
=== Speedkilling ===&lt;br /&gt;
A vital strategy in many shmups, '''killing enemies as quickly as possible''' usually denies the existence of threats entirely. There can be no errors without threats.&lt;br /&gt;
&lt;br /&gt;
=== Streaming ===&lt;br /&gt;
One of the most common ways to minimize threat zones is to force sources of danger to overlap each other via '''streaming'''. Essentially, threats that are overlapping share the same threat zone, and by luring many sources of danger into a small area or controlled trajectory, the player effectively frees up some other part of the screen they can use for maneuvers.&lt;br /&gt;
&lt;br /&gt;
=== Herding / Luring ===&lt;br /&gt;
When possible, lure threats/bullets off screen or into areas that are already polluted with threats. It's much better to have one polluted area and one clear area rather than two mildly polluted areas.&lt;br /&gt;
&lt;br /&gt;
=== Sealing ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Bullet patterns =&lt;br /&gt;
Because &amp;quot;reading&amp;quot; bullet patterns is often error prone, and in extreme cases, impossible, it's useful to learn strategies that can be used to avoid danger without relying merely on sight. If a bullet pattern falls into a known type, a known solution is likely to be effective in surviving it.&lt;br /&gt;
&lt;br /&gt;
== Static bullet patterns ==&lt;br /&gt;
[[File:Safespot-peg-s19453.gif|thumb|right|A dense and fast ring pattern that would be quite difficult without using safe spots.]]&lt;br /&gt;
'''Static bullet patterns''' are the same each time, so their threat zones fill predetermined positions and timings regardless of the player's position or other game states. Static patterns cannot be herded or lured, but instead they are very predictable, and thus static patterns are often solved safely by memorizing [[Glossary_of_shmups#Safe_spot|safe spots]]. Static patterns are more common in older shmups as their predictable nature makes them relatively simple to conquer with enough analysis.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Being completely static, the threat zones of static patterns can be visualized as thin, stationary lines traced from the sources of danger to the edge of the screen. Anywhere between these lines should be safe for maneuvering. In the case that a moving enemy fires a static pattern, one can still visualize the static threat lines and safe spots radiating out from the source.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Aimed bullet patterns ==&lt;br /&gt;
'''Aimed bullet patterns''' are patterns that are oriented towards or aimed directly at the player. These are the majority of patterns in shmups.&lt;br /&gt;
=== Aimed even ===&lt;br /&gt;
[[File:KGP-evenpattern-ako.gif|thumb|right|Easily surviving aimed even bullets by not moving.]]&lt;br /&gt;
Also known as '''enclosing''' patterns, aimed bullet patterns with an '''even''' number of bullets contain two or more streams of bullets aimed away from the player. Usually the best way to survive even patterns is to not move and let the danger pass by. [[Glossary_of_shmups#Macro dodge|Macro dodging]] is not recommended as even patterns are usually quite wide and are essentially designed to punish macro movements.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as fans of threat lines oriented towards and around the player. Depending on the width of the area between the threat lines, it is sometimes possible to [[Glossary_of_shmups#Micro dodge|micro dodge]] threats that overlap with an even pattern. If there are no overlapping patterns, it's best to just not move and avoid the threat lines entirely.&lt;br /&gt;
&lt;br /&gt;
=== Aimed odd ===&lt;br /&gt;
'''Odd''' bullet patterns contain one or more streams of bullets that are aimed directly at the player. Usually the best way to survive odds is to tap once perpendicular to the source of the bullets.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as one or more lines oriented directly at and piercing the player's ship. By far the most common type of pattern in shmups. [[Glossary_of_shmups#Macro dodge|Macro dodging]] aimed odd patterns can be safe if the pattern isn't very wide. Continuous aimed odd patterns (including streams of single bullets) can only be tap dodged for so long until the player runs out of space on screen. [[Glossary_of_shmups#Cut back|Cut backs]] should be used to create an opening to slip under in order to continue tapping in the opposite direction when out of room. &lt;br /&gt;
&lt;br /&gt;
=== Aimed restricted ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Random bullet patterns ==&lt;br /&gt;
[[File:TH8-mokourings-mauler.gif|thumb|right|Rings with a random orientation. Strategy can't help here. The only solution is to react and find the gaps.]]&lt;br /&gt;
'''Random bullet patterns''' are patterns that may or may not be aimed at the player; they spawn with an unknown trajectory. Often, random patterns are actually oriented in some way towards the player, and are actually aimed random patterns. Random patterns can be bullets with completely random trajectories from a central source, or they can be patterned attacks such as rings that expand with an unknown trajectory that may or may not be aimed at the player.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Random patterns can be visualized as nebulous cones or circles. Since the trajectory of incoming attacks is random, there is no real way to form a consistent strategy against random patterns. Analysis of such attacks may reveal that certain parts of the screen will be less dense than others, increasing the chance of success if taking refuge in that area; however, the need to remain in a certain position to attack an enemy may make such solutions impossible to effectively execute. Ultimately the only way to avoid random patterns is to read the incoming bullets and react.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Homing attacks ==&lt;br /&gt;
[[File:TOH-homingattack.gif|frame|right|Homing attacks lured into a clump at one side, then allowed to run out of homing power over the length of the screen. If lured into the center, the player would likely end up trapped.]]&lt;br /&gt;
'''Homing attacks''' are bullets or missiles that spawn with some initial trajectory but continue to curve towards the player for some amount of time. Homing attacks are usually either slow with a high turn rate or fast with a low turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Fast bullet, low turn rate ===&lt;br /&gt;
Often depicted as homing missiles, the threat zone of this type of attack is a cone in front of the projectile. The sides and especially back of this attack are safe. Exploit their slow turn rate by cutting them off at a sharp angle and getting behind them. It will take a long time for them to reorient towards you and they may time out.&lt;br /&gt;
&lt;br /&gt;
=== Slow bullet, fast/infinite turn rate ===&lt;br /&gt;
Often depicted as energy balls that follow the player around, outmaneuvering homing attacks with a high or instant turn rate is impossible, so general distance should be sought until they despawn. If possible, lure them all together in one area and then escape to the opposite side of the screen where one can deal with other patterns without worry of the homing attacks interfering.&lt;br /&gt;
&lt;br /&gt;
=== Homing lasers ===&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Magic bullets ==&lt;br /&gt;
'''Magic bullets''' (todo: maybe there's another term for this?) are bullets such as rotating bullets ([[Compile]]), oscillating bullets, or curving bullets. Depending on their speed and density, it may not be realistic to think of magic bullets as individual bullets with changing trajectories and threat zones. More likely, it may be best to visualize them as large swathes of bullets/fat lasers/large moving circles, and their entire trajectory treated as one large threat zone that should be avoided, as particularly erratic magic bullets with fast oscillations/rotations are often too dangerous to consider trying to weave through.&lt;br /&gt;
 &lt;br /&gt;
== Hybrid patterns ==&lt;br /&gt;
&lt;br /&gt;
=== Aimed random patterns ===&lt;br /&gt;
Aimed patterns with elements of randomness added. They are the majority of bullet patterns in newer shmups. They usually cannot be avoided by memorizing when to tap/not tap like normal aimed bullets and instead must be reacted to.&lt;br /&gt;
&lt;br /&gt;
=== Static aimed patterns ===&lt;br /&gt;
[[File:S1945-Russia2boss-Vludi-staticaimed.gif|frame|right|A static spray of shots from the center accompanied by aimed shots from the sides.]]&lt;br /&gt;
Combines elements of static and aimed patterns. Very common in all sorts of shmups. One possible strategy is to deliberately wait in the threat zone of the static attack between volleys. This will lure aimed shots to overlap the static pattern, thus leaving some other areas open for maneuvering.&lt;br /&gt;
&lt;br /&gt;
In the example animation, the player deliberately waits in the known path of the static pattern. This lures the aimed shots into overlapping the static pattern, thus reducing the total area of threats on the screen. This leaves the player with two sides completely free of threats. Had the player waited outside of the static threat zone to begin with (as is likely one's first instinct), the aimed shots would have instead filled that safe space. The player would then have to make an extremely dangerous crossing of the static threat zone to avoid the aimed shots.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Overlapping patterns ==&lt;br /&gt;
Usually in shmups, especially during stages, different types of patterns will overlap. The safe zones of one pattern become a frame within one must maneuver around another pattern. For instance, one enemy firing a wide enclosing attack while other enemies shoot aimed bullets at the player. The solution then likely becomes a synthesis of both strategies. Move as little as possibly to avoid moving into the threat zones of the enclosing attack, but tap dodge and cutback just enough to avoid the aimed bullets.&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Dodging_strategy&amp;diff=33102</id>
		<title>Help:Dodging strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Dodging_strategy&amp;diff=33102"/>
		<updated>2025-01-12T15:53:28Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Normally in shmups, one wants to avoid danger in the forms of bullets, enemies, and obstacles when aiming for a goal such as a [[Glossary_of_shmups#1cc|1cc]], [[Glossary_of_shmups#2-all|2-all]], or [[Glossary_of_shmups#Score run|score run]]. '''Dodging theory''' is an analysis of the different types of dangers one is likely to face as well as axioms for coming up with solutions to such obstacles.&lt;br /&gt;
&lt;br /&gt;
= Avoiding bullets =&lt;br /&gt;
&lt;br /&gt;
== Dodging fundamentals, explained geometrically through axioms ==&lt;br /&gt;
Much of shmups comes down to avoiding danger/bullets, thus any discussion of strategy should stem from a theoretical understanding of the best methods of avoidance, the &amp;quot;best methods&amp;quot; being defined as the ones with the highest chance of success.&lt;br /&gt;
&lt;br /&gt;
'''Axiom''': The best method of avoiding a moving bullet is to evade in a 90 degree or perpendicular angle to its vector of travel.&lt;br /&gt;
&lt;br /&gt;
'''Reasoning''': The worst method is to evade at the same angle the bullet travels (impossible to evade). By moving further and further away from this worst method, we reach the best method of 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging1.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging2.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging3.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging4_1.png]]&lt;br /&gt;
&lt;br /&gt;
== The problem of criss-crossing bullets ==&lt;br /&gt;
If we take the previous axiom to be true, then bullets coming from multiple different sources (criss-crossing) pose an especially difficult problem, namely in that these patterns happen to guarantee bad evasion angles, some of which ''will'' necessarily overlap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''One source of bullets''': Even with a massive number of bullets, there will likely end up being gaps or safe zones away from the source.&lt;br /&gt;
[[File:Muhdodging5.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Multiple bullet sources''': On top of being difficult to read, even just a few of these will cause overlaps between the bullet's trajectory and your evasion routes, making rates of success poor.&lt;br /&gt;
[[File:Muhdodging6.png]]&lt;br /&gt;
&lt;br /&gt;
If we accept the first axiom, then it's understandable and normal to have a low success rate in this type of situation. &lt;br /&gt;
&lt;br /&gt;
Possible counter strategies:&lt;br /&gt;
&lt;br /&gt;
1. Attempt to destroy the most &amp;quot;off-to-the-side&amp;quot; source as fast as possible. This may change the pattern to be more &amp;quot;from-a-single-point&amp;quot;-like. (Not always an option)&lt;br /&gt;
&lt;br /&gt;
2. Try to reposition yourself so all of the sources are more &amp;quot;coming from one point,&amp;quot; meaning, try not to be in the middle of them all. This may give the sources more of a from-a-single-point type of pattern. (Not always an option)&lt;br /&gt;
&lt;br /&gt;
== Routing ==&lt;br /&gt;
Generally, the best way to avoid any type of danger, including bullets, is to know what will happen beforehand and to plan a safe '''[[Glossary_of_shmups#Route|route]]''' to avoid that danger. Even randomized elements of a shmup can benefit from routing by analyzing the random elements and routing towards the greatest probability for success. For instance, routing oneself into a safer, less bullet-dense part of the screen far away from the source of random danger.&lt;br /&gt;
&lt;br /&gt;
== Threat zones ==&lt;br /&gt;
[[File:PCB-bulletluring-jaimers.gif|thumb|right|Hundreds of bullets being herded into safe, simple lines on top of each other by careful tap dodging. Erratic movements would fill the screen with chaotic and dangerous patterns.]]&lt;br /&gt;
Sources of danger, such as enemy ships, enemy cannons, or fired bullets, can be thought of as projecting a '''threat zone''' along whatever their path is. The closer one is to this zone, the greater the chance the player will make an error and collide with a bullet. It follows then that dodging strategies should be centered around controlling and minimizing threat zones, thus giving the player the largest areas of safety and freedom possible. Analysis of threat zones is one way to theorize about the safest possible solution for any bullet pattern. In practice, they are mostly helpful for blind play or pre-routed play where the best strategy for any situation is not yet known or needs to be developed firsthand. Visualization of threat zones will lead to faster development of safe routes or improvements on old strategies.&lt;br /&gt;
&lt;br /&gt;
=== Speedkilling ===&lt;br /&gt;
A vital strategy in many shmups, '''killing enemies as quickly as possible''' usually denies the existence of threats entirely. There can be no errors without threats.&lt;br /&gt;
&lt;br /&gt;
=== Streaming ===&lt;br /&gt;
One of the most common ways to minimize threat zones is to force sources of danger to overlap each other via '''streaming'''. Essentially, threats that are overlapping share the same threat zone, and by luring many sources of danger into a small area or controlled trajectory, the player effectively frees up some other part of the screen they can use for maneuvers.&lt;br /&gt;
&lt;br /&gt;
=== Herding / Luring ===&lt;br /&gt;
When possible, lure threats/bullets off screen or into areas that are already polluted with threats. It's much better to have one polluted area and one clear area rather than two mildly polluted areas.&lt;br /&gt;
&lt;br /&gt;
=== Sealing ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Bullet patterns =&lt;br /&gt;
Because &amp;quot;reading&amp;quot; bullet patterns is often error prone, and in extreme cases, impossible, it's useful to learn strategies that can be used to avoid danger without relying merely on sight. If a bullet pattern falls into a known type, a known solution is likely to be effective in surviving it.&lt;br /&gt;
&lt;br /&gt;
== Static bullet patterns ==&lt;br /&gt;
[[File:Safespot-peg-s19453.gif|thumb|right|A dense and fast ring pattern that would be quite difficult without using safe spots.]]&lt;br /&gt;
'''Static bullet patterns''' are the same each time, so their threat zones fill predetermined positions and timings regardless of the player's position or other game states. Static patterns cannot be herded or lured, but instead they are very predictable, and thus static patterns are often solved safely by memorizing [[Glossary_of_shmups#Safe_spot|safe spots]]. Static patterns are more common in older shmups as their predictable nature makes them relatively simple to conquer with enough analysis.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Being completely static, the threat zones of static patterns can be visualized as thin, stationary lines traced from the sources of danger to the edge of the screen. Anywhere between these lines should be safe for maneuvering. In the case that a moving enemy fires a static pattern, one can still visualize the static threat lines and safe spots radiating out from the source.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Aimed bullet patterns ==&lt;br /&gt;
'''Aimed bullet patterns''' are patterns that are oriented towards or aimed directly at the player. These are the majority of patterns in shmups.&lt;br /&gt;
=== Aimed even ===&lt;br /&gt;
[[File:KGP-evenpattern-ako.gif|thumb|right|Easily surviving aimed even bullets by not moving.]]&lt;br /&gt;
Also known as '''enclosing''' patterns, aimed bullet patterns with an '''even''' number of bullets contain two or more streams of bullets aimed away from the player. Usually the best way to survive even patterns is to not move and let the danger pass by. [[Glossary_of_shmups#Macro dodge|Macro dodging]] is not recommended as even patterns are usually quite wide and are essentially designed to punish macro movements.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as fans of threat lines oriented towards and around the player. Depending on the width of the area between the threat lines, it is sometimes possible to [[Glossary_of_shmups#Micro dodge|micro dodge]] threats that overlap with an even pattern. If there are no overlapping patterns, it's best to just not move and avoid the threat lines entirely.&lt;br /&gt;
&lt;br /&gt;
=== Aimed odd ===&lt;br /&gt;
'''Odd''' bullet patterns contain one or more streams of bullets that are aimed directly at the player. Usually the best way to survive odds is to tap once perpendicular to the source of the bullets.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as one or more lines oriented directly at and piercing the player's ship. By far the most common type of pattern in shmups. [[Glossary_of_shmups#Macro dodge|Macro dodging]] aimed odd patterns can be safe if the pattern isn't very wide. Continuous aimed odd patterns (including streams of single bullets) can only be tap dodged for so long until the player runs out of space on screen. [[Glossary_of_shmups#Cut back|Cut backs]] should be used to create an opening to slip under in order to continue tapping in the opposite direction when out of room. &lt;br /&gt;
&lt;br /&gt;
=== Aimed restricted ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Random bullet patterns ==&lt;br /&gt;
[[File:TH8-mokourings-mauler.gif|thumb|right|Rings with a random orientation. Strategy can't help here. The only solution is to react and find the gaps.]]&lt;br /&gt;
'''Random bullet patterns''' are patterns that may or may not be aimed at the player; they spawn with an unknown trajectory. Often, random patterns are actually oriented in some way towards the player, and are actually aimed random patterns. Random patterns can be bullets with completely random trajectories from a central source, or they can be patterned attacks such as rings that expand with an unknown trajectory that may or may not be aimed at the player.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Random patterns can be visualized as nebulous cones or circles. Since the trajectory of incoming attacks is random, there is no real way to form a consistent strategy against random patterns. Analysis of such attacks may reveal that certain parts of the screen will be less dense than others, increasing the chance of success if taking refuge in that area; however, the need to remain in a certain position to attack an enemy may make such solutions impossible to effectively execute. Ultimately the only way to avoid random patterns is to read the incoming bullets and react.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Homing attacks ==&lt;br /&gt;
[[File:TOH-homingattack.gif|frame|right|Homing attacks lured into a clump at one side, then allowed to run out of homing power over the length of the screen. If lured into the center, the player would likely end up trapped.]]&lt;br /&gt;
'''Homing attacks''' are bullets or missiles that spawn with some initial trajectory but continue to curve towards the player for some amount of time. Homing attacks are usually either slow with a high turn rate or fast with a low turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Fast bullet, low turn rate ===&lt;br /&gt;
Often depicted as homing missiles, the threat zone of this type of attack is a cone in front of the projectile. The sides and especially back of this attack are safe. Exploit their slow turn rate by cutting them off at a sharp angle and getting behind them. It will take a long time for them to reorient towards you and they may time out.&lt;br /&gt;
&lt;br /&gt;
=== Slow bullet, fast/infinite turn rate ===&lt;br /&gt;
Often depicted as energy balls that follow the player around, outmaneuvering homing attacks with a high or instant turn rate is impossible, so general distance should be sought until they despawn. If possible, lure them all together in one area and then escape to the opposite side of the screen where one can deal with other patterns without worry of the homing attacks interfering.&lt;br /&gt;
&lt;br /&gt;
=== Homing lasers ===&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Magic bullets ==&lt;br /&gt;
'''Magic bullets''' (todo: maybe there's another term for this?) are bullets such as rotating bullets ([[Compile]]), oscillating bullets, or curving bullets. Depending on their speed and density, it may not be realistic to think of magic bullets as individual bullets with changing trajectories and threat zones. More likely, it may be best to visualize them as large swathes of bullets/fat lasers/large moving circles, and their entire trajectory treated as one large threat zone that should be avoided, as particularly erratic magic bullets with fast oscillations/rotations are often too dangerous to consider trying to weave through.&lt;br /&gt;
 &lt;br /&gt;
== Hybrid patterns ==&lt;br /&gt;
&lt;br /&gt;
=== Aimed random patterns ===&lt;br /&gt;
Aimed patterns with elements of randomness added. They are the majority of bullet patterns in newer shmups. They usually cannot be avoided by memorizing when to tap/not tap like normal aimed bullets and instead must be reacted to.&lt;br /&gt;
&lt;br /&gt;
=== Static aimed patterns ===&lt;br /&gt;
[[File:S1945-Russia2boss-Vludi-staticaimed.gif|frame|right|A static spray of shots from the center accompanied by aimed shots from the sides.]]&lt;br /&gt;
Combines elements of static and aimed patterns. Very common in all sorts of shmups. One possible strategy is to deliberately wait in the threat zone of the static attack between volleys. This will lure aimed shots to overlap the static pattern, thus leaving some other areas open for maneuvering.&lt;br /&gt;
&lt;br /&gt;
In the example animation, the player deliberately waits in the known path of the static pattern. This lures the aimed shots into overlapping the static pattern, thus reducing the total area of threats on the screen. This leaves the player with two sides completely free of threats. Had the player waited outside of the static threat zone to begin with (as is likely one's first instinct), the aimed shots would have instead filled that safe space. The player would then have to make an extremely dangerous crossing of the static threat zone to avoid the aimed shots.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Overlapping patterns ==&lt;br /&gt;
Usually in shmups, especially during stages, different types of patterns will overlap. The safe zones of one pattern become a frame within one must maneuver around another pattern. For instance, one enemy firing a wide enclosing attack while other enemies shoot aimed bullets at the player. The solution then likely becomes a synthesis of both strategies. Move as little as possibly to avoid moving into the threat zones of the enclosing attack, but tap dodge and cutback just enough to avoid the aimed bullets.&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Dodging_strategy&amp;diff=33101</id>
		<title>Help:Dodging strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Dodging_strategy&amp;diff=33101"/>
		<updated>2025-01-12T15:52:11Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: /* The problem of criss-crossing bullets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Normally in shmups, one wants to avoid danger in the forms of bullets, enemies, and obstacles when aiming for a goal such as a [[Glossary_of_shmups#1cc|1cc]], [[Glossary_of_shmups#2-all|2-all]], or [[Glossary_of_shmups#Score run|score run]]. '''Dodging theory''' is an analysis of the different types of dangers one is likely to face as well as axioms for coming up with solutions to such obstacles.&lt;br /&gt;
&lt;br /&gt;
= Avoiding bullets =&lt;br /&gt;
&lt;br /&gt;
== Dodging fundamentals, explained geometrically through axioms ==&lt;br /&gt;
Much of shmups comes down to avoiding danger/bullets, thus any discussion of strategy should stem from a theoretical understanding of the best methods of avoidance, the &amp;quot;best methods&amp;quot; being defined as the ones with the highest chance of success.&lt;br /&gt;
&lt;br /&gt;
'''Axiom''': The best method of avoiding a moving bullet is to evade in a 90 degree or perpendicular angle to its vector of travel.&lt;br /&gt;
&lt;br /&gt;
'''Reasoning''': The worst method is to evade at the same angle the bullet travels (impossible to evade). By moving further and further away from this worst method, we reach the best method of 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging1.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging2.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging3.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging4_1.png]]&lt;br /&gt;
&lt;br /&gt;
== The problem of criss-crossing bullets ==&lt;br /&gt;
If we take the previous axiom to be true, then bullets coming from multiple different sources (criss-crossing) pose an especially difficult problem, namely in that these patterns happen to guarantee bad evasion angles, some of which ''will'' necessarily overlap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''One source of bullets''': Even with a massive number of bullets, there will likely end up being gaps or safe zones away from the source.&lt;br /&gt;
[[File:Muhdodging5.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Multiple bullet sources''': On top of being difficult to read, even just a few of these will cause overlaps between the bullet's trajectory and your evasion routes, making rates of success poor.&lt;br /&gt;
[[File:Muhdodging6.png]]&lt;br /&gt;
&lt;br /&gt;
If we accept the first axiom, then it's understandable and normal to have a low success rate in this type of situation. &lt;br /&gt;
&lt;br /&gt;
Possible counter strategies:&lt;br /&gt;
1. Attempt to destroy the most &amp;quot;off-to-the-side&amp;quot; source as fast as possible. (Not always an option)&lt;br /&gt;
2. Try to reposition yourself so all of the sources are more &amp;quot;coming from one point,&amp;quot; meaning, try not to be in the middle of them all. This may give the sources more of a from-a-single-point type of pattern. (Not always an option)&lt;br /&gt;
&lt;br /&gt;
== Routing ==&lt;br /&gt;
Generally, the best way to avoid any type of danger, including bullets, is to know what will happen beforehand and to plan a safe '''[[Glossary_of_shmups#Route|route]]''' to avoid that danger. Even randomized elements of a shmup can benefit from routing by analyzing the random elements and routing towards the greatest probability for success. For instance, routing oneself into a safer, less bullet-dense part of the screen far away from the source of random danger.&lt;br /&gt;
&lt;br /&gt;
== Threat zones ==&lt;br /&gt;
[[File:PCB-bulletluring-jaimers.gif|thumb|right|Hundreds of bullets being herded into safe, simple lines on top of each other by careful tap dodging. Erratic movements would fill the screen with chaotic and dangerous patterns.]]&lt;br /&gt;
Sources of danger, such as enemy ships, enemy cannons, or fired bullets, can be thought of as projecting a '''threat zone''' along whatever their path is. The closer one is to this zone, the greater the chance the player will make an error and collide with a bullet. It follows then that dodging strategies should be centered around controlling and minimizing threat zones, thus giving the player the largest areas of safety and freedom possible. Analysis of threat zones is one way to theorize about the safest possible solution for any bullet pattern. In practice, they are mostly helpful for blind play or pre-routed play where the best strategy for any situation is not yet known or needs to be developed firsthand. Visualization of threat zones will lead to faster development of safe routes or improvements on old strategies.&lt;br /&gt;
&lt;br /&gt;
=== Speedkilling ===&lt;br /&gt;
A vital strategy in many shmups, '''killing enemies as quickly as possible''' usually denies the existence of threats entirely. There can be no errors without threats.&lt;br /&gt;
&lt;br /&gt;
=== Streaming ===&lt;br /&gt;
One of the most common ways to minimize threat zones is to force sources of danger to overlap each other via '''streaming'''. Essentially, threats that are overlapping share the same threat zone, and by luring many sources of danger into a small area or controlled trajectory, the player effectively frees up some other part of the screen they can use for maneuvers.&lt;br /&gt;
&lt;br /&gt;
=== Herding / Luring ===&lt;br /&gt;
When possible, lure threats/bullets off screen or into areas that are already polluted with threats. It's much better to have one polluted area and one clear area rather than two mildly polluted areas.&lt;br /&gt;
&lt;br /&gt;
=== Sealing ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Bullet patterns =&lt;br /&gt;
Because &amp;quot;reading&amp;quot; bullet patterns is often error prone, and in extreme cases, impossible, it's useful to learn strategies that can be used to avoid danger without relying merely on sight. If a bullet pattern falls into a known type, a known solution is likely to be effective in surviving it.&lt;br /&gt;
&lt;br /&gt;
== Static bullet patterns ==&lt;br /&gt;
[[File:Safespot-peg-s19453.gif|thumb|right|A dense and fast ring pattern that would be quite difficult without using safe spots.]]&lt;br /&gt;
'''Static bullet patterns''' are the same each time, so their threat zones fill predetermined positions and timings regardless of the player's position or other game states. Static patterns cannot be herded or lured, but instead they are very predictable, and thus static patterns are often solved safely by memorizing [[Glossary_of_shmups#Safe_spot|safe spots]]. Static patterns are more common in older shmups as their predictable nature makes them relatively simple to conquer with enough analysis.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Being completely static, the threat zones of static patterns can be visualized as thin, stationary lines traced from the sources of danger to the edge of the screen. Anywhere between these lines should be safe for maneuvering. In the case that a moving enemy fires a static pattern, one can still visualize the static threat lines and safe spots radiating out from the source.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Aimed bullet patterns ==&lt;br /&gt;
'''Aimed bullet patterns''' are patterns that are oriented towards or aimed directly at the player. These are the majority of patterns in shmups.&lt;br /&gt;
=== Aimed even ===&lt;br /&gt;
[[File:KGP-evenpattern-ako.gif|thumb|right|Easily surviving aimed even bullets by not moving.]]&lt;br /&gt;
Also known as '''enclosing''' patterns, aimed bullet patterns with an '''even''' number of bullets contain two or more streams of bullets aimed away from the player. Usually the best way to survive even patterns is to not move and let the danger pass by. [[Glossary_of_shmups#Macro dodge|Macro dodging]] is not recommended as even patterns are usually quite wide and are essentially designed to punish macro movements.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as fans of threat lines oriented towards and around the player. Depending on the width of the area between the threat lines, it is sometimes possible to [[Glossary_of_shmups#Micro dodge|micro dodge]] threats that overlap with an even pattern. If there are no overlapping patterns, it's best to just not move and avoid the threat lines entirely.&lt;br /&gt;
&lt;br /&gt;
=== Aimed odd ===&lt;br /&gt;
'''Odd''' bullet patterns contain one or more streams of bullets that are aimed directly at the player. Usually the best way to survive odds is to tap once perpendicular to the source of the bullets.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as one or more lines oriented directly at and piercing the player's ship. By far the most common type of pattern in shmups. [[Glossary_of_shmups#Macro dodge|Macro dodging]] aimed odd patterns can be safe if the pattern isn't very wide. Continuous aimed odd patterns (including streams of single bullets) can only be tap dodged for so long until the player runs out of space on screen. [[Glossary_of_shmups#Cut back|Cut backs]] should be used to create an opening to slip under in order to continue tapping in the opposite direction when out of room. &lt;br /&gt;
&lt;br /&gt;
=== Aimed restricted ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Random bullet patterns ==&lt;br /&gt;
[[File:TH8-mokourings-mauler.gif|thumb|right|Rings with a random orientation. Strategy can't help here. The only solution is to react and find the gaps.]]&lt;br /&gt;
'''Random bullet patterns''' are patterns that may or may not be aimed at the player; they spawn with an unknown trajectory. Often, random patterns are actually oriented in some way towards the player, and are actually aimed random patterns. Random patterns can be bullets with completely random trajectories from a central source, or they can be patterned attacks such as rings that expand with an unknown trajectory that may or may not be aimed at the player.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Random patterns can be visualized as nebulous cones or circles. Since the trajectory of incoming attacks is random, there is no real way to form a consistent strategy against random patterns. Analysis of such attacks may reveal that certain parts of the screen will be less dense than others, increasing the chance of success if taking refuge in that area; however, the need to remain in a certain position to attack an enemy may make such solutions impossible to effectively execute. Ultimately the only way to avoid random patterns is to read the incoming bullets and react.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Homing attacks ==&lt;br /&gt;
[[File:TOH-homingattack.gif|frame|right|Homing attacks lured into a clump at one side, then allowed to run out of homing power over the length of the screen. If lured into the center, the player would likely end up trapped.]]&lt;br /&gt;
'''Homing attacks''' are bullets or missiles that spawn with some initial trajectory but continue to curve towards the player for some amount of time. Homing attacks are usually either slow with a high turn rate or fast with a low turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Fast bullet, low turn rate ===&lt;br /&gt;
Often depicted as homing missiles, the threat zone of this type of attack is a cone in front of the projectile. The sides and especially back of this attack are safe. Exploit their slow turn rate by cutting them off at a sharp angle and getting behind them. It will take a long time for them to reorient towards you and they may time out.&lt;br /&gt;
&lt;br /&gt;
=== Slow bullet, fast/infinite turn rate ===&lt;br /&gt;
Often depicted as energy balls that follow the player around, outmaneuvering homing attacks with a high or instant turn rate is impossible, so general distance should be sought until they despawn. If possible, lure them all together in one area and then escape to the opposite side of the screen where one can deal with other patterns without worry of the homing attacks interfering.&lt;br /&gt;
&lt;br /&gt;
=== Homing lasers ===&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Magic bullets ==&lt;br /&gt;
'''Magic bullets''' (todo: maybe there's another term for this?) are bullets such as rotating bullets ([[Compile]]), oscillating bullets, or curving bullets. Depending on their speed and density, it may not be realistic to think of magic bullets as individual bullets with changing trajectories and threat zones. More likely, it may be best to visualize them as large swathes of bullets/fat lasers/large moving circles, and their entire trajectory treated as one large threat zone that should be avoided, as particularly erratic magic bullets with fast oscillations/rotations are often too dangerous to consider trying to weave through.&lt;br /&gt;
 &lt;br /&gt;
== Hybrid patterns ==&lt;br /&gt;
&lt;br /&gt;
=== Aimed random patterns ===&lt;br /&gt;
Aimed patterns with elements of randomness added. They are the majority of bullet patterns in newer shmups. They usually cannot be avoided by memorizing when to tap/not tap like normal aimed bullets and instead must be reacted to.&lt;br /&gt;
&lt;br /&gt;
=== Static aimed patterns ===&lt;br /&gt;
[[File:S1945-Russia2boss-Vludi-staticaimed.gif|frame|right|A static spray of shots from the center accompanied by aimed shots from the sides.]]&lt;br /&gt;
Combines elements of static and aimed patterns. Very common in all sorts of shmups. One possible strategy is to deliberately wait in the threat zone of the static attack between volleys. This will lure aimed shots to overlap the static pattern, thus leaving some other areas open for maneuvering.&lt;br /&gt;
&lt;br /&gt;
In the example animation, the player deliberately waits in the known path of the static pattern. This lures the aimed shots into overlapping the static pattern, thus reducing the total area of threats on the screen. This leaves the player with two sides completely free of threats. Had the player waited outside of the static threat zone to begin with (as is likely one's first instinct), the aimed shots would have instead filled that safe space. The player would then have to make an extremely dangerous crossing of the static threat zone to avoid the aimed shots.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Overlapping patterns ==&lt;br /&gt;
Usually in shmups, especially during stages, different types of patterns will overlap. The safe zones of one pattern become a frame within one must maneuver around another pattern. For instance, one enemy firing a wide enclosing attack while other enemies shoot aimed bullets at the player. The solution then likely becomes a synthesis of both strategies. Move as little as possibly to avoid moving into the threat zones of the enclosing attack, but tap dodge and cutback just enough to avoid the aimed bullets.&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Help:Dodging_strategy&amp;diff=33100</id>
		<title>Help:Dodging strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Help:Dodging_strategy&amp;diff=33100"/>
		<updated>2025-01-12T15:47:10Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Normally in shmups, one wants to avoid danger in the forms of bullets, enemies, and obstacles when aiming for a goal such as a [[Glossary_of_shmups#1cc|1cc]], [[Glossary_of_shmups#2-all|2-all]], or [[Glossary_of_shmups#Score run|score run]]. '''Dodging theory''' is an analysis of the different types of dangers one is likely to face as well as axioms for coming up with solutions to such obstacles.&lt;br /&gt;
&lt;br /&gt;
= Avoiding bullets =&lt;br /&gt;
&lt;br /&gt;
== Dodging fundamentals, explained geometrically through axioms ==&lt;br /&gt;
Much of shmups comes down to avoiding danger/bullets, thus any discussion of strategy should stem from a theoretical understanding of the best methods of avoidance, the &amp;quot;best methods&amp;quot; being defined as the ones with the highest chance of success.&lt;br /&gt;
&lt;br /&gt;
'''Axiom''': The best method of avoiding a moving bullet is to evade in a 90 degree or perpendicular angle to its vector of travel.&lt;br /&gt;
&lt;br /&gt;
'''Reasoning''': The worst method is to evade at the same angle the bullet travels (impossible to evade). By moving further and further away from this worst method, we reach the best method of 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging1.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging2.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging3.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging4_1.png]]&lt;br /&gt;
&lt;br /&gt;
== The problem of criss-crossing bullets ==&lt;br /&gt;
If we take the previous axiom to be true, then bullets coming from multiple different sources (criss-crossing) pose an especially difficult problem, namely in that these patterns happen to guarantee bad evasion angles, some of which ''will'' necessarily overlap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''One source of bullets''': Even with a massive number of bullets, there will likely end up being gaps or safe zones away from the source.&lt;br /&gt;
[[File:Muhdodging5.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Multiple bullet sources''': On top of being difficult to read, even just a few of these will cause overlaps between the bullet's trajectory and your evasion routes, making rates of success poor.&lt;br /&gt;
[[File:Muhdodging6.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Routing ==&lt;br /&gt;
Generally, the best way to avoid any type of danger, including bullets, is to know what will happen beforehand and to plan a safe '''[[Glossary_of_shmups#Route|route]]''' to avoid that danger. Even randomized elements of a shmup can benefit from routing by analyzing the random elements and routing towards the greatest probability for success. For instance, routing oneself into a safer, less bullet-dense part of the screen far away from the source of random danger.&lt;br /&gt;
&lt;br /&gt;
== Threat zones ==&lt;br /&gt;
[[File:PCB-bulletluring-jaimers.gif|thumb|right|Hundreds of bullets being herded into safe, simple lines on top of each other by careful tap dodging. Erratic movements would fill the screen with chaotic and dangerous patterns.]]&lt;br /&gt;
Sources of danger, such as enemy ships, enemy cannons, or fired bullets, can be thought of as projecting a '''threat zone''' along whatever their path is. The closer one is to this zone, the greater the chance the player will make an error and collide with a bullet. It follows then that dodging strategies should be centered around controlling and minimizing threat zones, thus giving the player the largest areas of safety and freedom possible. Analysis of threat zones is one way to theorize about the safest possible solution for any bullet pattern. In practice, they are mostly helpful for blind play or pre-routed play where the best strategy for any situation is not yet known or needs to be developed firsthand. Visualization of threat zones will lead to faster development of safe routes or improvements on old strategies.&lt;br /&gt;
&lt;br /&gt;
=== Speedkilling ===&lt;br /&gt;
A vital strategy in many shmups, '''killing enemies as quickly as possible''' usually denies the existence of threats entirely. There can be no errors without threats.&lt;br /&gt;
&lt;br /&gt;
=== Streaming ===&lt;br /&gt;
One of the most common ways to minimize threat zones is to force sources of danger to overlap each other via '''streaming'''. Essentially, threats that are overlapping share the same threat zone, and by luring many sources of danger into a small area or controlled trajectory, the player effectively frees up some other part of the screen they can use for maneuvers.&lt;br /&gt;
&lt;br /&gt;
=== Herding / Luring ===&lt;br /&gt;
When possible, lure threats/bullets off screen or into areas that are already polluted with threats. It's much better to have one polluted area and one clear area rather than two mildly polluted areas.&lt;br /&gt;
&lt;br /&gt;
=== Sealing ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Bullet patterns =&lt;br /&gt;
Because &amp;quot;reading&amp;quot; bullet patterns is often error prone, and in extreme cases, impossible, it's useful to learn strategies that can be used to avoid danger without relying merely on sight. If a bullet pattern falls into a known type, a known solution is likely to be effective in surviving it.&lt;br /&gt;
&lt;br /&gt;
== Static bullet patterns ==&lt;br /&gt;
[[File:Safespot-peg-s19453.gif|thumb|right|A dense and fast ring pattern that would be quite difficult without using safe spots.]]&lt;br /&gt;
'''Static bullet patterns''' are the same each time, so their threat zones fill predetermined positions and timings regardless of the player's position or other game states. Static patterns cannot be herded or lured, but instead they are very predictable, and thus static patterns are often solved safely by memorizing [[Glossary_of_shmups#Safe_spot|safe spots]]. Static patterns are more common in older shmups as their predictable nature makes them relatively simple to conquer with enough analysis.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Being completely static, the threat zones of static patterns can be visualized as thin, stationary lines traced from the sources of danger to the edge of the screen. Anywhere between these lines should be safe for maneuvering. In the case that a moving enemy fires a static pattern, one can still visualize the static threat lines and safe spots radiating out from the source.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Aimed bullet patterns ==&lt;br /&gt;
'''Aimed bullet patterns''' are patterns that are oriented towards or aimed directly at the player. These are the majority of patterns in shmups.&lt;br /&gt;
=== Aimed even ===&lt;br /&gt;
[[File:KGP-evenpattern-ako.gif|thumb|right|Easily surviving aimed even bullets by not moving.]]&lt;br /&gt;
Also known as '''enclosing''' patterns, aimed bullet patterns with an '''even''' number of bullets contain two or more streams of bullets aimed away from the player. Usually the best way to survive even patterns is to not move and let the danger pass by. [[Glossary_of_shmups#Macro dodge|Macro dodging]] is not recommended as even patterns are usually quite wide and are essentially designed to punish macro movements.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as fans of threat lines oriented towards and around the player. Depending on the width of the area between the threat lines, it is sometimes possible to [[Glossary_of_shmups#Micro dodge|micro dodge]] threats that overlap with an even pattern. If there are no overlapping patterns, it's best to just not move and avoid the threat lines entirely.&lt;br /&gt;
&lt;br /&gt;
=== Aimed odd ===&lt;br /&gt;
'''Odd''' bullet patterns contain one or more streams of bullets that are aimed directly at the player. Usually the best way to survive odds is to tap once perpendicular to the source of the bullets.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as one or more lines oriented directly at and piercing the player's ship. By far the most common type of pattern in shmups. [[Glossary_of_shmups#Macro dodge|Macro dodging]] aimed odd patterns can be safe if the pattern isn't very wide. Continuous aimed odd patterns (including streams of single bullets) can only be tap dodged for so long until the player runs out of space on screen. [[Glossary_of_shmups#Cut back|Cut backs]] should be used to create an opening to slip under in order to continue tapping in the opposite direction when out of room. &lt;br /&gt;
&lt;br /&gt;
=== Aimed restricted ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Random bullet patterns ==&lt;br /&gt;
[[File:TH8-mokourings-mauler.gif|thumb|right|Rings with a random orientation. Strategy can't help here. The only solution is to react and find the gaps.]]&lt;br /&gt;
'''Random bullet patterns''' are patterns that may or may not be aimed at the player; they spawn with an unknown trajectory. Often, random patterns are actually oriented in some way towards the player, and are actually aimed random patterns. Random patterns can be bullets with completely random trajectories from a central source, or they can be patterned attacks such as rings that expand with an unknown trajectory that may or may not be aimed at the player.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Random patterns can be visualized as nebulous cones or circles. Since the trajectory of incoming attacks is random, there is no real way to form a consistent strategy against random patterns. Analysis of such attacks may reveal that certain parts of the screen will be less dense than others, increasing the chance of success if taking refuge in that area; however, the need to remain in a certain position to attack an enemy may make such solutions impossible to effectively execute. Ultimately the only way to avoid random patterns is to read the incoming bullets and react.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Homing attacks ==&lt;br /&gt;
[[File:TOH-homingattack.gif|frame|right|Homing attacks lured into a clump at one side, then allowed to run out of homing power over the length of the screen. If lured into the center, the player would likely end up trapped.]]&lt;br /&gt;
'''Homing attacks''' are bullets or missiles that spawn with some initial trajectory but continue to curve towards the player for some amount of time. Homing attacks are usually either slow with a high turn rate or fast with a low turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Fast bullet, low turn rate ===&lt;br /&gt;
Often depicted as homing missiles, the threat zone of this type of attack is a cone in front of the projectile. The sides and especially back of this attack are safe. Exploit their slow turn rate by cutting them off at a sharp angle and getting behind them. It will take a long time for them to reorient towards you and they may time out.&lt;br /&gt;
&lt;br /&gt;
=== Slow bullet, fast/infinite turn rate ===&lt;br /&gt;
Often depicted as energy balls that follow the player around, outmaneuvering homing attacks with a high or instant turn rate is impossible, so general distance should be sought until they despawn. If possible, lure them all together in one area and then escape to the opposite side of the screen where one can deal with other patterns without worry of the homing attacks interfering.&lt;br /&gt;
&lt;br /&gt;
=== Homing lasers ===&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Magic bullets ==&lt;br /&gt;
'''Magic bullets''' (todo: maybe there's another term for this?) are bullets such as rotating bullets ([[Compile]]), oscillating bullets, or curving bullets. Depending on their speed and density, it may not be realistic to think of magic bullets as individual bullets with changing trajectories and threat zones. More likely, it may be best to visualize them as large swathes of bullets/fat lasers/large moving circles, and their entire trajectory treated as one large threat zone that should be avoided, as particularly erratic magic bullets with fast oscillations/rotations are often too dangerous to consider trying to weave through.&lt;br /&gt;
 &lt;br /&gt;
== Hybrid patterns ==&lt;br /&gt;
&lt;br /&gt;
=== Aimed random patterns ===&lt;br /&gt;
Aimed patterns with elements of randomness added. They are the majority of bullet patterns in newer shmups. They usually cannot be avoided by memorizing when to tap/not tap like normal aimed bullets and instead must be reacted to.&lt;br /&gt;
&lt;br /&gt;
=== Static aimed patterns ===&lt;br /&gt;
[[File:S1945-Russia2boss-Vludi-staticaimed.gif|frame|right|A static spray of shots from the center accompanied by aimed shots from the sides.]]&lt;br /&gt;
Combines elements of static and aimed patterns. Very common in all sorts of shmups. One possible strategy is to deliberately wait in the threat zone of the static attack between volleys. This will lure aimed shots to overlap the static pattern, thus leaving some other areas open for maneuvering.&lt;br /&gt;
&lt;br /&gt;
In the example animation, the player deliberately waits in the known path of the static pattern. This lures the aimed shots into overlapping the static pattern, thus reducing the total area of threats on the screen. This leaves the player with two sides completely free of threats. Had the player waited outside of the static threat zone to begin with (as is likely one's first instinct), the aimed shots would have instead filled that safe space. The player would then have to make an extremely dangerous crossing of the static threat zone to avoid the aimed shots.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Overlapping patterns ==&lt;br /&gt;
Usually in shmups, especially during stages, different types of patterns will overlap. The safe zones of one pattern become a frame within one must maneuver around another pattern. For instance, one enemy firing a wide enclosing attack while other enemies shoot aimed bullets at the player. The solution then likely becomes a synthesis of both strategies. Move as little as possibly to avoid moving into the threat zones of the enclosing attack, but tap dodge and cutback just enough to avoid the aimed bullets.&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:1ccsDontMatter/test15&amp;diff=33099</id>
		<title>User:1ccsDontMatter/test15</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:1ccsDontMatter/test15&amp;diff=33099"/>
		<updated>2025-01-12T15:40:44Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Normally in shmups, one wants to avoid danger in the forms of bullets, enemies, and obstacles when aiming for a goal such as a [[Glossary_of_shmups#1cc|1cc]], [[Glossary_of_shmups#2-all|2-all]], or [[Glossary_of_shmups#Score run|score run]]. '''Dodging theory''' is an analysis of the different types of dangers one is likely to face as well as axioms for coming up with solutions to such obstacles.&lt;br /&gt;
&lt;br /&gt;
= Avoiding bullets =&lt;br /&gt;
&lt;br /&gt;
== Dodging fundamentals, explained geometrically through axioms ==&lt;br /&gt;
Much of shmups comes down to avoiding danger/bullets, thus any discussion of strategy should stem from a theoretical understanding of the best methods of avoidance, the &amp;quot;best methods&amp;quot; being defined as the ones with the highest chance of success.&lt;br /&gt;
&lt;br /&gt;
'''Axiom''': The best method of avoiding a moving bullet is to evade in a 90 degree or perpendicular angle to its vector of travel.&lt;br /&gt;
&lt;br /&gt;
'''Reasoning''': The worst method is to evade at the same angle the bullet travels (impossible to evade). By moving further and further away from this worst method, we reach the best method of 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging1.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging2.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging3.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging4_1.png]]&lt;br /&gt;
&lt;br /&gt;
== The problem of criss-crossing bullets ==&lt;br /&gt;
If we take the previous axiom to be true, then bullets coming from multiple different sources (criss-crossing) pose an especially difficult problem, namely in that these patterns happen to guarantee bad evasion angles, some of which ''will'' necessarily overlap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''One source of bullets''': Even with a massive number of bullets, there will likely end up being gaps or safe zones away from the source.&lt;br /&gt;
[[File:Muhdodging5.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Multiple bullet sources''': On top of being difficult to read, even just a few of these will cause overlaps between the bullet's trajectory and your evasion routes, making rates of success poor.&lt;br /&gt;
[[File:Muhdodging6.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Routing ==&lt;br /&gt;
Generally, the best way to avoid any type of danger, including bullets, is to know what will happen beforehand and to plan a safe '''[[Glossary_of_shmups#Route|route]]''' to avoid that danger. Even randomized elements of a shmup can benefit from routing by analyzing the random elements and routing towards the greatest probability for success. For instance, routing oneself into a safer, less bullet-dense part of the screen far away from the source of random danger.&lt;br /&gt;
&lt;br /&gt;
== Threat zones ==&lt;br /&gt;
[[File:PCB-bulletluring-jaimers.gif|thumb|right|Hundreds of bullets being herded into safe, simple lines on top of each other by careful tap dodging. Erratic movements would fill the screen with chaotic and dangerous patterns.]]&lt;br /&gt;
Sources of danger, such as enemy ships, enemy cannons, or fired bullets, can be thought of as projecting a '''threat zone''' along whatever their path is. The closer one is to this zone, the greater the chance the player will make an error and collide with a bullet. It follows then that dodging strategies should be centered around controlling and minimizing threat zones, thus giving the player the largest areas of safety and freedom possible. Analysis of threat zones is one way to theorize about the safest possible solution for any bullet pattern. In practice, they are mostly helpful for blind play or pre-routed play where the best strategy for any situation is not yet known or needs to be developed firsthand. Visualization of threat zones will lead to faster development of safe routes or improvements on old strategies.&lt;br /&gt;
&lt;br /&gt;
=== Speedkilling ===&lt;br /&gt;
A vital strategy in many shmups, '''killing enemies as quickly as possible''' usually denies the existence of threats entirely. There can be no errors without threats.&lt;br /&gt;
&lt;br /&gt;
=== Streaming ===&lt;br /&gt;
One of the most common ways to minimize threat zones is to force sources of danger to overlap each other via '''streaming'''. Essentially, threats that are overlapping share the same threat zone, and by luring many sources of danger into a small area or controlled trajectory, the player effectively frees up some other part of the screen they can use for maneuvers.&lt;br /&gt;
&lt;br /&gt;
=== Herding / Luring ===&lt;br /&gt;
When possible, lure threats/bullets off screen or into areas that are already polluted with threats. It's much better to have one polluted area and one clear area rather than two mildly polluted areas.&lt;br /&gt;
&lt;br /&gt;
=== Sealing ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Bullet patterns =&lt;br /&gt;
Because &amp;quot;reading&amp;quot; bullet patterns is often error prone, and in extreme cases, impossible, it's useful to learn strategies that can be used to avoid danger without relying merely on sight. If a bullet pattern falls into a known type, a known solution is likely to be effective in surviving it.&lt;br /&gt;
&lt;br /&gt;
== Static bullet patterns ==&lt;br /&gt;
[[File:Safespot-peg-s19453.gif|thumb|right|A dense and fast ring pattern that would be quite difficult without using safe spots.]]&lt;br /&gt;
'''Static bullet patterns''' are the same each time, so their threat zones fill predetermined positions and timings regardless of the player's position or other game states. Static patterns cannot be herded or lured, but instead they are very predictable, and thus static patterns are often solved safely by memorizing [[Glossary_of_shmups#Safe_spot|safe spots]]. Static patterns are more common in older shmups as their predictable nature makes them relatively simple to conquer with enough analysis.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Being completely static, the threat zones of static patterns can be visualized as thin, stationary lines traced from the sources of danger to the edge of the screen. Anywhere between these lines should be safe for maneuvering. In the case that a moving enemy fires a static pattern, one can still visualize the static threat lines and safe spots radiating out from the source.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Aimed bullet patterns ==&lt;br /&gt;
'''Aimed bullet patterns''' are patterns that are oriented towards or aimed directly at the player. These are the majority of patterns in shmups.&lt;br /&gt;
=== Aimed even ===&lt;br /&gt;
[[File:KGP-evenpattern-ako.gif|thumb|right|Easily surviving aimed even bullets by not moving.]]&lt;br /&gt;
Also known as '''enclosing''' patterns, aimed bullet patterns with an '''even''' number of bullets contain two or more streams of bullets aimed away from the player. Usually the best way to survive even patterns is to not move and let the danger pass by. [[Glossary_of_shmups#Macro dodge|Macro dodging]] is not recommended as even patterns are usually quite wide and are essentially designed to punish macro movements.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as fans of threat lines oriented towards and around the player. Depending on the width of the area between the threat lines, it is sometimes possible to [[Glossary_of_shmups#Micro dodge|micro dodge]] threats that overlap with an even pattern. If there are no overlapping patterns, it's best to just not move and avoid the threat lines entirely.&lt;br /&gt;
&lt;br /&gt;
=== Aimed odd ===&lt;br /&gt;
'''Odd''' bullet patterns contain one or more streams of bullets that are aimed directly at the player. Usually the best way to survive odds is to tap once perpendicular to the source of the bullets.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as one or more lines oriented directly at and piercing the player's ship. By far the most common type of pattern in shmups. [[Glossary_of_shmups#Macro dodge|Macro dodging]] aimed odd patterns can be safe if the pattern isn't very wide. Continuous aimed odd patterns (including streams of single bullets) can only be tap dodged for so long until the player runs out of space on screen. [[Glossary_of_shmups#Cut back|Cut backs]] should be used to create an opening to slip under in order to continue tapping in the opposite direction when out of room. &lt;br /&gt;
&lt;br /&gt;
=== Aimed restricted ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Random bullet patterns ==&lt;br /&gt;
[[File:TH8-mokourings-mauler.gif|thumb|right|Rings with a random orientation. Strategy can't help here. The only solution is to react and find the gaps.]]&lt;br /&gt;
'''Random bullet patterns''' are patterns that may or may not be aimed at the player; they spawn with an unknown trajectory. Often, random patterns are actually oriented in some way towards the player, and are actually aimed random patterns. Random patterns can be bullets with completely random trajectories from a central source, or they can be patterned attacks such as rings that expand with an unknown trajectory that may or may not be aimed at the player.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Random patterns can be visualized as nebulous cones or circles. Since the trajectory of incoming attacks is random, there is no real way to form a consistent strategy against random patterns. Analysis of such attacks may reveal that certain parts of the screen will be less dense than others, increasing the chance of success if taking refuge in that area; however, the need to remain in a certain position to attack an enemy may make such solutions impossible to effectively execute. Ultimately the only way to avoid random patterns is to read the incoming bullets and react.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Homing attacks ==&lt;br /&gt;
[[File:TOH-homingattack.gif|frame|right|Homing attacks lured into a clump at one side, then allowed to run out of homing power over the length of the screen. If lured into the center, the player would likely end up trapped.]]&lt;br /&gt;
'''Homing attacks''' are bullets or missiles that spawn with some initial trajectory but continue to curve towards the player for some amount of time. Homing attacks are usually either slow with a high turn rate or fast with a low turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Fast bullet, low turn rate ===&lt;br /&gt;
Often depicted as homing missiles, the threat zone of this type of attack is a cone in front of the projectile. The sides and especially back of this attack are safe. Exploit their slow turn rate by cutting them off at a sharp angle and getting behind them. It will take a long time for them to reorient towards you and they may time out.&lt;br /&gt;
&lt;br /&gt;
=== Slow bullet, fast/infinite turn rate ===&lt;br /&gt;
Often depicted as energy balls that follow the player around, outmaneuvering homing attacks with a high or instant turn rate is impossible, so general distance should be sought until they despawn. If possible, lure them all together in one area and then escape to the opposite side of the screen where one can deal with other patterns without worry of the homing attacks interfering.&lt;br /&gt;
&lt;br /&gt;
=== Homing lasers ===&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Magic bullets ==&lt;br /&gt;
'''Magic bullets''' (todo: maybe there's another term for this?) are bullets such as rotating bullets ([[Compile]]), oscillating bullets, or curving bullets. Depending on their speed and density, it may not be realistic to think of magic bullets as individual bullets with changing trajectories and threat zones. More likely, it may be best to visualize them as large swathes of bullets/fat lasers/large moving circles, and their entire trajectory treated as one large threat zone that should be avoided, as particularly erratic magic bullets with fast oscillations/rotations are often too dangerous to consider trying to weave through.&lt;br /&gt;
 &lt;br /&gt;
== Hybrid patterns ==&lt;br /&gt;
&lt;br /&gt;
=== Aimed random patterns ===&lt;br /&gt;
Aimed patterns with elements of randomness added. They are the majority of bullet patterns in newer shmups. They usually cannot be avoided by memorizing when to tap/not tap like normal aimed bullets and instead must be reacted to.&lt;br /&gt;
&lt;br /&gt;
=== Static aimed patterns ===&lt;br /&gt;
[[File:S1945-Russia2boss-Vludi-staticaimed.gif|frame|right|A static spray of shots from the center accompanied by aimed shots from the sides.]]&lt;br /&gt;
Combines elements of static and aimed patterns. Very common in all sorts of shmups. One possible strategy is to deliberately wait in the threat zone of the static attack between volleys. This will lure aimed shots to overlap the static pattern, thus leaving some other areas open for maneuvering.&lt;br /&gt;
&lt;br /&gt;
In the example animation, the player deliberately waits in the known path of the static pattern. This lures the aimed shots into overlapping the static pattern, thus reducing the total area of threats on the screen. This leaves the player with two sides completely free of threats. Had the player waited outside of the static threat zone to begin with (as is likely one's first instinct), the aimed shots would have instead filled that safe space. The player would then have to make an extremely dangerous crossing of the static threat zone to avoid the aimed shots.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Overlapping patterns ==&lt;br /&gt;
Usually in shmups, especially during stages, different types of patterns will overlap. The safe zones of one pattern become a frame within one must maneuver around another pattern. For instance, one enemy firing a wide enclosing attack while other enemies shoot aimed bullets at the player. The solution then likely becomes a synthesis of both strategies. Move as little as possibly to avoid moving into the threat zones of the enclosing attack, but tap dodge and cutback just enough to avoid the aimed bullets.&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Muhdodging6.png&amp;diff=33098</id>
		<title>File:Muhdodging6.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Muhdodging6.png&amp;diff=33098"/>
		<updated>2025-01-12T15:37:21Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{CC-BY-SA-4.0}}&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Muhdodging5.png&amp;diff=33097</id>
		<title>File:Muhdodging5.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Muhdodging5.png&amp;diff=33097"/>
		<updated>2025-01-12T15:35:52Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{CC-BY-SA-4.0}}&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:1ccsDontMatter/test15&amp;diff=33096</id>
		<title>User:1ccsDontMatter/test15</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:1ccsDontMatter/test15&amp;diff=33096"/>
		<updated>2025-01-12T14:59:18Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: /* Dodging fundamentals, explained through axioms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Normally in shmups, one wants to avoid danger in the forms of bullets, enemies, and obstacles when aiming for a goal such as a [[Glossary_of_shmups#1cc|1cc]], [[Glossary_of_shmups#2-all|2-all]], or [[Glossary_of_shmups#Score run|score run]]. '''Dodging theory''' is an analysis of the different types of dangers one is likely to face as well as axioms for coming up with solutions to such obstacles.&lt;br /&gt;
&lt;br /&gt;
= Avoiding bullets =&lt;br /&gt;
&lt;br /&gt;
== Dodging fundamentals, explained geometrically through axioms ==&lt;br /&gt;
&lt;br /&gt;
Much of shmups comes down to avoiding danger/bullets, thus any discussion of strategy should stem from a theoretical understanding of the best methods of avoidance, the &amp;quot;best methods&amp;quot; being defined as the ones with the highest chance of success.&lt;br /&gt;
&lt;br /&gt;
'''Axiom''': The best method of avoiding a moving bullet is to evade in a 90 degree or perpendicular angle to its vector of travel.&lt;br /&gt;
&lt;br /&gt;
'''Reasoning''': The worst method is to evade at the same angle the bullet travels (impossible to evade). By moving further and further away from this worst method, we reach the best method of 90 degrees.&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging1.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging2.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging3.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Muhdodging4_1.png]]&lt;br /&gt;
&lt;br /&gt;
== Routing ==&lt;br /&gt;
In general, the best way to avoid any type of danger, including bullets, is to know what will happen beforehand and to plan a safe '''[[Glossary_of_shmups#Route|route]]''' to avoid that danger. Even randomized elements of a shmup can benefit from routing by analyzing the random elements and routing towards the greatest probability for success. For instance, routing oneself into a safer, less bullet-dense part of the screen far away from the source of random danger.&lt;br /&gt;
&lt;br /&gt;
== Threat zones ==&lt;br /&gt;
[[File:PCB-bulletluring-jaimers.gif|thumb|right|Hundreds of bullets being herded into safe, simple lines on top of each other by careful tap dodging. Erratic movements would fill the screen with chaotic and dangerous patterns.]]&lt;br /&gt;
Sources of danger, such as enemy ships, enemy cannons, or fired bullets, can be thought of as projecting a '''threat zone''' along whatever their path is. The closer one is to this zone, the greater the chance the player will make an error and collide with a bullet. It follows then that dodging strategies should be centered around controlling and minimizing threat zones, thus giving the player the largest areas of safety and freedom possible. Analysis of threat zones is one way to theorize about the safest possible solution for any bullet pattern. In practice, they are mostly helpful for blind play or pre-routed play where the best strategy for any situation is not yet known or needs to be developed firsthand. Visualization of threat zones will lead to faster development of safe routes or improvements on old strategies.&lt;br /&gt;
&lt;br /&gt;
=== Speedkilling ===&lt;br /&gt;
A vital strategy in many shmups, '''killing enemies as quickly as possible''' usually denies the existence of threats entirely. There can be no errors without threats.&lt;br /&gt;
&lt;br /&gt;
=== Streaming ===&lt;br /&gt;
One of the most common ways to minimize threat zones is to force sources of danger to overlap each other via '''streaming'''. Essentially, threats that are overlapping share the same threat zone, and by luring many sources of danger into a small area or controlled trajectory, the player effectively frees up some other part of the screen they can use for maneuvers.&lt;br /&gt;
&lt;br /&gt;
=== Herding / Luring ===&lt;br /&gt;
When possible, lure threats/bullets off screen or into areas that are already polluted with threats. It's much better to have one polluted area and one clear area rather than two mildly polluted areas.&lt;br /&gt;
&lt;br /&gt;
=== Sealing ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Bullet patterns =&lt;br /&gt;
Because &amp;quot;reading&amp;quot; bullet patterns is often error prone, and in extreme cases, impossible, it's useful to learn strategies that can be used to avoid danger without relying merely on sight. If a bullet pattern falls into a known type, a known solution is likely to be effective in surviving it.&lt;br /&gt;
&lt;br /&gt;
== Static bullet patterns ==&lt;br /&gt;
[[File:Safespot-peg-s19453.gif|thumb|right|A dense and fast ring pattern that would be quite difficult without using safe spots.]]&lt;br /&gt;
'''Static bullet patterns''' are the same each time, so their threat zones fill predetermined positions and timings regardless of the player's position or other game states. Static patterns cannot be herded or lured, but instead they are very predictable, and thus static patterns are often solved safely by memorizing [[Glossary_of_shmups#Safe_spot|safe spots]]. Static patterns are more common in older shmups as their predictable nature makes them relatively simple to conquer with enough analysis.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Being completely static, the threat zones of static patterns can be visualized as thin, stationary lines traced from the sources of danger to the edge of the screen. Anywhere between these lines should be safe for maneuvering. In the case that a moving enemy fires a static pattern, one can still visualize the static threat lines and safe spots radiating out from the source.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Aimed bullet patterns ==&lt;br /&gt;
'''Aimed bullet patterns''' are patterns that are oriented towards or aimed directly at the player. These are the majority of patterns in shmups.&lt;br /&gt;
=== Aimed even ===&lt;br /&gt;
[[File:KGP-evenpattern-ako.gif|thumb|right|Easily surviving aimed even bullets by not moving.]]&lt;br /&gt;
Also known as '''enclosing''' patterns, aimed bullet patterns with an '''even''' number of bullets contain two or more streams of bullets aimed away from the player. Usually the best way to survive even patterns is to not move and let the danger pass by. [[Glossary_of_shmups#Macro dodge|Macro dodging]] is not recommended as even patterns are usually quite wide and are essentially designed to punish macro movements.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as fans of threat lines oriented towards and around the player. Depending on the width of the area between the threat lines, it is sometimes possible to [[Glossary_of_shmups#Micro dodge|micro dodge]] threats that overlap with an even pattern. If there are no overlapping patterns, it's best to just not move and avoid the threat lines entirely.&lt;br /&gt;
&lt;br /&gt;
=== Aimed odd ===&lt;br /&gt;
'''Odd''' bullet patterns contain one or more streams of bullets that are aimed directly at the player. Usually the best way to survive odds is to tap once perpendicular to the source of the bullets.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as one or more lines oriented directly at and piercing the player's ship. By far the most common type of pattern in shmups. [[Glossary_of_shmups#Macro dodge|Macro dodging]] aimed odd patterns can be safe if the pattern isn't very wide. Continuous aimed odd patterns (including streams of single bullets) can only be tap dodged for so long until the player runs out of space on screen. [[Glossary_of_shmups#Cut back|Cut backs]] should be used to create an opening to slip under in order to continue tapping in the opposite direction when out of room. &lt;br /&gt;
&lt;br /&gt;
=== Aimed restricted ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Random bullet patterns ==&lt;br /&gt;
[[File:TH8-mokourings-mauler.gif|thumb|right|Rings with a random orientation. Strategy can't help here. The only solution is to react and find the gaps.]]&lt;br /&gt;
'''Random bullet patterns''' are patterns that may or may not be aimed at the player; they spawn with an unknown trajectory. Often, random patterns are actually oriented in some way towards the player, and are actually aimed random patterns. Random patterns can be bullets with completely random trajectories from a central source, or they can be patterned attacks such as rings that expand with an unknown trajectory that may or may not be aimed at the player.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Random patterns can be visualized as nebulous cones or circles. Since the trajectory of incoming attacks is random, there is no real way to form a consistent strategy against random patterns. Analysis of such attacks may reveal that certain parts of the screen will be less dense than others, increasing the chance of success if taking refuge in that area; however, the need to remain in a certain position to attack an enemy may make such solutions impossible to effectively execute. Ultimately the only way to avoid random patterns is to read the incoming bullets and react.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Homing attacks ==&lt;br /&gt;
[[File:TOH-homingattack.gif|frame|right|Homing attacks lured into a clump at one side, then allowed to run out of homing power over the length of the screen. If lured into the center, the player would likely end up trapped.]]&lt;br /&gt;
'''Homing attacks''' are bullets or missiles that spawn with some initial trajectory but continue to curve towards the player for some amount of time. Homing attacks are usually either slow with a high turn rate or fast with a low turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Fast bullet, low turn rate ===&lt;br /&gt;
Often depicted as homing missiles, the threat zone of this type of attack is a cone in front of the projectile. The sides and especially back of this attack are safe. Exploit their slow turn rate by cutting them off at a sharp angle and getting behind them. It will take a long time for them to reorient towards you and they may time out.&lt;br /&gt;
&lt;br /&gt;
=== Slow bullet, fast/infinite turn rate ===&lt;br /&gt;
Often depicted as energy balls that follow the player around, outmaneuvering homing attacks with a high or instant turn rate is impossible, so general distance should be sought until they despawn. If possible, lure them all together in one area and then escape to the opposite side of the screen where one can deal with other patterns without worry of the homing attacks interfering.&lt;br /&gt;
&lt;br /&gt;
=== Homing lasers ===&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Magic bullets ==&lt;br /&gt;
'''Magic bullets''' (todo: maybe there's another term for this?) are bullets such as rotating bullets ([[Compile]]), oscillating bullets, or curving bullets. Depending on their speed and density, it may not be realistic to think of magic bullets as individual bullets with changing trajectories and threat zones. More likely, it may be best to visualize them as large swathes of bullets/fat lasers/large moving circles, and their entire trajectory treated as one large threat zone that should be avoided, as particularly erratic magic bullets with fast oscillations/rotations are often too dangerous to consider trying to weave through.&lt;br /&gt;
 &lt;br /&gt;
== Hybrid patterns ==&lt;br /&gt;
&lt;br /&gt;
=== Aimed random patterns ===&lt;br /&gt;
Aimed patterns with elements of randomness added. They are the majority of bullet patterns in newer shmups. They usually cannot be avoided by memorizing when to tap/not tap like normal aimed bullets and instead must be reacted to.&lt;br /&gt;
&lt;br /&gt;
=== Static aimed patterns ===&lt;br /&gt;
[[File:S1945-Russia2boss-Vludi-staticaimed.gif|frame|right|A static spray of shots from the center accompanied by aimed shots from the sides.]]&lt;br /&gt;
Combines elements of static and aimed patterns. Very common in all sorts of shmups. One possible strategy is to deliberately wait in the threat zone of the static attack between volleys. This will lure aimed shots to overlap the static pattern, thus leaving some other areas open for maneuvering.&lt;br /&gt;
&lt;br /&gt;
In the example animation, the player deliberately waits in the known path of the static pattern. This lures the aimed shots into overlapping the static pattern, thus reducing the total area of threats on the screen. This leaves the player with two sides completely free of threats. Had the player waited outside of the static threat zone to begin with (as is likely one's first instinct), the aimed shots would have instead filled that safe space. The player would then have to make an extremely dangerous crossing of the static threat zone to avoid the aimed shots.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Overlapping patterns ==&lt;br /&gt;
Usually in shmups, especially during stages, different types of patterns will overlap. The safe zones of one pattern become a frame within one must maneuver around another pattern. For instance, one enemy firing a wide enclosing attack while other enemies shoot aimed bullets at the player. The solution then likely becomes a synthesis of both strategies. Move as little as possibly to avoid moving into the threat zones of the enclosing attack, but tap dodge and cutback just enough to avoid the aimed bullets.&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Muhdodging4_1.png&amp;diff=33095</id>
		<title>File:Muhdodging4 1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Muhdodging4_1.png&amp;diff=33095"/>
		<updated>2025-01-12T14:57:42Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Muhdodging4.png&amp;diff=33094</id>
		<title>File:Muhdodging4.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Muhdodging4.png&amp;diff=33094"/>
		<updated>2025-01-12T14:54:11Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: 1ccsDontMatter uploaded a new version of File:Muhdodging4.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{CC-BY-SA-4.0}}&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Muhdodging4.png&amp;diff=33093</id>
		<title>File:Muhdodging4.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Muhdodging4.png&amp;diff=33093"/>
		<updated>2025-01-12T14:50:43Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{CC-BY-SA-4.0}}&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Muhdodging3.png&amp;diff=33092</id>
		<title>File:Muhdodging3.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Muhdodging3.png&amp;diff=33092"/>
		<updated>2025-01-12T14:50:22Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{CC-BY-SA-4.0}}&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Muhdodging2.png&amp;diff=33091</id>
		<title>File:Muhdodging2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Muhdodging2.png&amp;diff=33091"/>
		<updated>2025-01-12T14:49:59Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{CC-BY-SA-4.0}}&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Muhdodging1.png&amp;diff=33090</id>
		<title>File:Muhdodging1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Muhdodging1.png&amp;diff=33090"/>
		<updated>2025-01-12T14:48:08Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Diagram indicating some axioms on bullet avoidance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Diagram indicating some axioms on bullet avoidance&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{CC-BY-SA-4.0}}&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:1ccsDontMatter/test15&amp;diff=33089</id>
		<title>User:1ccsDontMatter/test15</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:1ccsDontMatter/test15&amp;diff=33089"/>
		<updated>2025-01-12T13:57:04Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Created page with &amp;quot;Normally in shmups, one wants to avoid danger in the forms of bullets, enemies, and obstacles when aiming for a goal such as a 1cc, Glossary_of_sh...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Normally in shmups, one wants to avoid danger in the forms of bullets, enemies, and obstacles when aiming for a goal such as a [[Glossary_of_shmups#1cc|1cc]], [[Glossary_of_shmups#2-all|2-all]], or [[Glossary_of_shmups#Score run|score run]]. '''Dodging theory''' is an analysis of the different types of dangers one is likely to face as well as axioms for coming up with solutions to such obstacles.&lt;br /&gt;
&lt;br /&gt;
= Avoiding bullets =&lt;br /&gt;
&lt;br /&gt;
== Dodging fundamentals, explained through axioms ==&lt;br /&gt;
&lt;br /&gt;
== Routing ==&lt;br /&gt;
In general, the best way to avoid any type of danger, including bullets, is to know what will happen beforehand and to plan a safe '''[[Glossary_of_shmups#Route|route]]''' to avoid that danger. Even randomized elements of a shmup can benefit from routing by analyzing the random elements and routing towards the greatest probability for success. For instance, routing oneself into a safer, less bullet-dense part of the screen far away from the source of random danger.&lt;br /&gt;
&lt;br /&gt;
== Threat zones ==&lt;br /&gt;
[[File:PCB-bulletluring-jaimers.gif|thumb|right|Hundreds of bullets being herded into safe, simple lines on top of each other by careful tap dodging. Erratic movements would fill the screen with chaotic and dangerous patterns.]]&lt;br /&gt;
Sources of danger, such as enemy ships, enemy cannons, or fired bullets, can be thought of as projecting a '''threat zone''' along whatever their path is. The closer one is to this zone, the greater the chance the player will make an error and collide with a bullet. It follows then that dodging strategies should be centered around controlling and minimizing threat zones, thus giving the player the largest areas of safety and freedom possible. Analysis of threat zones is one way to theorize about the safest possible solution for any bullet pattern. In practice, they are mostly helpful for blind play or pre-routed play where the best strategy for any situation is not yet known or needs to be developed firsthand. Visualization of threat zones will lead to faster development of safe routes or improvements on old strategies.&lt;br /&gt;
&lt;br /&gt;
=== Speedkilling ===&lt;br /&gt;
A vital strategy in many shmups, '''killing enemies as quickly as possible''' usually denies the existence of threats entirely. There can be no errors without threats.&lt;br /&gt;
&lt;br /&gt;
=== Streaming ===&lt;br /&gt;
One of the most common ways to minimize threat zones is to force sources of danger to overlap each other via '''streaming'''. Essentially, threats that are overlapping share the same threat zone, and by luring many sources of danger into a small area or controlled trajectory, the player effectively frees up some other part of the screen they can use for maneuvers.&lt;br /&gt;
&lt;br /&gt;
=== Herding / Luring ===&lt;br /&gt;
When possible, lure threats/bullets off screen or into areas that are already polluted with threats. It's much better to have one polluted area and one clear area rather than two mildly polluted areas.&lt;br /&gt;
&lt;br /&gt;
=== Sealing ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
= Bullet patterns =&lt;br /&gt;
Because &amp;quot;reading&amp;quot; bullet patterns is often error prone, and in extreme cases, impossible, it's useful to learn strategies that can be used to avoid danger without relying merely on sight. If a bullet pattern falls into a known type, a known solution is likely to be effective in surviving it.&lt;br /&gt;
&lt;br /&gt;
== Static bullet patterns ==&lt;br /&gt;
[[File:Safespot-peg-s19453.gif|thumb|right|A dense and fast ring pattern that would be quite difficult without using safe spots.]]&lt;br /&gt;
'''Static bullet patterns''' are the same each time, so their threat zones fill predetermined positions and timings regardless of the player's position or other game states. Static patterns cannot be herded or lured, but instead they are very predictable, and thus static patterns are often solved safely by memorizing [[Glossary_of_shmups#Safe_spot|safe spots]]. Static patterns are more common in older shmups as their predictable nature makes them relatively simple to conquer with enough analysis.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Being completely static, the threat zones of static patterns can be visualized as thin, stationary lines traced from the sources of danger to the edge of the screen. Anywhere between these lines should be safe for maneuvering. In the case that a moving enemy fires a static pattern, one can still visualize the static threat lines and safe spots radiating out from the source.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Aimed bullet patterns ==&lt;br /&gt;
'''Aimed bullet patterns''' are patterns that are oriented towards or aimed directly at the player. These are the majority of patterns in shmups.&lt;br /&gt;
=== Aimed even ===&lt;br /&gt;
[[File:KGP-evenpattern-ako.gif|thumb|right|Easily surviving aimed even bullets by not moving.]]&lt;br /&gt;
Also known as '''enclosing''' patterns, aimed bullet patterns with an '''even''' number of bullets contain two or more streams of bullets aimed away from the player. Usually the best way to survive even patterns is to not move and let the danger pass by. [[Glossary_of_shmups#Macro dodge|Macro dodging]] is not recommended as even patterns are usually quite wide and are essentially designed to punish macro movements.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as fans of threat lines oriented towards and around the player. Depending on the width of the area between the threat lines, it is sometimes possible to [[Glossary_of_shmups#Micro dodge|micro dodge]] threats that overlap with an even pattern. If there are no overlapping patterns, it's best to just not move and avoid the threat lines entirely.&lt;br /&gt;
&lt;br /&gt;
=== Aimed odd ===&lt;br /&gt;
'''Odd''' bullet patterns contain one or more streams of bullets that are aimed directly at the player. Usually the best way to survive odds is to tap once perpendicular to the source of the bullets.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Aimed even patterns can be visualized as one or more lines oriented directly at and piercing the player's ship. By far the most common type of pattern in shmups. [[Glossary_of_shmups#Macro dodge|Macro dodging]] aimed odd patterns can be safe if the pattern isn't very wide. Continuous aimed odd patterns (including streams of single bullets) can only be tap dodged for so long until the player runs out of space on screen. [[Glossary_of_shmups#Cut back|Cut backs]] should be used to create an opening to slip under in order to continue tapping in the opposite direction when out of room. &lt;br /&gt;
&lt;br /&gt;
=== Aimed restricted ===&lt;br /&gt;
(WIP)&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Random bullet patterns ==&lt;br /&gt;
[[File:TH8-mokourings-mauler.gif|thumb|right|Rings with a random orientation. Strategy can't help here. The only solution is to react and find the gaps.]]&lt;br /&gt;
'''Random bullet patterns''' are patterns that may or may not be aimed at the player; they spawn with an unknown trajectory. Often, random patterns are actually oriented in some way towards the player, and are actually aimed random patterns. Random patterns can be bullets with completely random trajectories from a central source, or they can be patterned attacks such as rings that expand with an unknown trajectory that may or may not be aimed at the player.&lt;br /&gt;
&lt;br /&gt;
==== Threat zone ====&lt;br /&gt;
Random patterns can be visualized as nebulous cones or circles. Since the trajectory of incoming attacks is random, there is no real way to form a consistent strategy against random patterns. Analysis of such attacks may reveal that certain parts of the screen will be less dense than others, increasing the chance of success if taking refuge in that area; however, the need to remain in a certain position to attack an enemy may make such solutions impossible to effectively execute. Ultimately the only way to avoid random patterns is to read the incoming bullets and react.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Homing attacks ==&lt;br /&gt;
[[File:TOH-homingattack.gif|frame|right|Homing attacks lured into a clump at one side, then allowed to run out of homing power over the length of the screen. If lured into the center, the player would likely end up trapped.]]&lt;br /&gt;
'''Homing attacks''' are bullets or missiles that spawn with some initial trajectory but continue to curve towards the player for some amount of time. Homing attacks are usually either slow with a high turn rate or fast with a low turn rate.&lt;br /&gt;
&lt;br /&gt;
=== Fast bullet, low turn rate ===&lt;br /&gt;
Often depicted as homing missiles, the threat zone of this type of attack is a cone in front of the projectile. The sides and especially back of this attack are safe. Exploit their slow turn rate by cutting them off at a sharp angle and getting behind them. It will take a long time for them to reorient towards you and they may time out.&lt;br /&gt;
&lt;br /&gt;
=== Slow bullet, fast/infinite turn rate ===&lt;br /&gt;
Often depicted as energy balls that follow the player around, outmaneuvering homing attacks with a high or instant turn rate is impossible, so general distance should be sought until they despawn. If possible, lure them all together in one area and then escape to the opposite side of the screen where one can deal with other patterns without worry of the homing attacks interfering.&lt;br /&gt;
&lt;br /&gt;
=== Homing lasers ===&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Magic bullets ==&lt;br /&gt;
'''Magic bullets''' (todo: maybe there's another term for this?) are bullets such as rotating bullets ([[Compile]]), oscillating bullets, or curving bullets. Depending on their speed and density, it may not be realistic to think of magic bullets as individual bullets with changing trajectories and threat zones. More likely, it may be best to visualize them as large swathes of bullets/fat lasers/large moving circles, and their entire trajectory treated as one large threat zone that should be avoided, as particularly erratic magic bullets with fast oscillations/rotations are often too dangerous to consider trying to weave through.&lt;br /&gt;
 &lt;br /&gt;
== Hybrid patterns ==&lt;br /&gt;
&lt;br /&gt;
=== Aimed random patterns ===&lt;br /&gt;
Aimed patterns with elements of randomness added. They are the majority of bullet patterns in newer shmups. They usually cannot be avoided by memorizing when to tap/not tap like normal aimed bullets and instead must be reacted to.&lt;br /&gt;
&lt;br /&gt;
=== Static aimed patterns ===&lt;br /&gt;
[[File:S1945-Russia2boss-Vludi-staticaimed.gif|frame|right|A static spray of shots from the center accompanied by aimed shots from the sides.]]&lt;br /&gt;
Combines elements of static and aimed patterns. Very common in all sorts of shmups. One possible strategy is to deliberately wait in the threat zone of the static attack between volleys. This will lure aimed shots to overlap the static pattern, thus leaving some other areas open for maneuvering.&lt;br /&gt;
&lt;br /&gt;
In the example animation, the player deliberately waits in the known path of the static pattern. This lures the aimed shots into overlapping the static pattern, thus reducing the total area of threats on the screen. This leaves the player with two sides completely free of threats. Had the player waited outside of the static threat zone to begin with (as is likely one's first instinct), the aimed shots would have instead filled that safe space. The player would then have to make an extremely dangerous crossing of the static threat zone to avoid the aimed shots.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Overlapping patterns ==&lt;br /&gt;
Usually in shmups, especially during stages, different types of patterns will overlap. The safe zones of one pattern become a frame within one must maneuver around another pattern. For instance, one enemy firing a wide enclosing attack while other enemies shoot aimed bullets at the player. The solution then likely becomes a synthesis of both strategies. Move as little as possibly to avoid moving into the threat zones of the enclosing attack, but tap dodge and cutback just enough to avoid the aimed bullets.&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen&amp;diff=22166</id>
		<title>Shippu Mahou Daisakusen</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen&amp;diff=22166"/>
		<updated>2023-05-11T11:05:43Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Kingdom-Grandprix-logo.png|center|325px]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #d6231f&lt;br /&gt;
|innerbordercolor = #eeeeac&lt;br /&gt;
|title = Shippu Mahou Daisakusen&lt;br /&gt;
|background = #fefafb&lt;br /&gt;
|image = Kingdom-Grandprix-title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing|Raizing / Eighting]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Hitoshi_Sakimoto Hitoshi Sakimoto] &amp;lt;/br&amp;gt; [https://en.wikipedia.org/wiki/Masaharu_Iwata Masaharu Iwata]&lt;br /&gt;
|program = Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Toyama&lt;br /&gt;
|art = [https://en.wikipedia.org/wiki/Akihiro_Yamada Akihiro_Yamada] &amp;lt;/br&amp;gt; Kazuyuki Nakashima &amp;lt;/br&amp;gt; Kenichi Yokoo&lt;br /&gt;
|releasedate = '''JP''':  September 1994 &amp;lt;/br&amp;gt; '''EU''': 1994&lt;br /&gt;
|previousgame = [[Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Battle Garegga]]&lt;br /&gt;
|officialsite = [https://www.8ing.co.jp/museum/prd/sipu/  8ing Museum]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Shippu Mahou Daisakusen''''' (疾風魔法大作戦, ''&amp;quot;Kingdom Grandprix&amp;quot;'') is a game developed by [[Raizing]] and published by [[Eighting]] in 1994. It is the second game in the [[Mahou Daisakusen (Series)|''Mahou'' trilogy]], the first game being ''[[Mahou Daisakusen]]'' (''Sorcer Striker'') and later being followed up by ''[[Great Mahou Daisakusen]]'' (''Dimahoo''). It is notable for being an [[arcade game|arcade]] [[shoot'em up|shmup]] with [https://en.wikipedia.org/wiki/Racing_video_game| racing elements] mixed into its gameplay. It is unique among shmups for its speed change mechanics which can be used to manipulate the positions of enemies and bosses, a source of both [[Shippu_Mahou_Daisakusen/Techniques#Manipulate_enemies_through_screen_scoll|exotic strategies]] and numerous bugs. Thematically and mechanically, it is much closer to ''Mahou Daisakusen'' than it is to later Raizing games such as ''Dimahoo'' or ''[[Battle Garegga]]''.&lt;br /&gt;
&lt;br /&gt;
In 1996, the game received a port to the Sega Saturn.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Kingdom-Grandprix-title.png|thumb|right|100px|World version]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
[[File:Shippu-Mahou-Daisakusen-title.png|226px|thumb|right|JP version]]&lt;br /&gt;
: ''T'was an age ruled by magic and machine... Still reeling from the Great Gobligan War but a year prior, a certain kingdom struggled to crush the remnants of the invading Gobligans. Skirmishes were rampant, and fear gripped the hearts of the kingdom's people like a terrible curse... Then, the king had an idea to break this curse. He would lift his people's spirits with a great competition to celebrate the one-year anniversary of their victory; a grand race through the very sky itself.''&lt;br /&gt;
&lt;br /&gt;
#''REACH THE GOAL BY ANY MEANS''&lt;br /&gt;
#''DESTROY ANYONE WHO INTERRUPTS THE RACE''&lt;br /&gt;
#''THE WINNER SHALL RECEIVE A GREAT SUM AND HAVE A SINGLE WISH GRANTED''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The game mixes '''racing''' and '''shmup''' elements together for its core gameplay. Rival racers can be knocked into or bumped out of the way or sent flying backwards with bombs, although normal player shots will not affect them at all. The player can move faster by staying high up the screen, indicated by a trail activating behind the ship/character. Holding down the Fire button also ''increases your speed'', but ''you can't fire during this mode''.&lt;br /&gt;
&lt;br /&gt;
Screen scroll speed affects rank. When moving at ''minimum speed'', the game becomes slightly '''more difficult''', with usually more numerous and faster bullets, as well as possible extra enemy spawns.&lt;br /&gt;
&lt;br /&gt;
At the end of every level, the player can choose between '''two different stages''' (three stages are given as an option for the final stage). &lt;br /&gt;
&lt;br /&gt;
The game has two [[loop]]s. To gain entry into the second loop, the player must win the race in the first loop. In the second loop, the player has to go through all the stages they originally didn't pick in the first loop. In the case of the final stage, they get the option between the two that hadn't been chosen. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
[[Image:KGP-Screen-Diagram.png|right|thumb|220px]]&lt;br /&gt;
* '''A (Press):''' Fires standard '''shots''' from the ship.&lt;br /&gt;
* '''A (Hold):''' Activates a '''speed booster''', speeding up the rate of screen scrolling to the maximum. You won't slow down no matter what while in this state.&lt;br /&gt;
* '''B:''' Activates a '''[[bomb]]'''. Bombs are unique to every character. &lt;br /&gt;
* '''Spin:''' Fly horizontally in one direction for some time (do not touch the edge of the screen) and quickly change to the opposite direction. When a character does a spin animation, they deal '''3x extra impact damage''', and kills from that impact damage receive potentially many bonus points.&lt;br /&gt;
'''Racing controls'''&lt;br /&gt;
* '''Accelerate:''' Fly into the acceleration zone to accelerate.&lt;br /&gt;
* '''Down (Bottom of the screen):''' Brake / &amp;quot;back brake&amp;quot;.&lt;br /&gt;
* '''Grind (Wall):''' Brake / &amp;quot;wall brake&amp;quot;.&lt;br /&gt;
* '''Bump (Enemy or other racer):'''  A usually weaker version of the wall brake.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Characters / Ships ==&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #d1231f&lt;br /&gt;
|backcolor = #fefafa&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Gain&lt;br /&gt;
|shipimage = [[Image:Gain-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | D}}&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | C}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | B}}&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | B}}&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | C}}&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | A}}&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | B}}&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | B}}&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | D}}&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | B}}&lt;br /&gt;
|p11 = -&lt;br /&gt;
|caption =  Ship: VALLHALLYZER -- ''&amp;quot;Wandering soldier of unrivaled expertise, in search of the ultimate weapon&amp;quot;''&lt;br /&gt;
|content =&lt;br /&gt;
'''Class: Fighter'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Narrow wide shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#79C0eb&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots two swords upwards, but only two can be on screen at the same time&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Releases small daggers with homing properties&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Throws a big destructive sphere ahead of Gain&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Frontal shot has the highest piercing ability of any weapon, even able to pierce walls. It's also good for hitting masses of vertically-clumped up enemies.&lt;br /&gt;
* Gain excels slightly in general racing ability and maneuverability owing to his slightly above average racing stats across the board.&lt;br /&gt;
* Gain's bomb is quite long lasting and powerful, although it does not pierce when aimed. It has the unique property of sticking to whatever it hits, which can be a help or a hindrance depending on the situation.&lt;br /&gt;
* Homing can hit behind Gain and to the sides with decent damage.&lt;br /&gt;
* His weak weapons do not hinder him terribly during score runs where control stats are more important and bumping is heavily relied upon.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* The most important attribute, weapon damage, is precisely where Gain suffers. Both of his weapons are quite poor overall. Homing absolutely does not cut it against second loop enemies, and Frontal is extremely narrow, and not very powerful, especially against horizontally thin enemies.&lt;br /&gt;
* He is quite weak in survival play because of his weapons. He must survive the longest against very dangerous bosses and enemy rushes.&lt;br /&gt;
* Very weak wall braking makes it just a little harder for him to control enemy spawns and the flow of the level.&lt;br /&gt;
* Good weight and speed would make him one of the best bump attackers if not for awful wall brakes which force him to accelerate too much while up the screen.&lt;br /&gt;
* He doesn't excel noticeably in any area, and there are other characters who simply outclass him, especially in important stats like damage.&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{#lst:STG_Hall_of_Records|shippumd-gain}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #0073CE&lt;br /&gt;
|backcolor = #eff3fe&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Chitta&lt;br /&gt;
|shipimage = [[Image:Chitta-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: GUN-DALF -- ''&amp;quot;Local magician capable strong magical spells in contrary to appearance&amp;quot;''&lt;br /&gt;
|content = '''Class: Witch'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Narrow wide shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots large electrical waves forward&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots flames that fly towards enemies&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Two large genies merge and deal heavy damage to nearby enemies&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Frontal shot is one of the stronger weapons in the game, is wider than it looks, and has infinite range and instant shot speed. Great for speedkilling anything from extreme range, its only downside is that it cannot pierce walls.&lt;br /&gt;
* Homing shot has the easiest time tracking a target when Chitta is far away and located directly beneath the intended target.&lt;br /&gt;
* Very high acceleration.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Homing shot does not pierce whatsoever, and its wide angles make it useless in tight levels. Like most homing weapons, it doesn't really cut it against loop 2 enemies either.&lt;br /&gt;
* Chitta's bomb has a very specific range it must be aimed at or it will do minimal or no damage.&lt;br /&gt;
* Chitta's control and racing stats are possibly the worst of all the characters. Low weight means she is knocked around constantly by everything, often into bullets, and her score runs are also severely hampered by being unable to perform good ram attacks. Low movement means it's extremely hard to recover from being bumped, and it's generally difficult to get to where you need to be. Terrible brakes that take several seconds to kick in feel extremely lopsided against her extreme acceleration. Overall a bit of a nightmare to do anything with other than snipe with lasers from far away.&lt;br /&gt;
* Chitta's back brakes are hilariously bad, taking 5+ seconds of pressure at the bottom of the screen to fully slow down, compared to Bornnam who can fully brake in less than 1 second.&lt;br /&gt;
* Her most unique asset, extreme acceleration, generally isn't useful, and seems to only make things harder to control.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-chitta}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #7b00ce&lt;br /&gt;
|backcolor = #f3effe&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Bornnam&lt;br /&gt;
|shipimage = [[Image:Bornham-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
|caption =  Ship: GOLGODIAN -- ''&amp;quot;Sorcerer of black magic emphasizes need for money to refine sorcery techniques.&amp;quot;''&lt;br /&gt;
|content = '''Class: Necromancer'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Forward shot, gets increasingly wider per level&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots balls with skull faces forward&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots waves forward that can take a straight turn left/right if there are any enemies in that direction &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Drops a big bomb ahead of the player with a skull face inside it&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Frontal weapon is quite powerful, wide, and pierces enemies, although unfortunately does not pierce walls. The fat wave shots appear at Bornnam's sides, often where one wants them to be.&lt;br /&gt;
* The quickest booster charge in the game.&lt;br /&gt;
* Bornnam is the king of braking. He has the best back brake in the game and the 3rd best wall brake. This gives him a bit of much needed control to make up for his other weaknesses.&lt;br /&gt;
* The combination of awful acceleration and good braking means he can get the most points out of the enemy rush after the Weather Satellite boss. He's the only ship that can remain at minimum speed while at the top of the screen occasionally bumping into enemies.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* The lowest speed of any ship. Occasionally, this can be a positive, as it's quite easy to do manual spin attacks with a slow ship. However...&lt;br /&gt;
* ... Bornnam's extremely low weight makes his spin attacks less effective. He's also one of the most likely ships to get knocked around into either bullets or walls.&lt;br /&gt;
* Despite having amazing braking power, movement speed and weight are more useful and more important factors in ship control.&lt;br /&gt;
* Paradoxically, despite the fastest booster activation time and a double-power booster, Bornnam's abysmal acceleration means that even the booster's double acceleration value (4) is still slower than the non-boosted acceleration of other ships. Even Kickle &amp;amp; Laycle's non-boosted acceleration (5) is faster than Borhnam's boost (4).&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-bornnam}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #427373&lt;br /&gt;
|backcolor = #fefcf3&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Miyamoto&lt;br /&gt;
|shipimage = [[Image:Miyamoto-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: none -- ''&amp;quot;Samurai Doragon from the north searches for potion for mentor's daughter&amp;quot;''&lt;br /&gt;
|content = '''Class: Samurai'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Straight shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots balls to the side (top left and top right)&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots spinning blades with strong homing properties&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Covers everything on top of the player with waves that clear all approaching bullets&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* The most important metric, damage, is something Miyamoto has in spades between either of his weapons and bomb. Homing shot pierces some things and does massive damage. Its damage can be further increased by moving away from the target mid shot, increasing the length of the trail of shurikens and causing extra ticks of damage. Furthermore, the shurikens are highly controllable and deal damage steadily, so shuriken volleys can be counted and damage can be discontinued when boss health is low enough for a spin kill.&lt;br /&gt;
* Miyamoto's bomb is extremely lengthy and deals massive damage. It can instantly destroy dangerous boss parts like Gigandes's ice turrets. It's also the perfect bomb for scoring, being able to instantly destroy respawning enemies in Strato Sphere.&lt;br /&gt;
* Frontal shot has a massive spread but still deals great damage. It's useful for scoring in certain sections.&lt;br /&gt;
* One of the few characters with two viable weapons.&lt;br /&gt;
* Great stats all around with no real weaknesses. He can easily control the screen scroll and be wherever he needs to be at any time.&lt;br /&gt;
* Wall braking / collision slowdown was probably intended as a negative stat, but in practice it behaves more like a positive one, allowing the player to control scroll speed more easily.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Bombs can sometimes deal too much damage, killing things that you ideally would have wanted to spin kill, such as Skull Howard's arms which die with 1 bomb.&lt;br /&gt;
* Weight / bump power is slightly sub par, yet high speed easily makes up for it.&lt;br /&gt;
* High speed can make slight movements more difficult. Doing a spin from the center of the screen is impossible.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-miyamoto}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Nirvana &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #C62231&lt;br /&gt;
|backcolor = #FFF4FE&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Nirvana&lt;br /&gt;
|shipimage = [[Image:Nirvana-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: none -- ''&amp;quot;Leader of huge fairies driven out of homeland is in search of a new mystical forest.&amp;quot;''&lt;br /&gt;
|content = '''Class: Huge Fairy'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Straight shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots large rings around her that go across the screen and after that go upwards&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Spawns smaller fairies that search for enemies and then hit them, which can reach enemies behind walls &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Fairies fly from the bottom of the screen to the top, blowing up everything in their way&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Has one of the best homing weapons. Especially good for survival and beginner play where one may not know which direction dangers will appear from.&lt;br /&gt;
* Nirvana technically has some of the best stats in the game with the fastest movement speed, fastest acceleration, and fastest wall brake in the game.&lt;br /&gt;
* Second best booster in the game.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Actually playing Nirvana can be something of a nightmare as her strengths can easily double as weaknesses. The best speed, worst weight, and strongest wall brake often make a Nirvana run feel like a pinball machine with sudden unexpected position and speed disruptions. However, unlike Chitta who is in a similar situation, Nirvana's great movement speed will normally allow her to recover more easily.&lt;br /&gt;
* The homing weapon can be extremely hard to use. Fairies may refuse to lock on to the target you want, and their seemingly random trajectory may cause them to do greatly reduced damage. For score runs, it's also terrible at doing controlled damage, leading to accidental kills.&lt;br /&gt;
* Nirvana's bomb is abysmal. It usually does 1/3rd of the damage of Gain's bomb, has low duration, and has worse coverage than it appears to have.&lt;br /&gt;
* The Frontal weapon basically doesn't exist.&lt;br /&gt;
* Her extreme speed can make slight dodges difficult. It's impossible to do spins in many positions.&lt;br /&gt;
* Only has good brakes if there is a wall or bumpable enemy nearby.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-nirvana}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Kickle &amp;amp; Laycle &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #008CEF&lt;br /&gt;
|backcolor = #eeF4FF&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Kickle &amp;amp; Laycle&lt;br /&gt;
|shipimage = [[Image:Kickleandlaycle-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: SORCER STRIKER -- ''&amp;quot;Boy that traveled thru time &amp;amp; girl partner is in search of hex to travel thru time.&amp;quot;''&lt;br /&gt;
|content = '''Class: none'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Forward shot, gets increasingly much wider per level&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots a constant stream of bullets forward&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Launches large missiles that target enemies&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Releases an airstrike that targets enemies&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* The combination of great weight and speed arguably makes them the best in the game at bump damage / spin attacks.&lt;br /&gt;
* Difficult to knock around and quick to recover.&lt;br /&gt;
* Frontal weapon does passable damage, although it does not pierce.&lt;br /&gt;
* Normal shots are a very wide fan.&lt;br /&gt;
* Poor racing stats are tolerable during score runs where accelerating and booster charging are of minimal importance.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Awful bomb that deals little damage. It's particularly bad at hitting other racers as well.&lt;br /&gt;
* Slightly more difficult to win races / reach the 2nd loop due to poor racing stats and bad bomb that's ineffective at slowing other racers.&lt;br /&gt;
* It's extremely tricky to do good damage with the homing shot.&lt;br /&gt;
* Damage is very important, but their forward weapon is the definition of average and does not pierce, while the homing weapon is extremely fickle and hard to deal consistent damage with.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-kickle}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Honest John &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #DE8C00&lt;br /&gt;
|backcolor = #FFFDeF&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Honest John&lt;br /&gt;
|shipimage = [[Image:Honestjohn-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: none -- ''&amp;quot;Magical robot of blacksmith with foul intentions for lifetime gold to live an easy life.&amp;quot;''&lt;br /&gt;
|content = '''Class: AUTOMATIC ARMOR'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Straight shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots nuts across the top of the screen&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots slow beams with strong homing properties&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Hits his hammer multiple times and releases high damage waves within the area &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Frontal Weapon deals more damage than it would seem to. One of the strongest &amp;quot;wide area&amp;quot; sub weapons.&lt;br /&gt;
* The best bump attacker in the game, since Bul-Gin (who has better weight) is unable to activate the spin glitch.&lt;br /&gt;
* Good bomb damage, great bomb spread, and the lengthiest bomb animation.&lt;br /&gt;
* Sub-par speed can sometimes be a blessing (easier manual spin attacks, more precise movements), especially with  Honest John's extreme weight behind it.&lt;br /&gt;
* Mostly excels in score runs due to his strong bump attacks and good bomb.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Homing isn't very useful, even in the first loop, although it does well attacking things behind the ship.&lt;br /&gt;
* Very bad acceleration and boosting means tighter racing is required to reach the second loop.&lt;br /&gt;
* Frontal weapon needs the right angles to deal more than minimal damage.&lt;br /&gt;
* Normal shot is extremely thin.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-honestjohn}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bul-Gin &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #316b18&lt;br /&gt;
|backcolor = #f7feeb&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Bul-Gin&lt;br /&gt;
|shipimage = [[Image:Bul-gin-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: GREAT GOBLIGANS -- ''&amp;quot;Survivor of the Goburigan empire with the goal to revive the fallen empire.&amp;quot;''&lt;br /&gt;
|content = '''Class: Captain Goblin'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Narrow wide shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots blue shots straight from the cannon on his ship, which can be aimed by moving left or right (difficult to use)&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots explosives that are automatically targeted to enemies from all sides&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Throws a Gobligan forward who creates a large amount of big explosives around it for several seconds &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Perhaps the most powerful weapon in the game in the homing shot. The only problem is actually using it.&lt;br /&gt;
* Highest weight in the game means he's impossible to push around. Best ability to push other races off the screen, a much-needed boost to his racing ability.&lt;br /&gt;
* One of the most powerful and longest lasting bombs. A decent ability to knock out a large group of rival racers as well. The only problem is aiming it.&lt;br /&gt;
* Cannot activate the spin glitch, but low speed still allows him to do spins from short distances.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Horrendous racing stats and mobility. Horrible acceleration and the worst booster in the game means a lot of extra work speeding up after slowing down. Chance of getting to the second loop is somewhat less than other characters.&lt;br /&gt;
* Unreliable homing weapon that often doesn't aim where one wants it to. Homing weapon sometimes misseswhen enemies were already damaged by Bul-Gin's normal shots.&lt;br /&gt;
* Frontal weapon is buggy and usually doesn't do any damage.&lt;br /&gt;
* Cannot spin glitch, severely limiting scoring potential in general.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-bulgin}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Raw data&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Bomb Dmg. !! Accel. per frame !! Boost Accel. !! Frames until boost !! Back brake speed !! Wall brake speed !! Movement speed !! Fragility&lt;br /&gt;
|-&lt;br /&gt;
| '''Gain''' || 21 || 4 || 6 || 90 || -5 || -2 || 18 || 8&lt;br /&gt;
|-&lt;br /&gt;
| '''Chitta''' || 18 || 7 || 8 || 100 || -1 || -3 || 16 || 11&lt;br /&gt;
|-&lt;br /&gt;
| '''Miyamoto''' || 18 || 6 || 6 || 80 || -4 || -7 || 20 || 9&lt;br /&gt;
|-&lt;br /&gt;
| '''Bornnam''' || 18 || 2 || 4 || 60 || -8 || -6 || 14 || 10&lt;br /&gt;
|-&lt;br /&gt;
| '''Nirvana''' || 6 || 8 || 8 || 70 || -2 || -8 || 21 || 12&lt;br /&gt;
|-&lt;br /&gt;
| '''K &amp;amp; L''' || 9 || 5 || 6 || 120 || -6 || -5 || 19 || 7&lt;br /&gt;
|-&lt;br /&gt;
| '''Honest John''' || 18 || 3 || 5 || 110 || -7 || -4 || 17 || 6&lt;br /&gt;
|-&lt;br /&gt;
| '''Bul-Gin''' || 21 || 1 || 4 || 151 || -3 || -1 || 15 || 5&lt;br /&gt;
|}&lt;br /&gt;
*&amp;lt;small&amp;gt; ''Note: Fragility is the opposite measure of weight and is how the game calculates bump displacement.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
Collectable items include:&lt;br /&gt;
&lt;br /&gt;
[[File:Coin-s.png|left]]&lt;br /&gt;
[[File:Bomb-s.png|left]]&lt;br /&gt;
[[File:Frontalshot-s.png|left]]&lt;br /&gt;
[[File:Homingshot-s.png|left]]&lt;br /&gt;
[[File:KGP-Gems.png|left]]&lt;br /&gt;
&lt;br /&gt;
'''Coins'''&amp;lt;br&amp;gt;&lt;br /&gt;
These coins increase your Regular Shot power after collecting some. Flying sacks will drop 4 coins when hit or being hovered over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bomber Item'''&amp;lt;br&amp;gt;&lt;br /&gt;
You start with 3 bomber items with each extend. These clear the screen of bullets in areas the bomb hits and give invincibility frames when the player uses it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Frontal Shot'''&amp;lt;br&amp;gt;&lt;br /&gt;
Power-up that adds another shot to the character, but can be replaced by the Homing Shot. Usually gives a shot type with high forward damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Homing Shot'''&amp;lt;br&amp;gt;&lt;br /&gt;
Power-up that adds another shot to the character, but can be replaced by the Frontal Shot. Gives a shot type that tracks and chases enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Jewels'''&amp;lt;br&amp;gt;&lt;br /&gt;
Appearing rarely in treasures chests in a few select stages, they are worth 200, 500, or 1000 points each when collected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
There are two factors which form the final [[rank]] value in the game: temp rank and base rank. &lt;br /&gt;
&lt;br /&gt;
'''Base rank'''&lt;br /&gt;
* Base rank is firstly decided by the DIP switch setting and the version of the game. &lt;br /&gt;
* If the base rank would be 0 or less, it is increased to a minimum of 1 (not true for JP version, which has rank 0 on easy dip stage 1).&lt;br /&gt;
* Normally after each stage the base rank increases by 3 in the JP version and by 2 in overseas versions.&lt;br /&gt;
* Base rank increases by an extra amount at the start of loop 2.&lt;br /&gt;
* Yashiki of Ninja has a higher rank base increase than other stages. However, on loop 2 the base rank will not change based on whether you chose Yashiki of Ninja or not; the starting base rank of loop 2 is decided entirely by DIP setting and game version.&lt;br /&gt;
&lt;br /&gt;
'''Temp rank'''&lt;br /&gt;
* Temp rank is also heavily based on the DIP switch setting, but changes based on the situation mid-stage. &lt;br /&gt;
* Dropping to minimum speed raises temp rank, while accelerating to the maximum non-boosted speed lowers it (boost speeds do not lower it further).&lt;br /&gt;
* The temp rank raises during some bosses.&lt;br /&gt;
* After a boss, the temp rank is minimized until the goal, and speed changes will not affect it further.&lt;br /&gt;
* Powering up to max shot power has a very small effect on temp rank (sometimes less than one whole integer).&lt;br /&gt;
* Powering up to max subweapon power has a very small effect on temp rank (sometimes less than one whole integer).&lt;br /&gt;
* Different parts of a track may have a minor temp rank difference.&lt;br /&gt;
* Losing lives doesn't have any effect on either factor of rank other than the slight decrease from weapon power loss. {{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
'''Raw data'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | &amp;quot;Normal&amp;quot; DIP setting ''base rank'' data&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Stage 1 !! Stage 2 !! Stage 3 !! ... !! Stage 1 (loop2) !! Stage 2 (loop2) !! Stage 3 (loop2)&lt;br /&gt;
|-&lt;br /&gt;
| ''Kingdom Grandprix'' || 4 || 6 || 8 || ... || 20 || 22 || 24 &lt;br /&gt;
|-&lt;br /&gt;
| ''Shippu Mahou Daisakusen'' || 8 || 11 || 14 || ... || 32 || 35 || 38 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Effects of rank ====&lt;br /&gt;
Noticeably higher bullet speed, slightly more enemy health (the main source of increased enemy health is the loop 2 bonus), and sometimes more bullets added to certain patterns.&lt;br /&gt;
&lt;br /&gt;
Yashiki of Ninjas has a higher rank than other levels, but all of its enemies are unique to that stage, so the increased rank isn't noticeable or any different than just having a different base difficulty for the enemies. It may increase the racing difficulty however.{{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
==== Rank overflow ====&lt;br /&gt;
There are obvious instances of rank overflowing 8-bit or 16-bit values, causing enemies to either immediately lose health or fire rate.&lt;br /&gt;
* In the default JP version, loop 2 crossfire turrets fire '''much''' slower if the player increases the temp rank by flying at the minimum speed.&lt;br /&gt;
* In the default JP version, perhaps because of the extra rank in Yashiki of Ninja, the large statue enemies before the boss will spawn in a &amp;quot;flashing&amp;quot; state, meaning they are almost dead already.&lt;br /&gt;
&lt;br /&gt;
=== Racing ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--- would like to make this image smaller but it gives an error... ---&amp;gt;&lt;br /&gt;
[[File:KGP-racer-canceling-example.gif|right|thumb|Rival racer causes an enemy to lose its hit detection and cancel the player's damage.]]&lt;br /&gt;
In order to reach the 2nd loop, one must win the 1st loop's tournament by having the most [https://en.wikipedia.org/wiki/Group_tournament_ranking_system|tournament points] after stage 6. There are different endings for placing 2nd, 3rd, or lower. At the end of the 2nd loop, tournament points don't have any effect other than again on which ending scene is selected.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Tournament points and score from placements&lt;br /&gt;
|-&lt;br /&gt;
! Place !! Score bonus !! Tournament points&lt;br /&gt;
|-&lt;br /&gt;
| '''1st''' || 10000|| 9 &lt;br /&gt;
|-&lt;br /&gt;
| '''2nd''' || 5000 || 6 &lt;br /&gt;
|-&lt;br /&gt;
| '''3rd''' || 3000 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| '''4th''' || 1000 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| '''5th''' || 500 || -&lt;br /&gt;
|-&lt;br /&gt;
| '''6th''' || 300 || -&lt;br /&gt;
|-&lt;br /&gt;
| '''7th''' || 100 || -&lt;br /&gt;
|-&lt;br /&gt;
| '''8th''' || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rival racers can be bumped off the screen in either direction, somewhat affecting their race placement. Weightier ships have an have an easier time with this. Bombs can also affect rival racers, sending them hurtling backwards.&lt;br /&gt;
&lt;br /&gt;
Outcast Castle and Yashiki of Ninja have stage hazards that will permanently slow rivals for the remainder of the race if they are caught behind them.&lt;br /&gt;
&lt;br /&gt;
In general, having rival racers on the screen is extremely dangerous. They will very often bump the player into enemy shots or bump them behind a crushing obstacle, or otherwise just bump them into an unfavorable position which may eventually lead to a death. There is also the phenomenon where rival racers will somehow make nearby enemies lose their hit detection, effectively making the enemy invincible, which is another extremely dangerous situation. Usually one wants to be way ahead of or way behind the rival racers.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
'''Item collection'''&lt;br /&gt;
&lt;br /&gt;
Collecting gems and collecting power up items while at full power awards points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Item !! Score !! Item !! Score (full power)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KGP-Gem-200.png]] || '''200''' || [[File:Coin-s.png]] || '''100''' &lt;br /&gt;
|-&lt;br /&gt;
| [[File:KGP-Gem-500.png]] || '''500''' || [[File:Frontalshot-s.png]] || '''1000''' &lt;br /&gt;
|-&lt;br /&gt;
| [[File:KGP-Gem-1000.png]] || '''1000''' || [[File:Homingshot-s.png]] || '''1000''' &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
Players earn an [[extend]] every '''300,000 points''' on default DIP settings '''on the first loop only''', so [[survival]] is somewhat tied to scoring. It is possible to gain two extends before the second loop with normal play. By using spin kills to gain extra points, it is possible to gain four extends before the second loop. It's likely that at least one suicide will be needed to restock bombs, so in practice, only three net extends can be gained.&lt;br /&gt;
&lt;br /&gt;
==== Spin bonus ====&lt;br /&gt;
----&lt;br /&gt;
[[File:Miyamoto-spin-3x.gif|thumb|right|450px|Bump into enemies while doing this to gain lots of extra score.]]&lt;br /&gt;
When a spin bump deals the fatal blow to an enemy, extra bonus points are awarded. Fatal blows from shots, bombs, or non-spinning bumps will not increase score even if the player was spinning while dealing that damage. Analysis of the game's code reveals that spin kills were likely supposed to double the score from defeating enemies, yet due to the peculiarities of converting between decimal, [https://en.wikipedia.org/wiki/Hexadecimal| hexadecimal] (hex), and [https://en.wikipedia.org/wiki/Binary-coded_decimal| binary-coded decimal] (or BCD), only sometimes is the bonus score actually doubled.&lt;br /&gt;
&lt;br /&gt;
The problem likely arose during data entry when designers began entering point values for enemies as decimal values. These would end up converted and stored in the game as BCD. When adding enemy score to the player's total score, the game is programmed to convert the BCD to display as decimal digits in the score counter. There's no immediate issue with this pipeline of conversions and everything ends up as it should. The issue arises with the attempted &amp;quot;doubling&amp;quot; of the values which are stored as BCD, then doubled through hexadecimal math, and then ultimately displayed as BCD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Original score !! Hexadecimal BCD !! Double !! Hexadecimal !! to BCD !! Score counter value&lt;br /&gt;
|-&lt;br /&gt;
| 300pt || 0x300 || --&amp;gt; || 0x600 || --&amp;gt; || 600&lt;br /&gt;
|-&lt;br /&gt;
| 400pt || 0x400 || --&amp;gt; || 0x800 || --&amp;gt; || 800&lt;br /&gt;
|-&lt;br /&gt;
| 500pt || 0x500 || --&amp;gt; || 0xA00 || --&amp;gt; || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 600pt || 0x600 || --&amp;gt; || 0xC00 || --&amp;gt; || 1200&lt;br /&gt;
|-&lt;br /&gt;
| 700pt || 0x700 || --&amp;gt; || 0xE00 || --&amp;gt; || 1400&lt;br /&gt;
|-&lt;br /&gt;
| 800pt || 0x800 || --&amp;gt; || 0x1000 || --&amp;gt; || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 900pt || 0x900 || --&amp;gt; || 0x1200 || --&amp;gt; || 1200&lt;br /&gt;
|-&lt;br /&gt;
| 950pt || 0x950 || --&amp;gt; || 0x12A0 || --&amp;gt; || 1300&lt;br /&gt;
|-&lt;br /&gt;
| 1000pt || 0x1000 || --&amp;gt; || 0x2000 || --&amp;gt; || 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Common values greater than 700 immediately run into the problem of not being doubled because of the BCD conversion. This leads to the situation where an 800pt doubled enemy is only worth as much as a 500pt doubled enemy, and a 950pt doubled enemy is worth less than a 700pt doubled enemy. Considering the difficulty of actually performing spin kills, one can conclude that it is simply too dangerous to be worth it for enemies with certain point values.&lt;br /&gt;
&lt;br /&gt;
==== Enemy point values ====&lt;br /&gt;
:''Main article: [[Shippu Mahou Daisakusen/Enemy list]]''&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
----&lt;br /&gt;
'''First loop'''&lt;br /&gt;
* The player drops their subweapon powers all over the screen. Only the the faster characters (anyone as fast or faster than Honest John) can catch all 3 power items as they fall, and only if they die at a certain position on the screen (see [[Shippu_Mahou_Daisakusen/Techniques#Collecting_death_powerups| techniques]] ).&lt;br /&gt;
* The player loses a bit of shot power.&lt;br /&gt;
* The player's bomb stock goes to 3.&lt;br /&gt;
'''Second loop'''&lt;br /&gt;
* Everything is the same as the first loop except the player's subweapon powers disappear completely. Of course, this means recovery is very difficult if dying in the wrong spot.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
At the end of each level, the player can choose the following levels;&lt;br /&gt;
[[File:S2A - Air Circus.png|left]]&lt;br /&gt;
[[File:S2B - Velmatic Ocean.png|left]]&lt;br /&gt;
[[File:S3A - Outcast Castle.png|left]]&lt;br /&gt;
[[File:S3B - Cross Fire.png|left]]&lt;br /&gt;
[[File:S4A - Deeply Dungeon.png|left]]&lt;br /&gt;
[[File:S4B - Cold Corridor.png|left]]&lt;br /&gt;
[[File:S5A - Strato Storm.png|left]]&lt;br /&gt;
[[File:S5B - Forest of Dead.png|left]]&lt;br /&gt;
[[File:S6A - Kingdom Grandprix.png|left]]&lt;br /&gt;
[[File:S6B - Yashiki of Ninja.png|left]]&lt;br /&gt;
[[File:S6C - Kobolds Tower.png|left]]&lt;br /&gt;
&lt;br /&gt;
'''Stage 2A - Air Circus'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage is full of close corners and turrets that sit on the side and can be tricky to hit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Big Wheel Crab&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 2B - Velmatic Ocean'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Water themed stage with almost no walls. Enemies come from all sides of the screen in this level, so be careful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Little Brother Gillman&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3A - Outcast Castle'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Undead themed stage, notable for its varied types of enemies. It has mirrors that bump the player into other enemies, ghosts that can go through walls and giant worms that try to eat the player.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Vampire Earl McGee-McGee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3B - Cross Fire'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You race inbetween an airship raid, similar to stage 2 from [[Mahou Daisakusen]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Skull Howard the 4th&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 4A - Deeply Dungeon'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The dungeon has been set under water after the events of Sorcer Striker. Be careful for the enemies that can pop out of the sewer pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Prime Slime&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 4B - Cold Corridor'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Frozen palace stage with speed sections. You can get stuck behind the walls during these parts, so you have to balance between not staying behind the screen without running into enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Big Brother Gillman&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 5A - Strato Storm'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage contains no walls. The challenge is keeping up with killing the enemies in time before they swarm the player.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Gigandes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 5B - Forest of Dead'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Much like Outcast Castle, it's another undead themed stage. Even the boss from Outcast Castle can show up in the stage if the player attacks the big coffin.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Demon Apocalypse&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 6A - Kingdom Grandprix'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Fast-paced final stage. Often a wall will sit in the middle of the screen and the player had to pick sides where to go to. Later in the stage are electrical walls that the player must avoid touching.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Bashinet-R&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 6B - Yashiki of Ninja'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You enter a mansion full of ninjas and other types of enemies, which usually appear from the sides of the screen rather than the top. Often considered the hardest one out of the final stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Boss''': Hayatemaru&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 6C - Kobolds Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Throughout the stage boulder fall from the top of the tower. Be careful not to get hit by the missle launchers that sit on the sides of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Weather Satellite Stimpy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Strategy articles for ''Shippu Mahou Daisakusen''&lt;br /&gt;
* '''Tips unique to this game:''' ''[[Shippu Mahou Daisakusen/Techniques]]''&lt;br /&gt;
* '''1cc / 2-all / Scoring guides:''' ''[[Shippu Mahou Daisakusen/Guides]]''&lt;br /&gt;
* '''Video index:''' ''[[Shippu_Mahou_Daisakusen/Video_Index]]''&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Carpet made her debut as a minor enemy in this game before becoming a playable character in ''[[Armed Police Batrider]]''.&lt;br /&gt;
* In more than half of the game's stages, all bullets (which can only be destroyed by suiciding into them) are worth 10 points (20 while spinning!), but for some reason, they are all worth 0 points in the remaining stages.&lt;br /&gt;
* The battleship in Crossfire suddenly loses all of its collision detection when the boss spawns.&lt;br /&gt;
* Prime Slime, the boss of Deeply Dungeon, doesn't give extra points for a spin kill due to a programming error. The function which checks for the player's state of spinning checks Prime Slime's &amp;quot;spin&amp;quot; value instead. Since Prime Slime can never have a spin value, the extra points can never be acquired.&lt;br /&gt;
* When a rival racer destroys an enemy, no points are awarded. However, when they kill a boss, the normal amount of points is awarded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rejected game names'''&lt;br /&gt;
&lt;br /&gt;
Many Japanese names were considered for the game during development. Some of the rejected names were:&lt;br /&gt;
* 魔法大革命 (''Magic Great Revolution'')&lt;br /&gt;
* 魔法十番勝負 (''Magic 10 Places Showdown'')&lt;br /&gt;
* 魔法大作戦２～疾風の大陸～ (''Mahou Daisakusen 2 - A World of Gale Winds'') was too long.&lt;br /&gt;
* 魔法一直線 (''Magic Straight Line'') wouldn't make sense with curvy races.&lt;br /&gt;
* 魔法超光速 (''Magic Ultra Lightspeed'') was rejected because it was basically the same name as the anime ''Chou Kousoku Galvion''.&lt;br /&gt;
* 魔法大合唱 (''Magic Grand Chorus'') was rejected for some reason the developers don't remember.&lt;br /&gt;
* 大陸間弾道魔法大作戦 (''Intercontinental Ballistic Mahou Daisakusen'') was just too awful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bugs'''&lt;br /&gt;
&lt;br /&gt;
''Shippu Mahou Daisakusen'' is an extremely buggy game. Many of the bugs seem to stem from the game's implementation of variable scroll speed mechanics.&lt;br /&gt;
&lt;br /&gt;
* '''Game over near the end of a race doesn't count as a game over and the item fairy still appears:''' https://www.twitch.tv/videos/686122052&lt;br /&gt;
&lt;br /&gt;
* '''Sometimes Wild Wyvern never activates:''' https://www.twitch.tv/videos/667737057?&lt;br /&gt;
&lt;br /&gt;
* '''Sometimes Bashinet R's hands get stuck and his AI completely stops advancing or something:''' https://www.youtube.com/watch?v=xffQRcN18Vg&lt;br /&gt;
&lt;br /&gt;
* '''Sometimes Prime Jelly just disappears offscreen and never returns. He continues blocking enemy spawns until the race ends.'''&lt;br /&gt;
&lt;br /&gt;
* '''Starting a co-op game on the player 2 side and pressing 1P start on the character select screen doesn't refresh the display properly, thinking it still has a credit.'''&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kingdom-Grandprix-logo.png|Logo (World Version)&lt;br /&gt;
Shippu-Mahou-Daisakusen-Logo.png|Logo (Japan Version)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Kingdom Grandprix'' intro sequence&lt;br /&gt;
# Official website https://www.8ing.co.jp/museum/prd/sipu/&lt;br /&gt;
&lt;br /&gt;
[[Category:Mahou Daisakusen series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Environmental hazard mechanic]]&lt;br /&gt;
[[Category:Bomb_mechanic]]&lt;br /&gt;
[[Category:Push_shmup]]&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Video_Index&amp;diff=19319</id>
		<title>Shippu Mahou Daisakusen/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Video_Index&amp;diff=19319"/>
		<updated>2023-02-08T03:52:36Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: /* Gain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Shippu Mahou Daisakusen==&lt;br /&gt;
&lt;br /&gt;
===Gain===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 1,261,204&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.twitch.tv/videos/684177619 Twitch]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 912,370&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm32130490 Niconico]&lt;br /&gt;
| '''Racing''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 579,865&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.twitch.tv/videos/679270738 Twitch]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chitta===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Andrew98&lt;br /&gt;
| 1,206,187&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/rV_ki0v47-4 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 1,073,601&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm17800701 Part 1] [https://www.nicovideo.jp/watch/sm17800806 Part 2]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix -&amp;gt; Yashiki of Ninja&lt;br /&gt;
|-&lt;br /&gt;
| Korszca&lt;br /&gt;
| 633,561&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=gM5qVQgSGPk Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miyamoto===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 2,265,006&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=J7AMjtvKSW8 Youtube]&lt;br /&gt;
| '''Score''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Meriscan&lt;br /&gt;
| 1,212,934&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=zUEr0GSURBk Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| A.K上越&lt;br /&gt;
| 1,202,404&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=o8Rjw-73Sbc Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Yashiki of Ninja&lt;br /&gt;
|-&lt;br /&gt;
| Jean Bombeur&lt;br /&gt;
| 800,642&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=yBR8WHxEBZM Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm &amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 768,142&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=4j3PE3KMrgM Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Vludi&lt;br /&gt;
| 764,193&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=19RPIxt2ZSU Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| らいと&lt;br /&gt;
| 715,451&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm5091422 Part 1] [https://www.nicovideo.jp/watch/sm5090813 Part 2]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Add&lt;br /&gt;
| 706,694&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=OUTRoD8TuX0 Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Crossfire -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Aktane&lt;br /&gt;
| 703,052&lt;br /&gt;
| Mister&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=d5BbKUgbzu8 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Crossfire -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower &lt;br /&gt;
|-&lt;br /&gt;
| tinotormed&lt;br /&gt;
| 667,961&lt;br /&gt;
| Sega Saturn&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=ON9KApy7p24 Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower &lt;br /&gt;
|-&lt;br /&gt;
| Monouchi&lt;br /&gt;
| 623,881&lt;br /&gt;
| PCB&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=88RolKqnKLo Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| roihu3M&lt;br /&gt;
| 613,682&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=qM2z8tcS_VQ Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Juanman&lt;br /&gt;
| 582,202&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=OD9_iKgnk9Y Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| はむはむ&lt;br /&gt;
| 577,346&lt;br /&gt;
| PCB&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=iL7IR1KziSw Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Crossfire -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bornnam===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 944,970&lt;br /&gt;
| Astro City Mini V&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm41146398 Niconico]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Yashiki of Ninja &amp;lt;/br&amp;gt; Wins loop 2 tournament&lt;br /&gt;
|-&lt;br /&gt;
| CARPET(정전)&lt;br /&gt;
| 646,681&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=c-EyYuSmG-0 Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix &amp;lt;/br&amp;gt; Loop 1 only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Nirvana===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| A.K上越&lt;br /&gt;
| 1,202,585&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=RgcG5pkCsxo Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| CARPET(정전)&lt;br /&gt;
| 1,018,382&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-5&lt;br /&gt;
| [https://www.youtube.com/watch?v=OOse0kCUJWk Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Pepepaco&lt;br /&gt;
| 644,731&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=xWhe41OEjaQ Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kickle &amp;amp; Laycle===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| しすく&lt;br /&gt;
| 1,081,223&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.nicovideo.jp/watch/sm17800504 Part 1] [https://www.nicovideo.jp/watch/sm17800600 Part 2]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja -&amp;gt; Kingdom Grandprix &amp;lt;/br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| A.S Asagami&lt;br /&gt;
| 939,075&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=T1ZHaWsLJWg Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Honest John===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 2,110,517&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.twitch.tv/videos/182572650 Twitch]&lt;br /&gt;
| '''Score''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 1,330,403&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.twitch.tv/videos/179531206 Twitch]&lt;br /&gt;
| '''Score''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bul-Gin===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| hamami&lt;br /&gt;
| 1,150,276&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=uXsCba8LkOM&amp;amp;t=375s Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix -&amp;gt; Yashiki of Ninja &amp;lt;/br&amp;gt; Starts at 6:15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Kingdom Grandprix==&lt;br /&gt;
&lt;br /&gt;
===Gain===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| KyoKusagani&lt;br /&gt;
| 1,450,448&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-ALL&lt;br /&gt;
| [https://www.youtube.com/watch?v=2VVh7yq6EZ8 Youtube]&lt;br /&gt;
| '''Score''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 677,510&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=dLtoF-CMOkw Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chitta===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| EmperorIng360&lt;br /&gt;
| 839,702&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.twitch.tv/videos/574808464 Twitch]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix &lt;br /&gt;
|-&lt;br /&gt;
| EmperorIng360&lt;br /&gt;
| 729,780&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.twitch.tv/videos/574028275 Twitch]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kingdom Grandprix &lt;br /&gt;
|-&lt;br /&gt;
| Con 5 Duros&lt;br /&gt;
| 631,082&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=QN69iRvoPiM Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 615,550&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=trAlaSb_VY0 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Crossfire -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Miyamoto===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Meriscan&lt;br /&gt;
| 1,324,452&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=KJJsoYQ22Xk Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; Coin-Op Classic live event&lt;br /&gt;
|-&lt;br /&gt;
| Sentmoraap&lt;br /&gt;
| 1,270,291&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.dailymotion.com/video/x2mu3es Dailymotion]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Meriscan&lt;br /&gt;
| 1,269,604&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=5ukn8JZ7dGQ Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Yashiki of Ninja -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| Sentmoraap&lt;br /&gt;
| 1,058,283&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-6&lt;br /&gt;
| [https://www.youtube.com/watch?v=Pd62auM5sus Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Yashiki of Ninja -&amp;gt; Kingdom Grandprix &amp;lt;/br&amp;gt; Stunfest&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 885,810&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=BzWXpJgztc4 Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja&lt;br /&gt;
|-&lt;br /&gt;
| ohfivepro&lt;br /&gt;
| 805,051&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=cfN4JbfjXrw Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
| buffi&lt;br /&gt;
| 781,321&lt;br /&gt;
| PCB&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=XF0QgOiMk1I&amp;amp; Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Strato Storm&lt;br /&gt;
|-&lt;br /&gt;
| Volaju&lt;br /&gt;
| 699,714&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=SXMEJmQNnRM Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Crossfire -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bornnam===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 1,213,724&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=Nv3bmpFQtHw Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Nirvana===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 1,168,650&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-6&lt;br /&gt;
| [https://www.youtube.com/watch?v=O1WqjYT2JCs Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|-&lt;br /&gt;
| Cooljay&lt;br /&gt;
| 688,842&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=aOajUwzUlmU Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kickle &amp;amp; Laycle===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 828,461&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=Zv3tsz_vvC8 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Crossfire -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Honest John===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 614,080&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=9_4NCxqSCa0 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bul-Gin===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 739,640&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=eR1YjF3UOuY Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower &lt;br /&gt;
|-&lt;br /&gt;
| MEG&lt;br /&gt;
| 682,146&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=wpcXx6pXBPY Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Two Player Cooperative==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Character&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Kitty &amp;amp; StaticSphere&lt;br /&gt;
| 888,360 &amp;amp; 970,580&lt;br /&gt;
| Miyamoto &amp;amp; Chitta&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=Cp0quyfZ6Ds Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Deeply Dungeon -&amp;gt; Forest of Dead -&amp;gt; Yashiki of Ninja -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; International version&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis &amp;amp; MEG&lt;br /&gt;
| 719,321 &amp;amp; 508,381&lt;br /&gt;
| Bornnam &amp;amp; Chitta&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-4 &amp;amp; 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=v7SV0Uba0yA Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; International version&lt;br /&gt;
|-&lt;br /&gt;
| Neo Antwon &amp;amp; Cooljay&lt;br /&gt;
| 557,841 &amp;amp; 507,061&lt;br /&gt;
| Miyamoto &amp;amp; Nirvana&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=7Vk6v4mi3GU Youtube]&lt;br /&gt;
| '''Survival''' focus, Velmatic Ocean -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Forest of Dead -&amp;gt; Kobolds Tower &amp;lt;/br&amp;gt; International version&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Speedrun==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Time&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Character&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Pichy and Pals&lt;br /&gt;
| 10:26:58&lt;br /&gt;
| Miyamoto&lt;br /&gt;
| Mame&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=hmqykhPKAXM Youtube]&lt;br /&gt;
| Air Circus -&amp;gt; Outcast Castle -&amp;gt; Cold Corridor -&amp;gt; Strato Storm -&amp;gt; Yashiki of Ninja &amp;lt;/br&amp;gt; International version, loop 1 only&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Guides &amp;amp; Commentaries==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Character&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Aquas, Soda, Icarus, Chum &amp;amp; A.K上越 &lt;br /&gt;
| 1,202,404&lt;br /&gt;
| Miyamoto&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=z6Da5Lt13xw Youtube]&lt;br /&gt;
| Shooting Game Weekly #58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|Shippu_Mahou_Daisakusen]]&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen&amp;diff=18084</id>
		<title>Shippu Mahou Daisakusen</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen&amp;diff=18084"/>
		<updated>2022-11-13T23:45:17Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: /* Strategy */ adding video index&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Kingdom-Grandprix-logo.png|center|325px]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #d6231f&lt;br /&gt;
|innerbordercolor = #eeeeac&lt;br /&gt;
|title = Shippu Mahou Daisakusen&lt;br /&gt;
|background = #fefafb&lt;br /&gt;
|image = Kingdom-Grandprix-title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Raizing|Raizing / Eighting]]&lt;br /&gt;
|music = [https://en.wikipedia.org/wiki/Hitoshi_Sakimoto Hitoshi Sakimoto] &amp;lt;/br&amp;gt; [https://en.wikipedia.org/wiki/Masaharu_Iwata Masaharu Iwata]&lt;br /&gt;
|program = Yasunari Watanabe &amp;lt;/br&amp;gt; Yuichi Toyama&lt;br /&gt;
|art = [https://en.wikipedia.org/wiki/Akihiro_Yamada Akihiro_Yamada] &amp;lt;/br&amp;gt; Kazuyuki Nakashima &amp;lt;/br&amp;gt; Kenichi Yokoo&lt;br /&gt;
|releasedate = '''JP''':  September 1994 &amp;lt;/br&amp;gt; '''EU''': 1994&lt;br /&gt;
|previousgame = [[Mahou Daisakusen]]&lt;br /&gt;
|nextgame = [[Battle Garegga]]&lt;br /&gt;
|officialsite = [https://www.8ing.co.jp/museum/prd/sipu/  8ing Museum]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Shippu Mahou Daisakusen''''' (疾風魔法大作戦, ''&amp;quot;Kingdom Grandprix&amp;quot;'') is a game developed by [[Raizing]] and published by [[Eighting]] in 1994. It is the second game in the [[Mahou Daisakusen (Series)|''Mahou'' trilogy]], the first game being ''[[Mahou Daisakusen]]'' (''Sorcer Striker'') and later being followed up by ''[[Great Mahou Daisakusen]]'' (''Dimahoo''). It is notable for being an [[arcade game|arcade]] [[shoot'em up|shmup]] with [https://en.wikipedia.org/wiki/Racing_video_game| racing elements] mixed into its gameplay. It is unique among shmups for its speed change mechanics which can be used to manipulate the positions of enemies and bosses, a source of both [[Shippu_Mahou_Daisakusen/Techniques#Manipulate_enemies_through_screen_scoll|exotic strategies]] and numerous bugs. Thematically and mechanically, it is much closer to ''Mahou Daisakusen'' than it is to later Raizing games such as ''Dimahoo'' or ''[[Battle Garegga]]''.&lt;br /&gt;
&lt;br /&gt;
In 1996, the game received a port to the Sega Saturn.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Kingdom-Grandprix-title.png|thumb|right|100px|World version]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
[[File:Shippu-Mahou-Daisakusen-title.png|226px|thumb|right|JP version]]&lt;br /&gt;
: ''T'was an age ruled by magic and machine... Still reeling from the Great Gobligan War but a year prior, a certain kingdom struggled to crush the remnants of the invading Gobligans. Skirmishes were rampant, and fear gripped the hearts of the kingdom's people like a terrible curse... Then, the king had an idea to break this curse. He would lift his people's spirits with a great competition to celebrate the one-year anniversary of their victory; a grand race through the very sky itself.''&lt;br /&gt;
&lt;br /&gt;
#''REACH THE GOAL BY ANY MEANS''&lt;br /&gt;
#''DESTROY ANYONE WHO INTERRUPTS THE RACE''&lt;br /&gt;
#''THE WINNER SHALL RECEIVE A GREAT SUM AND HAVE A SINGLE WISH GRANTED''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The game mixes '''racing''' and '''shmup''' elements together for its core gameplay. Rival racers can be knocked into or bumped out of the way or sent flying backwards with bombs, although normal player shots will not affect them at all. The player can move faster by staying high up the screen, indicated by a trail activating behind the ship/character. Holding down the Fire button also ''increases your speed'', but ''you can't fire during this mode''.&lt;br /&gt;
&lt;br /&gt;
Screen scroll speed affects rank. When moving at ''minimum speed'', the game becomes slightly '''more difficult''', with usually more numerous and faster bullets, as well as possible extra enemy spawns.&lt;br /&gt;
&lt;br /&gt;
At the end of every level, the player can choose between '''two different stages''' (three stages are given as an option for the final stage). &lt;br /&gt;
&lt;br /&gt;
The game has two [[loop]]s. To gain entry into the second loop, the player must win the race in the first loop. In the second loop, the player has to go through all the stages they originally didn't pick in the first loop. In the case of the final stage, they get the option between the two that hadn't been chosen. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
[[Image:KGP-Screen-Diagram.png|right|thumb|220px]]&lt;br /&gt;
* '''A (Press):''' Fires standard '''shots''' from the ship.&lt;br /&gt;
* '''A (Hold):''' Activates a '''speed booster''', speeding up the rate of screen scrolling to the maximum. You won't slow down no matter what while in this state.&lt;br /&gt;
* '''B:''' Activates a '''[[bomb]]'''. Bombs are unique to every character. &lt;br /&gt;
* '''Spin:''' Fly horizontally in one direction for some time (do not touch the edge of the screen) and quickly change to the opposite direction. When a character does a spin animation, they deal '''3x extra impact damage''', and kills from that impact damage receive potentially many bonus points.&lt;br /&gt;
'''Racing controls'''&lt;br /&gt;
* '''Accelerate:''' Fly into the acceleration zone to accelerate.&lt;br /&gt;
* '''Down (Bottom of the screen):''' Brake / &amp;quot;back brake&amp;quot;.&lt;br /&gt;
* '''Grind (Wall):''' Brake / &amp;quot;wall brake&amp;quot;.&lt;br /&gt;
* '''Bump (Enemy or other racer):'''  A usually weaker version of the wall brake.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Characters / Ships ==&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Gain &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #d1231f&lt;br /&gt;
|backcolor = #fefafa&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Gain&lt;br /&gt;
|shipimage = [[Image:Gain-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | D}}&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | C}}&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | B}}&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | B}}&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | C}}&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | A}}&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | B}}&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | B}}&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | D}}&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | B}}&lt;br /&gt;
|p11 = -&lt;br /&gt;
|caption =  Ship: VALLHALLYZER -- ''&amp;quot;Wandering soldier of unrivaled expertise, in search of the ultimate weapon&amp;quot;''&lt;br /&gt;
|content =&lt;br /&gt;
'''Class: Fighter'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Narrow wide shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#79C0eb&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots two swords upwards, but only two can be on screen at the same time&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Releases small daggers with homing properties&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Throws a big destructive sphere ahead of Gain&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Frontal shot has the highest piercing ability of any weapon, even able to pierce walls. It's also good for hitting masses of vertically-clumped up enemies.&lt;br /&gt;
* Gain excels slightly in general racing ability and maneuverability owing to his slightly above average racing stats across the board.&lt;br /&gt;
* Gain's bomb is quite long lasting and powerful, although it does not pierce when aimed. It has the unique property of sticking to whatever it hits, which can be a help or a hindrance depending on the situation.&lt;br /&gt;
* Homing can hit behind Gain and to the sides with decent damage.&lt;br /&gt;
* His weak weapons do not hinder him terribly during score runs where control stats are more important and bumping is heavily relied upon.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* The most important attribute, weapon damage, is precisely where Gain suffers. Both of his weapons are quite poor overall. Homing absolutely does not cut it against second loop enemies, and Frontal is extremely narrow, and not very powerful, especially against horizontally thin enemies.&lt;br /&gt;
* He is quite weak in survival play because of his weapons. He must survive the longest against very dangerous bosses and enemy rushes.&lt;br /&gt;
* Very weak wall braking makes it just a little harder for him to control enemy spawns and the flow of the level.&lt;br /&gt;
* Good weight and speed would make him one of the best bump attackers if not for awful wall brakes which force him to accelerate too much while up the screen.&lt;br /&gt;
* He doesn't excel noticeably in any area, and there are other characters who simply outclass him, especially in important stats like damage.&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{#lst:STG_Hall_of_Records|shippumd-gain}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Chitta &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #0073CE&lt;br /&gt;
|backcolor = #eff3fe&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Chitta&lt;br /&gt;
|shipimage = [[Image:Chitta-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: GUN-DALF -- ''&amp;quot;Local magician capable strong magical spells in contrary to appearance&amp;quot;''&lt;br /&gt;
|content = '''Class: Witch'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Narrow wide shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots large electrical waves forward&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots flames that fly towards enemies&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Two large genies merge and deal heavy damage to nearby enemies&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Frontal shot is one of the stronger weapons in the game, is wider than it looks, and has infinite range and instant shot speed. Great for speedkilling anything from extreme range, its only downside is that it cannot pierce walls.&lt;br /&gt;
* Homing shot has the easiest time tracking a target when Chitta is far away and located directly beneath the intended target.&lt;br /&gt;
* Very high acceleration.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Homing shot does not pierce whatsoever, and its wide angles make it useless in tight levels. Like most homing weapons, it doesn't really cut it against loop 2 enemies either.&lt;br /&gt;
* Chitta's bomb has a very specific range it must be aimed at or it will do minimal or no damage.&lt;br /&gt;
* Chitta's control and racing stats are possibly the worst of all the characters. Low weight means she is knocked around constantly by everything, often into bullets, and her score runs are also severely hampered by being unable to perform good ram attacks. Low movement means it's extremely hard to recover from being bumped, and it's generally difficult to get to where you need to be. Terrible brakes that take several seconds to kick in feel extremely lopsided against her extreme acceleration. Overall a bit of a nightmare to do anything with other than snipe with lasers from far away.&lt;br /&gt;
* Chitta's back brakes are hilariously bad, taking 5+ seconds of pressure at the bottom of the screen to fully slow down, compared to Bornnam who can fully brake in less than 1 second.&lt;br /&gt;
* Her most unique asset, extreme acceleration, generally isn't useful, and seems to only make things harder to control.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-chitta}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bornnam &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #7b00ce&lt;br /&gt;
|backcolor = #f3effe&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Bornnam&lt;br /&gt;
|shipimage = [[Image:Bornham-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
|caption =  Ship: GOLGODIAN -- ''&amp;quot;Sorcerer of black magic emphasizes need for money to refine sorcery techniques.&amp;quot;''&lt;br /&gt;
|content = '''Class: Necromancer'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Forward shot, gets increasingly wider per level&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots balls with skull faces forward&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots waves forward that can take a straight turn left/right if there are any enemies in that direction &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Drops a big bomb ahead of the player with a skull face inside it&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Frontal weapon is quite powerful, wide, and pierces enemies, although unfortunately does not pierce walls. The fat wave shots appear at Bornnam's sides, often where one wants them to be.&lt;br /&gt;
* The quickest booster charge in the game.&lt;br /&gt;
* Bornnam is the king of braking. He has the best back brake in the game and the 3rd best wall brake. This gives him a bit of much needed control to make up for his other weaknesses.&lt;br /&gt;
* The combination of awful acceleration and good braking means he can get the most points out of the enemy rush after the Weather Satellite boss. He's the only ship that can remain at minimum speed while at the top of the screen occasionally bumping into enemies.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* The lowest speed of any ship. Occasionally, this can be a positive, as it's quite easy to do manual spin attacks with a slow ship. However...&lt;br /&gt;
* ... Bornnam's extremely low weight makes his spin attacks less effective. He's also one of the most likely ships to get knocked around into either bullets or walls.&lt;br /&gt;
* Despite having amazing braking power, movement speed and weight are more useful and more important factors in ship control.&lt;br /&gt;
* Paradoxically, despite the fastest booster activation time and a double-power booster, Bornnam's abysmal acceleration means that even the booster's double acceleration value (4) is still slower than the non-boosted acceleration of other ships. Even Kickle &amp;amp; Laycle's non-boosted acceleration (5) is faster than Borhnam's boost (4).&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-bornnam}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Miyamoto &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #427373&lt;br /&gt;
|backcolor = #fefcf3&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Miyamoto&lt;br /&gt;
|shipimage = [[Image:Miyamoto-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: none -- ''&amp;quot;Samurai Doragon from the north searches for potion for mentor's daughter&amp;quot;''&lt;br /&gt;
|content = '''Class: Samurai'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Straight shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots balls to the side (top left and top right)&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots spinning blades with strong homing properties&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Covers everything on top of the player with waves that clear all approaching bullets&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* The most important metric, damage, is something Miyamoto has in spades between either of his weapons and bomb. Homing shot pierces some things and does massive damage. Its damage can be further increased by moving away from the target mid shot, increasing the length of the trail of shurikens and causing extra ticks of damage. Furthermore, the shurikens are highly controllable and deal damage steadily, so shuriken volleys can be counted and damage can be discontinued when boss health is low enough for a spin kill.&lt;br /&gt;
* Miyamoto's bomb is extremely lengthy and deals massive damage. It can instantly destroy dangerous boss parts like Gigandes's ice turrets. It's also the perfect bomb for scoring, being able to instantly destroy respawning enemies in Strato Sphere.&lt;br /&gt;
* Frontal shot has a massive spread but still deals great damage. It's useful for scoring in certain sections.&lt;br /&gt;
* One of the few characters with two viable weapons.&lt;br /&gt;
* Great stats all around with no real weaknesses. He can easily control the screen scroll and be wherever he needs to be at any time.&lt;br /&gt;
* Wall braking / collision slowdown was probably intended as a negative stat, but in practice it behaves more like a positive one, allowing the player to control scroll speed more easily.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Bombs can sometimes deal too much damage, killing things that you ideally would have wanted to spin kill, such as Skull Howard's arms which die with 1 bomb.&lt;br /&gt;
* Weight / bump power is slightly sub par, yet high speed easily makes up for it.&lt;br /&gt;
* High speed can make slight movements more difficult. Doing a spin from the center of the screen is impossible.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-miyamoto}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Nirvana &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #C62231&lt;br /&gt;
|backcolor = #FFF4FE&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Nirvana&lt;br /&gt;
|shipimage = [[Image:Nirvana-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: none -- ''&amp;quot;Leader of huge fairies driven out of homeland is in search of a new mystical forest.&amp;quot;''&lt;br /&gt;
|content = '''Class: Huge Fairy'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Straight shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots large rings around her that go across the screen and after that go upwards&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Spawns smaller fairies that search for enemies and then hit them, which can reach enemies behind walls &lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Fairies fly from the bottom of the screen to the top, blowing up everything in their way&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Has one of the best homing weapons. Especially good for survival and beginner play where one may not know which direction dangers will appear from.&lt;br /&gt;
* Nirvana technically has some of the best stats in the game with the fastest movement speed, fastest acceleration, and fastest wall brake in the game.&lt;br /&gt;
* Second best booster in the game.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Actually playing Nirvana can be something of a nightmare as her strengths can easily double as weaknesses. The best speed, worst weight, and strongest wall brake often make a Nirvana run feel like a pinball machine with sudden unexpected position and speed disruptions. However, unlike Chitta who is in a similar situation, Nirvana's great movement speed will normally allow her to recover more easily.&lt;br /&gt;
* The homing weapon can be extremely hard to use. Fairies may refuse to lock on to the target you want, and their seemingly random trajectory may cause them to do greatly reduced damage. For score runs, it's also terrible at doing controlled damage, leading to accidental kills.&lt;br /&gt;
* Nirvana's bomb is abysmal. It usually does 1/3rd of the damage of Gain's bomb, has low duration, and has worse coverage than it appears to have.&lt;br /&gt;
* The Frontal weapon basically doesn't exist.&lt;br /&gt;
* Her extreme speed can make slight dodges difficult. It's impossible to do spins in many positions.&lt;br /&gt;
* Only has good brakes if there is a wall or bumpable enemy nearby.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-nirvana}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Kickle &amp;amp; Laycle &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #008CEF&lt;br /&gt;
|backcolor = #eeF4FF&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Kickle &amp;amp; Laycle&lt;br /&gt;
|shipimage = [[Image:Kickleandlaycle-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: SORCER STRIKER -- ''&amp;quot;Boy that traveled thru time &amp;amp; girl partner is in search of hex to travel thru time.&amp;quot;''&lt;br /&gt;
|content = '''Class: none'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Forward shot, gets increasingly much wider per level&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots a constant stream of bullets forward&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Launches large missiles that target enemies&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Releases an airstrike that targets enemies&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* The combination of great weight and speed arguably makes them the best in the game at bump damage / spin attacks.&lt;br /&gt;
* Difficult to knock around and quick to recover.&lt;br /&gt;
* Frontal weapon does passable damage, although it does not pierce.&lt;br /&gt;
* Normal shots are a very wide fan.&lt;br /&gt;
* Poor racing stats are tolerable during score runs where accelerating and booster charging are of minimal importance.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Awful bomb that deals little damage. It's particularly bad at hitting other racers as well.&lt;br /&gt;
* Slightly more difficult to win races / reach the 2nd loop due to poor racing stats and bad bomb that's ineffective at slowing other racers.&lt;br /&gt;
* It's extremely tricky to do good damage with the homing shot.&lt;br /&gt;
* Damage is very important, but their forward weapon is the definition of average and does not pierce, while the homing weapon is extremely fickle and hard to deal consistent damage with.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-kickle}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Honest John &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #DE8C00&lt;br /&gt;
|backcolor = #FFFDeF&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Honest John&lt;br /&gt;
|shipimage = [[Image:Honestjohn-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | B}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: none -- ''&amp;quot;Magical robot of blacksmith with foul intentions for lifetime gold to live an easy life.&amp;quot;''&lt;br /&gt;
|content = '''Class: AUTOMATIC ARMOR'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Straight shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots nuts across the top of the screen&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots slow beams with strong homing properties&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Hits his hammer multiple times and releases high damage waves within the area &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Frontal Weapon deals more damage than it would seem to. One of the strongest &amp;quot;wide area&amp;quot; sub weapons.&lt;br /&gt;
* The best bump attacker in the game, since Bul-Gin (who has better weight) is unable to activate the spin glitch.&lt;br /&gt;
* Good bomb damage, great bomb spread, and the lengthiest bomb animation.&lt;br /&gt;
* Sub-par speed can sometimes be a blessing (easier manual spin attacks, more precise movements), especially with  Honest John's extreme weight behind it.&lt;br /&gt;
* Mostly excels in score runs due to his strong bump attacks and good bomb.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Homing isn't very useful, even in the first loop, although it does well attacking things behind the ship.&lt;br /&gt;
* Very bad acceleration and boosting means tighter racing is required to reach the second loop.&lt;br /&gt;
* Frontal weapon needs the right angles to deal more than minimal damage.&lt;br /&gt;
* Normal shot is extremely thin.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-honestjohn}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; Bul-Gin &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{{KGPCharInfo&lt;br /&gt;
|headcolor = #316b18&lt;br /&gt;
|backcolor = #f7feeb&lt;br /&gt;
|bordercolor = #444444&lt;br /&gt;
|fontcolor = #fefefe&lt;br /&gt;
|charname = Bul-Gin&lt;br /&gt;
|shipimage = [[Image:Bul-gin-160px.png|90px]]&lt;br /&gt;
|p1 = [[File:Homingshot-s.png]]&lt;br /&gt;
|v1 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p2 = [[File:Frontalshot-s.png]]&lt;br /&gt;
|v2 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p3 = Speed&lt;br /&gt;
|v3 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p4 = Accel.&lt;br /&gt;
|v4 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p5 = Booster&lt;br /&gt;
|v5 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p6 = Bomb&lt;br /&gt;
|v6 = {{LetterGrade | A}}&lt;br /&gt;
&lt;br /&gt;
|p7 = Weight&lt;br /&gt;
|v7 = {{LetterGrade | S}}&lt;br /&gt;
&lt;br /&gt;
|p8 = Back brake&lt;br /&gt;
|v8 = {{LetterGrade | D}}&lt;br /&gt;
&lt;br /&gt;
|p9 = Wall brake&lt;br /&gt;
|v9 = {{LetterGrade | F}}&lt;br /&gt;
&lt;br /&gt;
|p10 = Control&lt;br /&gt;
|v10 = {{LetterGrade | C}}&lt;br /&gt;
&lt;br /&gt;
|p11 = -&lt;br /&gt;
&lt;br /&gt;
|caption =  Ship: GREAT GOBLIGANS -- ''&amp;quot;Survivor of the Goburigan empire with the goal to revive the fallen empire.&amp;quot;''&lt;br /&gt;
|content = '''Class: Captain Goblin'''&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#DC143C&amp;quot;&amp;gt;Regular Shot:&amp;lt;/span&amp;gt;''' Narrow wide shot&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#87CEFA&amp;quot;&amp;gt;Frontal Shot:&amp;lt;/span&amp;gt;''' Shoots blue shots straight from the cannon on his ship, which can be aimed by moving left or right (difficult to use)&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#FF8C00&amp;quot;&amp;gt;Homing Shot:&amp;lt;/span&amp;gt;''' Shoots explosives that are automatically targeted to enemies from all sides&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:#BA55D3&amp;quot;&amp;gt;Bomb:&amp;lt;/span&amp;gt;''' Throws a Gobligan forward who creates a large amount of big explosives around it for several seconds &lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;'''Strengths:'''&lt;br /&gt;
* Perhaps the most powerful weapon in the game in the homing shot. The only problem is actually using it.&lt;br /&gt;
* Highest weight in the game means he's impossible to push around. Best ability to push other races off the screen, a much-needed boost to his racing ability.&lt;br /&gt;
* One of the most powerful and longest lasting bombs. A decent ability to knock out a large group of rival racers as well. The only problem is aiming it.&lt;br /&gt;
* Cannot activate the spin glitch, but low speed still allows him to do spins from short distances.&lt;br /&gt;
'''Weaknesses:'''&lt;br /&gt;
* Horrendous racing stats and mobility. Horrible acceleration and the worst booster in the game means a lot of extra work speeding up after slowing down. Chance of getting to the second loop is somewhat less than other characters.&lt;br /&gt;
* Unreliable homing weapon that often doesn't aim where one wants it to. Homing weapon sometimes misseswhen enemies were already damaged by Bul-Gin's normal shots.&lt;br /&gt;
* Frontal weapon is buggy and usually doesn't do any damage.&lt;br /&gt;
* Cannot spin glitch, severely limiting scoring potential in general.&lt;br /&gt;
----&lt;br /&gt;
'''[[STG_Hall_of_Records|Legacy Top Score]]'''&lt;br /&gt;
&lt;br /&gt;
{{{!}} class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; font-size:120%;&amp;quot;&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Ship !! Score !! Player !! Date / Source !! Comment !! Replay&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#lst:STG_Hall_of_Records|shippumd-bulgin}}&lt;br /&gt;
{{!}}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Raw data&lt;br /&gt;
|-&lt;br /&gt;
! Ship !! Bomb Dmg. !! Accel. per frame !! Boost Accel. !! Frames until boost !! Back brake speed !! Wall brake speed !! Movement speed !! Fragility&lt;br /&gt;
|-&lt;br /&gt;
| '''Gain''' || 21 || 4 || 6 || 90 || -5 || -2 || 18 || 8&lt;br /&gt;
|-&lt;br /&gt;
| '''Chitta''' || 18 || 7 || 8 || 100 || -1 || -3 || 16 || 11&lt;br /&gt;
|-&lt;br /&gt;
| '''Miyamoto''' || 18 || 6 || 6 || 80 || -4 || -7 || 20 || 9&lt;br /&gt;
|-&lt;br /&gt;
| '''Bornnam''' || 18 || 2 || 4 || 60 || -8 || -6 || 14 || 10&lt;br /&gt;
|-&lt;br /&gt;
| '''Nirvana''' || 6 || 8 || 8 || 70 || -2 || -8 || 21 || 12&lt;br /&gt;
|-&lt;br /&gt;
| '''K &amp;amp; L''' || 9 || 5 || 6 || 120 || -6 || -5 || 19 || 7&lt;br /&gt;
|-&lt;br /&gt;
| '''Honest John''' || 18 || 3 || 5 || 110 || -7 || -4 || 17 || 6&lt;br /&gt;
|-&lt;br /&gt;
| '''Bul-Gin''' || 21 || 1 || 4 || 151 || -3 || -1 || 15 || 5&lt;br /&gt;
|}&lt;br /&gt;
*&amp;lt;small&amp;gt; ''Note: Fragility is the opposite measure of weight and is how the game calculates bump displacement.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
Collectable items include:&lt;br /&gt;
&lt;br /&gt;
[[File:Coin-s.png|left]]&lt;br /&gt;
[[File:Bomb-s.png|left]]&lt;br /&gt;
[[File:Frontalshot-s.png|left]]&lt;br /&gt;
[[File:Homingshot-s.png|left]]&lt;br /&gt;
[[File:KGP-Gems.png|left]]&lt;br /&gt;
&lt;br /&gt;
'''Coins'''&amp;lt;br&amp;gt;&lt;br /&gt;
These coins increase your Regular Shot power after collecting some. Flying sacks will drop 4 coins when hit or being hovered over.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Bomber Item'''&amp;lt;br&amp;gt;&lt;br /&gt;
You start with 3 bomber items with each extend. These clear the screen of bullets in areas the bomb hits and give invincibility frames when the player uses it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Frontal Shot'''&amp;lt;br&amp;gt;&lt;br /&gt;
Power-up that adds another shot to the character, but can be replaced by the Homing Shot. Usually gives a shot type with high forward damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Homing Shot'''&amp;lt;br&amp;gt;&lt;br /&gt;
Power-up that adds another shot to the character, but can be replaced by the Frontal Shot. Gives a shot type that tracks and chases enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Jewels'''&amp;lt;br&amp;gt;&lt;br /&gt;
Appearing rarely in treasures chests in a few select stages, they are worth 200, 500, or 1000 points each when collected.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
There are two factors which form the final [[rank]] value in the game: temp rank and base rank. &lt;br /&gt;
&lt;br /&gt;
'''Base rank'''&lt;br /&gt;
* Base rank is firstly decided by the DIP switch setting and the version of the game. &lt;br /&gt;
* If the base rank would be 0 or less, it is increased to a minimum of 1 (not true for JP version, which has rank 0 on easy dip stage 1).&lt;br /&gt;
* Normally after each stage the base rank increases by 3 in the JP version and by 2 in overseas versions.&lt;br /&gt;
* Base rank increases by an extra amount at the start of loop 2.&lt;br /&gt;
* Yashiki of Ninja has a higher rank base increase than other stages. However, on loop 2 the base rank will not change based on whether you chose Yashiki of Ninja or not; the starting base rank of loop 2 is decided entirely by DIP setting and game version.&lt;br /&gt;
&lt;br /&gt;
'''Temp rank'''&lt;br /&gt;
* Temp rank is also heavily based on the DIP switch setting, but changes based on the situation mid-stage. &lt;br /&gt;
* Dropping to minimum speed raises temp rank, while accelerating to the maximum non-boosted speed lowers it (boost speeds do not lower it further).&lt;br /&gt;
* The temp rank raises during some bosses.&lt;br /&gt;
* After a boss, the temp rank is minimized until the goal, and speed changes will not affect it further.&lt;br /&gt;
* Powering up to max shot power has a very small effect on temp rank (sometimes less than one whole integer).&lt;br /&gt;
* Powering up to max subweapon power has a very small effect on temp rank (sometimes less than one whole integer).&lt;br /&gt;
* Different parts of a track may have a minor temp rank difference.&lt;br /&gt;
* Losing lives doesn't have any effect on either factor of rank other than the slight decrease from weapon power loss. {{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
'''Raw data'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | &amp;quot;Normal&amp;quot; DIP setting ''base rank'' data&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Stage 1 !! Stage 2 !! Stage 3 !! ... !! Stage 1 (loop2) !! Stage 2 (loop2) !! Stage 3 (loop2)&lt;br /&gt;
|-&lt;br /&gt;
| ''Kingdom Grandprix'' || 4 || 6 || 8 || ... || 20 || 22 || 24 &lt;br /&gt;
|-&lt;br /&gt;
| ''Shippu Mahou Daisakusen'' || 8 || 11 || 14 || ... || 32 || 35 || 38 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Effects of rank ====&lt;br /&gt;
Noticeably higher bullet speed, slightly more enemy health (the main source of increased enemy health is the loop 2 bonus), and sometimes more bullets added to certain patterns.&lt;br /&gt;
&lt;br /&gt;
Yashiki of Ninjas has a higher rank than other levels, but all of its enemies are unique to that stage, so the increased rank isn't noticeable or any different than just having a different base difficulty for the enemies. It may increase the racing difficulty however.{{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
==== Rank overflow ====&lt;br /&gt;
There are obvious instances of rank overflowing 8-bit or 16-bit values, causing enemies to either immediately lose health or fire rate.&lt;br /&gt;
* In the default JP version, loop 2 crossfire turrets fire '''much''' slower if the player increases the temp rank by flying at the minimum speed.&lt;br /&gt;
* In the default JP version, perhaps because of the extra rank in Yashiki of Ninja, the large statue enemies before the boss will spawn in a &amp;quot;flashing&amp;quot; state, meaning they are almost dead already.&lt;br /&gt;
&lt;br /&gt;
=== Racing ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--- would like to make this image smaller but it gives an error... ---&amp;gt;&lt;br /&gt;
[[File:KGP-racer-canceling-example.gif|right|thumb|Rival racer causes an enemy to lose its hit detection and cancel the player's damage.]]&lt;br /&gt;
In order to reach the 2nd loop, one must win the 1st loop's tournament by having the most [https://en.wikipedia.org/wiki/Group_tournament_ranking_system|tournament points] after stage 6. There are different endings for placing 2nd, 3rd, or lower. At the end of the 2nd loop, tournament points don't have any effect other than again on which ending scene is selected.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Tournament points and score from placements&lt;br /&gt;
|-&lt;br /&gt;
! Place !! Score bonus !! Tournament points&lt;br /&gt;
|-&lt;br /&gt;
| '''1st''' || 10000|| 9 &lt;br /&gt;
|-&lt;br /&gt;
| '''2nd''' || 5000 || 6 &lt;br /&gt;
|-&lt;br /&gt;
| '''3rd''' || 3000 || 3 &lt;br /&gt;
|-&lt;br /&gt;
| '''4th''' || 1000 || 1 &lt;br /&gt;
|-&lt;br /&gt;
| '''5th''' || 500 || -&lt;br /&gt;
|-&lt;br /&gt;
| '''6th''' || 300 || -&lt;br /&gt;
|-&lt;br /&gt;
| '''7th''' || 100 || -&lt;br /&gt;
|-&lt;br /&gt;
| '''8th''' || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rival racers can be bumped off the screen in either direction, somewhat affecting their race placement. Weightier ships have an have an easier time with this. Bombs can also affect rival racers, sending them hurtling backwards.&lt;br /&gt;
&lt;br /&gt;
Outcast Castle and Yashiki of Ninja have stage hazards that will permanently slow rivals for the remainder of the race if they are caught behind them.&lt;br /&gt;
&lt;br /&gt;
In general, having rival racers on the screen is extremely dangerous. They will very often bump the player into enemy shots or bump them behind a crushing obstacle, or otherwise just bump them into an unfavorable position which may eventually lead to a death. There is also the phenomenon where rival racers will somehow make nearby enemies lose their hit detection, effectively making the enemy invincible, which is another extremely dangerous situation. Usually one wants to be way ahead of or way behind the rival racers.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
'''Item collection'''&lt;br /&gt;
&lt;br /&gt;
Collecting gems and collecting power up items while at full power awards points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Item !! Score !! Item !! Score (full power)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:KGP-Gem-200.png]] || '''200''' || [[File:Coin-s.png]] || '''100''' &lt;br /&gt;
|-&lt;br /&gt;
| [[File:KGP-Gem-500.png]] || '''500''' || [[File:Frontalshot-s.png]] || '''1000''' &lt;br /&gt;
|-&lt;br /&gt;
| [[File:KGP-Gem-1000.png]] || '''1000''' || [[File:Homingshot-s.png]] || '''1000''' &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Extends ====&lt;br /&gt;
Players earn an [[extend]] every '''300,000 points''' on default DIP settings '''on the first loop only''', so [[survival]] is somewhat tied to scoring. It is possible to gain two extends before the second loop with normal play. By using spin kills to gain extra points, it is possible to gain four extends before the second loop. It's likely that at least one suicide will be needed to restock bombs, so in practice, only three net extends can be gained.&lt;br /&gt;
&lt;br /&gt;
==== Spin bonus ====&lt;br /&gt;
----&lt;br /&gt;
[[File:Miyamoto-spin-3x.gif|thumb|right|450px|Bump into enemies while doing this to gain lots of extra score.]]&lt;br /&gt;
When a spin bump deals the fatal blow to an enemy, extra bonus points are awarded. Fatal blows from shots, bombs, or non-spinning bumps will not increase score even if the player was spinning while dealing that damage. Analysis of the game's code reveals that spin kills were likely supposed to double the score from defeating enemies, yet due to the peculiarities of converting between decimal, [https://en.wikipedia.org/wiki/Hexadecimal| hexadecimal] (hex), and [https://en.wikipedia.org/wiki/Binary-coded_decimal| binary-coded decimal] (or BCD), only sometimes is the bonus score actually doubled.&lt;br /&gt;
&lt;br /&gt;
The problem likely arose during data entry when designers began entering point values for enemies as decimal values. These would end up converted and stored in the game as BCD. When adding enemy score to the player's total score, the game is programmed to convert the BCD to display as decimal digits in the score counter. There's no immediate issue with this pipeline of conversions and everything ends up as it should. The issue arises with the attempted &amp;quot;doubling&amp;quot; of the values which are stored as BCD, then doubled through hexadecimal math, and then ultimately displayed as BCD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Original score !! Hexadecimal BCD !! Double !! Hexadecimal !! to BCD !! Score counter value&lt;br /&gt;
|-&lt;br /&gt;
| 300pt || 0x300 || --&amp;gt; || 0x600 || --&amp;gt; || 600&lt;br /&gt;
|-&lt;br /&gt;
| 400pt || 0x400 || --&amp;gt; || 0x800 || --&amp;gt; || 800&lt;br /&gt;
|-&lt;br /&gt;
| 500pt || 0x500 || --&amp;gt; || 0xA00 || --&amp;gt; || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 600pt || 0x600 || --&amp;gt; || 0xC00 || --&amp;gt; || 1200&lt;br /&gt;
|-&lt;br /&gt;
| 700pt || 0x700 || --&amp;gt; || 0xE00 || --&amp;gt; || 1400&lt;br /&gt;
|-&lt;br /&gt;
| 800pt || 0x800 || --&amp;gt; || 0x1000 || --&amp;gt; || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 900pt || 0x900 || --&amp;gt; || 0x1200 || --&amp;gt; || 1200&lt;br /&gt;
|-&lt;br /&gt;
| 950pt || 0x950 || --&amp;gt; || 0x12A0 || --&amp;gt; || 1300&lt;br /&gt;
|-&lt;br /&gt;
| 1000pt || 0x1000 || --&amp;gt; || 0x2000 || --&amp;gt; || 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Common values greater than 700 immediately run into the problem of not being doubled because of the BCD conversion. This leads to the situation where an 800pt doubled enemy is only worth as much as a 500pt doubled enemy, and a 950pt doubled enemy is worth less than a 700pt doubled enemy. Considering the difficulty of actually performing spin kills, one can conclude that it is simply too dangerous to be worth it for enemies with certain point values.&lt;br /&gt;
&lt;br /&gt;
==== Enemy point values ====&lt;br /&gt;
:''Main article: [[Shippu Mahou Daisakusen/Enemy list]]''&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
----&lt;br /&gt;
'''First loop'''&lt;br /&gt;
* The player drops their subweapon powers all over the screen. Only the the faster characters (anyone as fast or faster than Honest John) can catch all 3 power items as they fall, and only if they die at a certain position on the screen (see [[Shippu_Mahou_Daisakusen/Techniques#Collecting_death_powerups| techniques]] ).&lt;br /&gt;
* The player loses a bit of shot power.&lt;br /&gt;
* The player's bomb stock goes to 3.&lt;br /&gt;
'''Second loop'''&lt;br /&gt;
* Everything is the same as the first loop except the player's subweapon powers disappear completely. Of course, this means recovery is very difficult if dying in the wrong spot.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Stages ==&lt;br /&gt;
At the end of each level, the player can choose the following levels;&lt;br /&gt;
[[File:S2A - Air Circus.png|left]]&lt;br /&gt;
[[File:S2B - Velmatic Ocean.png|left]]&lt;br /&gt;
[[File:S3A - Outcast Castle.png|left]]&lt;br /&gt;
[[File:S3B - Cross Fire.png|left]]&lt;br /&gt;
[[File:S4A - Deeply Dungeon.png|left]]&lt;br /&gt;
[[File:S4B - Cold Corridor.png|left]]&lt;br /&gt;
[[File:S5A - Strato Storm.png|left]]&lt;br /&gt;
[[File:S5B - Forest of Dead.png|left]]&lt;br /&gt;
[[File:S6A - Kingdom Grandprix.png|left]]&lt;br /&gt;
[[File:S6B - Yashiki of Ninja.png|left]]&lt;br /&gt;
[[File:S6C - Kobolds Tower.png|left]]&lt;br /&gt;
&lt;br /&gt;
'''Stage 2A - Air Circus'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage is full of close corners and turrets that sit on the side and can be tricky to hit.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Big Wheel Crab&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 2B - Velmatic Ocean'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Water themed stage with almost no walls. Enemies come from all sides of the screen in this level, so be careful.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Little Brother Gillman&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3A - Outcast Castle'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Undead themed stage, notable for its varied types of enemies. It has mirrors that bump the player into other enemies, ghosts that can go through walls and giant worms that try to eat the player.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Vampire Earl McGee-McGee&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3B - Cross Fire'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You race inbetween an airship raid, similair to stage 2 from [[Mahou Daisakusen]].&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Skull Howard the 4th&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 4A - Deeply Dungeon'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The dungeon has been set under water after the events of Sorcer Striker. Be careful for the enemies that can pop out of the sewer pipes.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Prime Slime&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 4B - Cold Corridor'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Frozen palace stage with speed sections. You can get stuck behind the walls during these parts, so you have to balance between not staying behind the screen without running into enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Big Brother Gillman&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 5A - Strato Storm'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This stage contains no walls. The challenge is keeping up with killing the enemies in time before the swarm the player.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Gigandes&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 5B - Forest of Dead'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Much like Outcast Castle, it's another undead themed stage. Even the boss from Outcast Castle can show up in the stage if the player attacks the big coffin.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Demon Apocalypse&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 6A - Kingdom Grandprix'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Fast-paced final stage. Often a wall will sit in the middle of the screen and the player had to pick sides where to go to. Later in the stage are electrical walls that the player must avoid touching.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Bashinet-R&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 6B - Yashiki of Ninja'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You enter a mansion full of ninjas and other types of enemies, which usually appear from the sides of the screen rather than the top. Often considered the hardest one out of the final stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Boss''': Hayatemaru&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 6C - Kobolds Tower'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Throughout the stage boulder fall from the top of the tower. Be careful not to get hit by the missle launchers that sit on the sides of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boss''': Weather Satellite Stimpy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Strategy articles for ''Shippu Mahou Daisakusen''&lt;br /&gt;
* '''Tips unique to this game:''' ''[[Shippu Mahou Daisakusen/Techniques]]''&lt;br /&gt;
* '''1cc / 2-all / Scoring guides:''' ''[[Shippu Mahou Daisakusen/Guides]]''&lt;br /&gt;
* '''Video index:''' ''[[Shippu_Mahou_Daisakusen/Video_Index]]''&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Carpet made her debut as a minor enemy in this game before becoming a playable character in ''[[Armed Police Batrider]]''.&lt;br /&gt;
* In more than half of the game's stages, all bullets (which can only be destroyed by suiciding into them) are worth 10 points (20 while spinning!), but for some reason, they are all worth 0 points in the remaining stages.&lt;br /&gt;
* The battleship in Crossfire suddenly loses all of its collision detection when the boss spawns.&lt;br /&gt;
* Prime Slime, the boss of Deeply Dungeon, doesn't give extra points for a spin kill due to a programming error. The function which checks for the player's state of spinning checks Prime Slime's &amp;quot;spin&amp;quot; value instead. Since Prime Slime can never have a spin value, the extra points can never be acquired.&lt;br /&gt;
* When a rival racer destroys an enemy, no points are awarded. However, when they kill a boss, the normal amount of points is awarded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rejected game names'''&lt;br /&gt;
&lt;br /&gt;
Many Japanese names were considered for the game during development. Some of the rejected names were:&lt;br /&gt;
* 魔法大革命 (''Magic Great Revolution'')&lt;br /&gt;
* 魔法十番勝負 (''Magic 10 Places Showdown'')&lt;br /&gt;
* 魔法大作戦２～疾風の大陸～ (''Mahou Daisakusen 2 - A World of Gale Winds'') was too long.&lt;br /&gt;
* 魔法一直線 (''Magic Straight Line'') wouldn't make sense with curvy races.&lt;br /&gt;
* 魔法超光速 (''Magic Ultra Lightspeed'') was rejected because it was basically the same name as the anime ''Chou Kousoku Galvion''.&lt;br /&gt;
* 魔法大合唱 (''Magic Grand Chorus'') was rejected for some reason the developers don't remember.&lt;br /&gt;
* 大陸間弾道魔法大作戦 (''Intercontinental Ballistic Mahou Daisakusen'') was just too awful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bugs'''&lt;br /&gt;
&lt;br /&gt;
''Shippu Mahou Daisakusen'' is an extremely buggy game. Many of the bugs seem to stem from the game's implementation of variable scroll speed mechanics.&lt;br /&gt;
&lt;br /&gt;
* '''Game over near the end of a race doesn't count as a game over and the item fairy still appears:''' https://www.twitch.tv/videos/686122052&lt;br /&gt;
&lt;br /&gt;
* '''Sometimes Wild Wyvern never activates:''' https://www.twitch.tv/videos/667737057?&lt;br /&gt;
&lt;br /&gt;
* '''Sometimes Bashinet R's hands get stuck and his AI completely stops advancing or something:''' https://www.youtube.com/watch?v=xffQRcN18Vg&lt;br /&gt;
&lt;br /&gt;
* '''Sometimes Prime Jelly just disappears offscreen and never returns. He continues blocking enemy spawns until the race ends.'''&lt;br /&gt;
&lt;br /&gt;
* '''Starting a co-op game on the player 2 side and pressing 1P start on the character select screen doesn't refresh the display properly, thinking it still has a credit.'''&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Kingdom-Grandprix-logo.png|Logo (World Version)&lt;br /&gt;
Shippu-Mahou-Daisakusen-Logo.png|Logo (Japan Version)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
# ''Kingdom Grandprix'' intro sequence&lt;br /&gt;
# Official website https://www.8ing.co.jp/museum/prd/sipu/&lt;br /&gt;
&lt;br /&gt;
[[Category:Mahou Daisakusen series]]&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Video_Index&amp;diff=18083</id>
		<title>Shippu Mahou Daisakusen/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Video_Index&amp;diff=18083"/>
		<updated>2022-11-13T23:44:02Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Created page with &amp;quot;__TOC__ {{clear}}  == Chitta ==  {| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot; |- ! style=&amp;quot;width:10%;&amp;quot; | Player ! style=&amp;quot;width:10%;&amp;quot; | Score ! style=&amp;quot;w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Chitta ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| AndrewR98&lt;br /&gt;
| 1,206,187&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/rV_ki0v47-4 Youtube]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Castle -&amp;gt; Frozen Corridor -&amp;gt; Death Forest -&amp;gt; Kingdom Grandprix -&amp;gt; Velmatic Ocean -&amp;gt; Crossfire -&amp;gt; Deep Dungeon -&amp;gt; Stratosphere -&amp;gt; Kobold Tower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gain ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 1,261,204&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.twitch.tv/videos/684177619 Twitch]&lt;br /&gt;
| '''Survival''' focus, Air Circus -&amp;gt; Castle -&amp;gt; Frozen Corridor -&amp;gt; Stratosphere -&amp;gt; Kingdom Grandprix -&amp;gt; Velmatic Ocean -&amp;gt; Crossfire -&amp;gt; Deep Dungeon -&amp;gt; Death Forest -&amp;gt; Kobold Tower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Honest John ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 2,110,517&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.twitch.tv/videos/182572650 Twitch]&lt;br /&gt;
| '''Score''' focus, Air Circus -&amp;gt; Castle -&amp;gt; Frozen Corridor -&amp;gt; Stratosphere -&amp;gt; Kobold Tower -&amp;gt; Velmatic Ocean -&amp;gt; Crossfire -&amp;gt; Deep Dungeon -&amp;gt; Death Forest -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Miyamoto ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center; width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Player&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Score&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Platform&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ProjectBKo&lt;br /&gt;
| 2,265,006&lt;br /&gt;
| Mame&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=J7AMjtvKSW8 Youtube]&lt;br /&gt;
| '''Score''' focus, Air Circus -&amp;gt; Castle -&amp;gt; Frozen Corridor -&amp;gt; Stratosphere -&amp;gt; Kobold Tower -&amp;gt; Velmatic Ocean -&amp;gt; Crossfire -&amp;gt; Deep Dungeon -&amp;gt; Death Forest -&amp;gt; Kingdom Grandprix&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|Shippu_Mahou_Daisakusen]]&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Techniques&amp;diff=18082</id>
		<title>Shippu Mahou Daisakusen/Techniques</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen/Techniques&amp;diff=18082"/>
		<updated>2022-11-13T22:44:47Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: adding examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General techniques==&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Damage limits&lt;br /&gt;
|techname = Damage limits &amp;amp; damage cancelling&lt;br /&gt;
|content = Despite having racing elements, '''damage''' potential is still the most important difference between ships in ''Shippu Mahou Daisakusen''. First consider the most common types and amounts of damage the player can deal.&lt;br /&gt;
&lt;br /&gt;
* '''Normal shots:''' 1 damage per tick&lt;br /&gt;
* '''Normal bumps:''' 1 damage per tick&lt;br /&gt;
* '''Sub weapons:''' 2 damage per tick (for a decent green weapon, but it varies)&lt;br /&gt;
* '''Spinning bumps:''' 3 damage per tick&lt;br /&gt;
&lt;br /&gt;
Now, one quirk of dealing damage is that, after receiving damage, enemies enter a &amp;quot;taking damage&amp;quot; color state and are invincible for 18 frames (294 milliseconds). This means that weaker forms of damage like normal shots will cancel out the greater damage of sub weapons and spinning bumps. Theoretically, the fastest way to kill any enemy vulnerable to bump attacks would be to do a constant stream of spinbump damage. When possible, normal shot damage should be avoided if it's overlapping with a higher damage source, either sub weapons or spinbumps.&lt;br /&gt;
|examples =&lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=421 Getting stuck inside a boss and doing more damage than normal shots or subweapons&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Opening bomb&lt;br /&gt;
|techname = Get ahead with an opening bomb&lt;br /&gt;
|image = [[File:KGP-tech-openingbomb.gif|right]]&lt;br /&gt;
|content = '''Bombs''' are one of the few ways to significantly hinder rival racers. Since everyone will consistently be bunched up at the start of the race, it's a good place to knock them all back with a bomb. Ride an early lead to an eventual victory. Works great with [[Shippu_Mahou_Daisakusen/Strategy#Spinbomb glitch|the spin glitch]] in score runs as the two techniques naturally overlap, and it's highly recommended for helping reach the second loop in 2-ALLs. &lt;br /&gt;
&lt;br /&gt;
Opening bombs are most helpful on tracks you're trying to win and actually have a chance of winning, such as Basalna City, Outcast Castle, and Cold Corridor. You probably want to '''avoid''' accidentally bombing enemy racers when you're not trying to win a race (such as on most of the second loop tracks, see [[Shippu_Mahou_Daisakusen/Strategy#Losing on purpose|losing on purpose]]) as rival racers are a source of heavy randomness and are extremely dangerous to have on the screen; you want them all way ahead of you as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Sometimes this technique overlaps with another objective, such as killing some high HP enemies near the start of the race, such as in the animation to the right. You'll have to judge based on the position of the racers whether or not to wait a bit or to bomb early and potentially miss some enemies up ahead. This is mainly only relevant for Cold Corridor and Deeply Dungeon (which you should probably not be using an opening bomb on).&lt;br /&gt;
|examples = &lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=211&lt;br /&gt;
* https://youtu.be/2VVh7yq6EZ8?t=220&lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=692 Avoiding the bomb for a long time so rivals can clear out&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Use stage hazards&lt;br /&gt;
|techname = Use stage hazards&lt;br /&gt;
|image = &lt;br /&gt;
|content = Outcast Castle, Yashiki of Ninja, and to a lesser extent Deeply Dungeon feature certain '''stage hazards''' that can almost guarantee a race win.&lt;br /&gt;
&lt;br /&gt;
In Outcast Castle, a giant set of doors will close as you enter the castle. Any rival racers that don't make it through in time will be permanently slowed for the rest of the race. Needless to say, this is great if you're trying to win races. This also goes great with [[Shippu_Mahou_Daisakusen/Strategy#Opening bomb|opening bombs]] as you will certainly be able enter the door before anyone else does.&lt;br /&gt;
&lt;br /&gt;
In Yashiki of Ninja, after defeating Hayatemaru, the mansion will be set on fire. A blazing inferno will chase the player, and any enemies caught behind it will be permanently slowed for the rest of the race. This is of limited usefulness because the level is essentially already over, and there is no real reason to even go to Yashiki of Ninja other than for fun, and even then, you probably shouldn't be racing in such a dangerous stage.&lt;br /&gt;
&lt;br /&gt;
In Deeply Dungeon, trapped walls will sprout bricks that can block racers. However, this doesn't &amp;quot;knock back&amp;quot; the enemies like a bomb would. It merely forces them offscreen. This is of limited usefulness as you probably shouldn't be racing in Deeply Dungeon anyway.&lt;br /&gt;
|examples = &lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=231 All 7 enemy racers are locked behind the door and permanently slowed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Collecting death powerups&lt;br /&gt;
|techname = Die in certain positions to ensure you'll be able to re-collect your powerups&lt;br /&gt;
|image = [[File:KGP-tech-itemdrops.gif|right|frame| Chitta is too slow to get the 3rd powerup.]]&lt;br /&gt;
|content = Some ships are able to '''collect all 3 of their dropped powerups after dying.''' This can be useful when suiciding for a bomb refill. The correct positioning to die in for player 1 is just slightly to the right of the on-screen speedometer. Any character slower than Honest John is not able to collect all 3 powerups after death.&lt;br /&gt;
&lt;br /&gt;
For slow characters, it may be best to die bear the center or right side to at least ensure easy retrieval of 2 powerups.&lt;br /&gt;
&lt;br /&gt;
''' Characters who can perform:'''&lt;br /&gt;
*Nirvana&lt;br /&gt;
*Miyamoto&lt;br /&gt;
*Kickle &amp;amp; Laycle&lt;br /&gt;
*Gain&lt;br /&gt;
*Honest John&lt;br /&gt;
&lt;br /&gt;
''' Characters who cannot perform:'''&lt;br /&gt;
*Chitta&lt;br /&gt;
*Bornnam&lt;br /&gt;
*Bul-Gin&lt;br /&gt;
|examples = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Manual rival knockbacks&lt;br /&gt;
|techname = Manually knock back rivals when you have nothing better to do&lt;br /&gt;
|image = &lt;br /&gt;
|content = Simply put, when you have nothing better to do, you can '''push enemy racers off the screen''' (either up or down, depending on where you want them). Useful at the start of any race you aren't planning to open with a bomb but want to win. Useful in the final stretch of some races where you're boosting and trying to gain a few positions. Note that bumping enemy racers activates your character's wall brake / enemy brake, so you may slow down when you don't want to. Boosting completely negates all brakes, so you may want to boost when doing this.&lt;br /&gt;
&lt;br /&gt;
Pushing racers around is entirely dependent on weight and speed, so obviously it's going to be easier or harder depending on your character and the target character.&lt;br /&gt;
|examples = &lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=482&lt;br /&gt;
* https://youtu.be/rV_ki0v47-4?t=32&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Manipulate enemies through screen scoll&lt;br /&gt;
|techname = Manipulate AI and despawn enemies by changing speed&lt;br /&gt;
|image = [[File:KGP-tech-speedmanip.gif|right]]&lt;br /&gt;
|content = One of the most powerful mechanics unique to this game, enemies can be '''despawned''' or have their '''AI manipulated to your advantage''' through speed changes. The applications of this technique are vast, but it's mostly useful for getting rid of troublesome but slow enemies, or making enemies (especially bosses) not fire by abruptly slowing down. '''Scrolling bosses partially offscreen''' to stop their weapons from firing is also a possibility.&lt;br /&gt;
&lt;br /&gt;
This is quite useful even in casual play. If the screen is somehow hopelessly flooded with enemies, one strategy is to suddenly boost (for characters with good boosters) and despawn them all off the bottom of the screen. Characters with good brakes can do the same for the top of the screen by suddenly reducing speed.&lt;br /&gt;
----&lt;br /&gt;
'''Wild Wyvern manipulation'''&lt;br /&gt;
&lt;br /&gt;
Probably the most consistently useful application of this is against the boss of Basalna City for characters with good wall brakes / enemy brakes. When [[Shippu_Mahou_Daisakusen/Strategy#Wild Wyvern|Wild Wyvern]] spawns, his AI script will be different based on the player's speed. Generally, enemies that spawn while moving fast will take a greater distance to fully activate, so by spawning the boss at the maximum speed and then abruptly dropping speed, the boss will need a greater distance to activate, but with the very low speed, the player will take quite awhile to traverse that distance, and thus the boss is stuck not doing anything for a long time. You can use this time to set up your spin kills on the boss's parts.&lt;br /&gt;
----&lt;br /&gt;
'''Despawning enemies'''&lt;br /&gt;
&lt;br /&gt;
Despawning enemies by speed change is a powerful technique (for non-score runs) in stages like Strato Sphere loop 2 with lots of difficult-but-floaty enemies that are susceptible to speed changes.&lt;br /&gt;
----&lt;br /&gt;
'''Hayatemaru Shuriken despawn'''&lt;br /&gt;
&lt;br /&gt;
[[Shippu_Mahou_Daisakusen/Strategy#Hayatemaru|Hayatemaru]] is a very floaty boss and heavily affected by speed changes. If you notice him doing his spinning shuriken attack near the bottom of the screen, you can boost and he will not fire. This may be the best way to avoid this nearly impossible pattern.&lt;br /&gt;
----&lt;br /&gt;
'''Gigandes cannon despawn'''&lt;br /&gt;
&lt;br /&gt;
[[Shippu_Mahou_Daisakusen/Strategy#Gigandes|Gigandes]] can have most of his body scrolled off the screen while the player sits on top of his main damage zone doing heavy spin damage. He will eventually scroll back up though and likely shoot you, so he should be low on life before attempting this.&lt;br /&gt;
----&lt;br /&gt;
'''Bashinet R cannon despawn'''&lt;br /&gt;
&lt;br /&gt;
When [[Shippu_Mahou_Daisakusen/Strategy#Bashinet R|Bashinet R]] spawns, he too can be locked at the top of the screen by a sudden brake where his cannons are just out of range of being able to fire. This turns him into a punching bag while he uses laser attacks. If he doesn't randomly decide to shoot his green bombs which force him to move forward, he could theoretically stay helpless at the top of the screen until dead.&lt;br /&gt;
|examples=&lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=60 Miyamoto's strong wall brake abruptly drops his speed to minimum and the boss's cannons do not activate&lt;br /&gt;
* https://clips.twitch.tv/EagerEntertainingBatteryTBCheesePull Extremely tough boss Gigandes made mostly harmless by sudden boosts&lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=2157 Sudden back braking gets Bashinet R stuck at the top of the screen where his cannons fail to fire&lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=1428 Accelerating briefly to get rid of troublesome enemies spawned from behind&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Take note of points&lt;br /&gt;
|techname = Take note of tournament points&lt;br /&gt;
|image = [[Image:KGP-tech-tournamentpoints.png|right|200px]]&lt;br /&gt;
|content = If trying to reach the second loop, it can be helpful to '''keep track of dangerous rivals''' in order to hamper them later.&lt;br /&gt;
&lt;br /&gt;
The most obvious application would be using a bomb to knock them back during the race, but one may not want to expend a bomb just for that. Rather, knowing which rival might steal 1st place gives you a better idea of who you need to manually and physically knock back during the race, perhaps even attempting to push them into bullets or lure bullets into them. This is incredibly risky and rarely works because of the game's rather interesting coding and AI, but if a bomb is out of the question and your trip to the second loop is on the line, it's probably better than having to restart the entire game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Precision diagonal movement&lt;br /&gt;
|techname = Precision diagonal movement&lt;br /&gt;
|image = &lt;br /&gt;
|content = In this game, as is common in many shmups, the player can sometimes '''exercise better control of the ship''' by moving diagonally rather than orthagonally. The player's ship moves more slowly along an axis if some of that movement is similarly spent moving through a perpendicular axis. In other words, you move quickly to the west if you head straight west, but you move more slowly to the west if you head northwest, as some of your movement is now going north rather than ''all'' west. In this game, motion against a screen edge or wall still counts as motion, and thus reduces your movement speed. Thus, if you hold ''down'' against the edge of the screen and tap ''left'', you move more slowly/precisely than if you just press ''left''.&lt;br /&gt;
&lt;br /&gt;
This has obvious applications in making precise movements, especially in avoiding tight bullet patterns with a fast ship.&lt;br /&gt;
|examples = &lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=1284 These are dodges enhanced by holding down to further control Miyamoto's high speed&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Subweapon dragging&lt;br /&gt;
|techname = Subweapon dragging for more damage&lt;br /&gt;
|image = &lt;br /&gt;
|content = Some characters can do significantly more damage with certain weapons by positioning differently or moving while shooting.&lt;br /&gt;
'''Miyamoto''' has the most drastic difference in damage while moving ''away'' from enemies with his shuriken subweapon. This causes more ticks of damage per volley of shurikens. In some cases, this causes enemies to die in one shot rather than two, but usually results in more damage on just about anything.&lt;br /&gt;
&lt;br /&gt;
'''Chitta''' and '''Gain''''s homing weapon do better damage to enemies to their sides or behind them.&lt;br /&gt;
&lt;br /&gt;
'''Gain''''s forward weapon deals much less damage to horizontally thin enemies. When possible, aim for vertical, fat parts of enemies.&lt;br /&gt;
&lt;br /&gt;
'''Kickle &amp;amp; Laycle''''s forward weapon may do more damage when dragged backwards like Miyamoto's homing weapon.{{unconfirmed}}&lt;br /&gt;
&lt;br /&gt;
'''Nirvana's''' homing weapon does significantly more damage when the fairies are positioned to pass directly over the enemy hit zone.&lt;br /&gt;
|examples = &lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=648 These enemies take two shots to kill without subweapon dragging&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Losing on purpose&lt;br /&gt;
|techname = Losing on purpose&lt;br /&gt;
|image = &lt;br /&gt;
|content = Simply put, you can't win most of the races in ''[[Shippu Mahou Daisakusen]]'', and since slowing down is usually easier and more rewarding score wise, '''you should often lose races on purpose''' by going as slowly as possible and playing safely. If only going for a 1cc, you can lose races as much as you like, but if you want to get to the 2nd loop, you have to win the overall tournament via [https://en.wikipedia.org/wiki/Group_tournament_ranking_system{{!}}tournament points] .&lt;br /&gt;
&lt;br /&gt;
'''Recommended races to try to win'''&lt;br /&gt;
* Basalna City&lt;br /&gt;
* Outcast Castle&lt;br /&gt;
* Cold Corridor&lt;br /&gt;
* Strato Sphere (race at the beginning and after the boss, slow down in the middle)&lt;br /&gt;
* (Loop 2, scoring only) Basalna City&lt;br /&gt;
&lt;br /&gt;
For loop 2, on top of the extra health and danger presented by loop 2 enemies, races are extremely difficult or impossible to win after Basalna City, so losing on purpose is basically mandatory there.&lt;br /&gt;
|examples = &lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=1140 All races after 2-1 purposefully thrown&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Rank breakpoints&lt;br /&gt;
|techname = Make the game easier by using rank breakpoints&lt;br /&gt;
|image = &lt;br /&gt;
|content = It's possible to '''change enemy AI to your advantage through''' [[Shippu_Mahou_Daisakusen#Rank|temporary rank]] manipulation. &lt;br /&gt;
&lt;br /&gt;
For instance, it's sometimes better to travel slightly faster than minimum speed. The boss of Cold Corridor shoots much harder aimed spreads if you are scrolling the screen at minimum speed. But by accelerating the scroll speed by just a little bit, his spreads lose 1 bullet each. This makes the pattern much easier, and there is virtually no downside to this slight increase in speed.&lt;br /&gt;
&lt;br /&gt;
For the small turrets in Crossfire loop 2, minimum scroll speed causes a rank overflow which makes the turrets fire very slowly. On the other hand, traveling slightly above minimum speed causes them to suddenly fire extremely rapidly.&lt;br /&gt;
&lt;br /&gt;
For the boss of Strato Sphere, Gigandes, it will fire 2 homing lasers instead of 3 if scrolling the speed moderately more quickly. However, this doesn't help that much as 2 is also far too many to avoid amidst the streams of other bullets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Boosted item avoidance&lt;br /&gt;
|techname = Touch to avoid unwanted items while boosting&lt;br /&gt;
|image = &lt;br /&gt;
|content = When boosting, it's possible to get item-carrying fairies to '''drop unwanted items by getting near them while maintaining boost.''' As simple as it sounds, it's possible to learn the activation hitbox of fairies and have them drop unwanted items off the screen. This is more useful than it sounds, as most characters only have one good subweapon and the game will constantly try to saddle the bad one onto you. Fairies fly down the screen very slowly, and if they are carrying a bad subweapon, they are the equivalent of an enemy bullet hanging around on the screen for a long time.&lt;br /&gt;
&lt;br /&gt;
If you aren't boosting, just shooting the fairy and avoiding the falling item also works&lt;br /&gt;
|examples =&lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=114&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Direct item collection&lt;br /&gt;
|techname = Collect items directly by flying over the item carrier&lt;br /&gt;
|image = &lt;br /&gt;
|content = As it was in [[Mahou Daisakusen]] (and likely a holdover from past [[Compile]] titles), it's possible to collect power-ups by '''activating and directly collecting the items by flying over the carrier'''. The actual spawn position of the items (coins and weapon powerups) is slightly north of the carrier compared to the carrier's activation zone, so try to be physically north of the item carrier. This is somewhat more useful for coin bags, as the coins spray everywhere and are difficult to catch. It's less important if it's too dangerous or you're already at full power and don't care about the meager points from the coins.&lt;br /&gt;
|examples =&lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=55&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Faster cutscenes&lt;br /&gt;
|techname = Faster cutscenes&lt;br /&gt;
|image = &lt;br /&gt;
|content = By holding the shot button (without autofire), '''opening and ending cutscenes play at double speed.''' As simple as it sounds, this allows you to do more runs in a shorter period of time.&lt;br /&gt;
|examples =&lt;br /&gt;
* https://www.youtube.com/watch?v=J7AMjtvKSW8&amp;amp;t=13&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt; Scoring techniques &amp;lt;span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Spins&lt;br /&gt;
|techname = Spins&lt;br /&gt;
|image = &lt;br /&gt;
|content = '''Spins''' are at the heart of score runs in ''[[Shippu Mahou Daisakusen]]'' and require a completely different and more dangerous playstyle. Spinning at its core is mostly based on ship animations. When the player ships remains fully tiled in one direction for a short time and the player suddenly reverses direction (horizontally only), a spin animation will occur. If an enemy has a [https://shmups.wiki/library/Shippu_Mahou_Daisakusen/Enemy_list#Collision_types {{!}} weak] body type and the player spins into them, it will do 4 times increased damage over normal bumps. If the enemy dies to spin damage, significant extra score is usually awarded.&lt;br /&gt;
&lt;br /&gt;
'''The rules of spinning:'''&lt;br /&gt;
* The ability to spin is largely reflected through the ship's tilting animations, so if your ship isn't doing the correct animation, you can be sure the spin will not work.&lt;br /&gt;
* '''Do not push the bare edge of the screen;''' this cancels your tilting animation.&lt;br /&gt;
* Pressing against a wall or enemy is fine because grinding against walls or enemies does not cancel the tilting animation.&lt;br /&gt;
* It's harder to spin if you are already tilted in the opposite direction. Stay still and wait for your tilt animation to fade, and then charge up your tilt in the other direction.&lt;br /&gt;
* it's noticeably harder to spin with faster characters because they reach the screen edge too quickly.&lt;br /&gt;
* It's easier to spin without touching the screen edge when moving diagonally as in [[Shippu_Mahou_Daisakusen/Strategy#Precision diagonal movement{{!}} precision diagonal movement]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''See [https://shmups.wiki/library/Shippu_Mahou_Daisakusen#Spin_bonus{{!}} spin bonus] for exact scoring details.''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Spinbomb glitch&lt;br /&gt;
|techname = Spinbomb glitch&lt;br /&gt;
|image = &lt;br /&gt;
|content = Luckily, one doesn't have to methodically spin into every enemy in the game. '''The spinbomb glitch''' allows most characters to enter a bugged state where they are constantly considered to be &amp;quot;spinning&amp;quot; despite still going through their normal animations. It is an essential technique for serious score runs.&lt;br /&gt;
&lt;br /&gt;
To activate the glitch, simply use a bomb while in the middle of a spin animation. [[Shippu_Mahou_Daisakusen/Strategy#Opening bomb{{!}} Opening bombs]] are often a good time to set this up. From then on, you're free to fly around bumping into whatever you wish for increased damage and score.&lt;br /&gt;
&lt;br /&gt;
'''Carefully avoid dying or doing another spin animation by accident, as this will cancel the spinbomb glitch''' and you will need to spend another bomb to reactivate it.&lt;br /&gt;
----&lt;br /&gt;
'''Spinbomb racing'''&lt;br /&gt;
&lt;br /&gt;
One upside of having a permanent spin state is that the player can often remain in boost mode and instead rely on bumping to deal damage to enemies. Remaining boosted for long periods of time is extremely advantageous when trying to win races. Stages like Basalna City can be completed with very high scores while staying boosted for almost the entire race.&lt;br /&gt;
&lt;br /&gt;
Good places for spinbomb racing:&lt;br /&gt;
* Most of Basalna City (slow down for the boss)&lt;br /&gt;
* Calmer parts of Outcast Castle &lt;br /&gt;
* Calmer parts of Cold Corridor, especially after the boss&lt;br /&gt;
* Most of Basalna City loop 2 (beware of tougher loop 2 enemies) &lt;br /&gt;
----&lt;br /&gt;
'''Bul-Gin'''&lt;br /&gt;
&lt;br /&gt;
Bul-Gin cannot activate the spinbomb glitch for some reason.&lt;br /&gt;
|examples =&lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=21&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Manual spins&lt;br /&gt;
|techname = Manual spins&lt;br /&gt;
|image = &lt;br /&gt;
|content = Even with suiciding for bomb refills, you will probably not have enough bombs to do everything you want to do. '''Manual spins''' can be used for some extra score when fully activating the spinbomb glitch isn't worth it. Manual spins are basically spins as they were probably intended to originally be by designers: very dangerous and hard to perform. Charging them up against walls before barreling into enemies is one of the few consistent ways to do them. In their safest usage, they can gain you a few extra points during sections where you aren't planning on having the glitch active. Manual spins can also be a backup plan if you accidentally deactivate the glitch, although depending on the severity of the error and your desired score, you may just be better off restarting the run.&lt;br /&gt;
&lt;br /&gt;
Bul-Gin has to totally rely on manual spins, mainly on bosses and high-value enemies, as he cannot activate the spinbomb glitch.&lt;br /&gt;
|examples=&lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=441 Manual spin charged on a wall after suiciding. Safe manual spins used on some enemies after the boss&lt;br /&gt;
* https://clips.twitch.tv/GrotesqueCharmingTermiteEagleEye Even Bashinet R can be manual spin'd like this&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Strato Sphere infinite enemy spawn&lt;br /&gt;
|techname = Strato Sphere infinite enemy spawn&lt;br /&gt;
|image = &lt;br /&gt;
|content = In the middle of Strato Sphere is one of a few sections in the game featuring '''infinitely respawning''' enemies. Unlike the section in Kobold Tower, the diving enemies here respawn instantly after being killed. This means wide-ranging and powerful attacks like bombs are especially effective. Characters can convert excess bombs into score during this section, even suiciding during the section for more bombs.&lt;br /&gt;
&lt;br /&gt;
Along with individual racer stats, this part of the game is largely what determines how high a character can score. '''Miyamoto''', believed to have the highest scoring potential, has a bomb perfectly suited to this section, and can gain a roughly 50,000 point advantage compared to bombless play. Characters like '''Nirvana''' and '''Kickle &amp;amp; Laycle''' may not want to use any bombs here as their bombs are particularly ill suited to killing the respawning enemies.&lt;br /&gt;
&lt;br /&gt;
|examples =&lt;br /&gt;
* https://www.youtube.com/watch?v=J7AMjtvKSW8&amp;amp;t=565 Many bombs and 2 suicides used to maximize score from respawning enemies&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Speedkill bosses for more enemies&lt;br /&gt;
|techname = Speedkill bosses for more enemies&lt;br /&gt;
|image = &lt;br /&gt;
|content = It's possible to '''gain significant extra score by killing bosses as quickly as possible.''' In this game, enemies will not spawn while a boss is alive. Most bosses end up cancelling out the spawns of many high-scoring enemies. It follows then that one must balance the risks against the rewards of killing bosses quickly, possibly even spending bombs to kill bosses as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
'''Bosses with significant blocked enemy spawns'''&lt;br /&gt;
* Basalna City (very fast kill required for a 3000-point extra enemy)&lt;br /&gt;
* Kobold Tower (infinitely spawning large battleships appear as soon as the boss is dead)&lt;br /&gt;
* Velmatic Ocean (slow kill may miss several 2000-point enemies)&lt;br /&gt;
* Kingdom Grandprix (constant steady stream 500/1000 point enemies)&lt;br /&gt;
|examples =&lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=68 3000-point enemy appears after fast kill&lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=887 Fast kill maximizes number of ships after the boss&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{KGPTechInfo&lt;br /&gt;
|anchor4 = Brake tapping&lt;br /&gt;
|techname = Control speed with wall &amp;amp; enemy taps&lt;br /&gt;
|image = &lt;br /&gt;
|content = Oftentimes during score runs you will want to be at the top of the screen but not accelerate or tilt too steadily into a wall (lest you accidentally spin off of it). Because wall brakes / enemy brakes last longer than the period the player is touching the enemy or wall, the '''brake tapping''' tapping technique can be used to keep oneself mobile but un-accelerated.&lt;br /&gt;
&lt;br /&gt;
To perform brake taps, just occasionally tap into walls or enemies while in the acceleration zone of the screen and you will either stay at or eventually fall to minimum speed.&lt;br /&gt;
&lt;br /&gt;
After the boss of Kobold Tower, there is a huge scoring section where kobold ships spawn infinitely. Moving up to bump the ships causes acceleration and thus fewer ships to spawn overall, whereas wall / enemy brakes cause deceleration and allow more ships to spawn as well as better control of the screen. This is the main scoring section where a ship's wall brakes come into play (and also where acceleration is a strongly negative stat to excel in).&lt;br /&gt;
&lt;br /&gt;
|examples=&lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=2040 Brake tapping at the top of the screen without charging a spin&lt;br /&gt;
* https://youtu.be/J7AMjtvKSW8?t=921 Staying decelerated at the top of the screen by contacting enemies as much as possible&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:1ccsDontMatter/sengokutest&amp;diff=14164</id>
		<title>User:1ccsDontMatter/sengokutest</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:1ccsDontMatter/sengokutest&amp;diff=14164"/>
		<updated>2022-01-15T23:34:57Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Created page with &amp;quot;FFE300 - waterfall powerup&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FFE300 - waterfall powerup&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gemini_Wing&amp;diff=10653</id>
		<title>Gemini Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gemini_Wing&amp;diff=10653"/>
		<updated>2021-06-21T10:05:49Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #3538eb&lt;br /&gt;
|innerbordercolor = #f44521&lt;br /&gt;
|title = Gemini Wing&lt;br /&gt;
|background = #fbfcff&lt;br /&gt;
|image = &lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 200px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Tecmo]]&lt;br /&gt;
|releasedate = '''JP''':  1987&lt;br /&gt;
|previousgame =&lt;br /&gt;
|nextgame =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Gemini Wing''''' is a vertically scrolling shooter created by [[Tecmo]] and released in arcades in 1987.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# 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: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gemini_Wing&amp;diff=10652</id>
		<title>Gemini Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gemini_Wing&amp;diff=10652"/>
		<updated>2021-06-21T10:02:46Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #3548e4&lt;br /&gt;
|innerbordercolor = #f44521&lt;br /&gt;
|title = Gemini Wing&lt;br /&gt;
|background = #fbfcff&lt;br /&gt;
|image = &lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 200px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Tecmo]]&lt;br /&gt;
|releasedate = '''JP''':  1987&lt;br /&gt;
|previousgame =&lt;br /&gt;
|nextgame =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Gemini Wing''''' is a vertically scrolling shooter created by [[Tecmo]] and released in arcades in 1987.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# 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: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gemini_Wing&amp;diff=10651</id>
		<title>Gemini Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gemini_Wing&amp;diff=10651"/>
		<updated>2021-06-21T10:02:21Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Created page with &amp;quot;---- {{GameInfobox |bordercolor = #3548e4 |innerbordercolor = #f44521 |title = Gemini Wing |background = #fbfcff |image =  |width = 324px; |imagecaption = Title Screen |images...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #3548e4&lt;br /&gt;
|innerbordercolor = #f44521&lt;br /&gt;
|title = Gemini Wing&lt;br /&gt;
|background = #fbfcff&lt;br /&gt;
|image = &lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 200px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Tecmo]]&lt;br /&gt;
|releasedate = '''JP''':  1987&lt;br /&gt;
|previousgame =&lt;br /&gt;
|nextgame =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Gemini Wing''''' is a vertically scrolling shooter created by [[Tecmo]] and released in arcades in 1987.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
''Once a wicked organization schemed to destroy the world but it was wiped out by 8 pilots. 2 years later, a mighty, unknown army suddenly appeared and soon occupied the world. The United Nations Peace Keeping Force rushed in to intercept them but missed in the enemy. Their last reports say that the super weapons which had attacked the world 2 years ago still exist. But does the organization behind them still exist?''&lt;br /&gt;
&lt;br /&gt;
''The U.N. has requested the International Secret Rescue team to take action. The commander was ordered all members to destroy them completely. Now, the time to sortie is upon us!''&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== Original JP version ===&lt;br /&gt;
* Has more varied character expressions between stages. For instance, Mao-Mao's face only has one expression in overseas versions. These may have been removed for porting / data space reasons.&lt;br /&gt;
* There is a special congratulations message / character animation when completing stage 20.&lt;br /&gt;
=== Name differences ===&lt;br /&gt;
* Spanky (JP) Whitey (NA)&lt;br /&gt;
* Angela (JP) Steve (NA)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Tenuki Chaud (one of the final bosses) is a play on the expression 手抜きちゃう (Tenukichau, &amp;quot;My hand slipped!&amp;quot;), something that might typically be said when accidentally taking a hit in an arcade game&lt;br /&gt;
* Entering the highscore initials 'SEX' plays a special sound effect&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# 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: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shmups_Wiki:List_of_shooting_games&amp;diff=10568</id>
		<title>Shmups Wiki:List of shooting games</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shmups_Wiki:List_of_shooting_games&amp;diff=10568"/>
		<updated>2021-06-17T11:13:24Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: added game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
This page contains links to every game that we ''currently'' have a wiki page written about in our Library. &lt;br /&gt;
&lt;br /&gt;
If you notice a game is missing, consider [[(Template Page)#Creating a new page|starting a page]]! ❤️ &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Developer !! Publisher !! Year !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aeon Zenith]]'' || [[User:Squire Grooktook|Squire Grooktook]] || Squire Grooktook || TBD || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page. '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aero Fighters 2]]'' || [[Video System]] || Video System || 1994 || &amp;lt;small&amp;gt;'''⭐''' Stub page. '''Needs content'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aero Fighters 3]]'' || [[Video System]] || Video System || 1995 || &amp;lt;small&amp;gt;'''⭐''' Stub page. '''Needs content'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Akai Katana]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page; '''needs content &amp;amp; formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Akuu Gallet]] / Air Gallet'' || [[Gazelle]] || Banpresto || 1996 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page. Formatting is good so far, but needs content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ALLTYNEX Second]]'' || [[SITER SKAIN]] || Nyu Media || 2013 || &amp;lt;small&amp;gt;'''⭐⭐''' Fairly new WIP page, needs images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[AngerForce: Reloaded]]'' || [[Screambox Studio]] || Screambox Studio || 2019 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Well-detailed page, missing images and some '''formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed Police Batrider]]'' || [[Raizing]] || Eighting || 1998 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Batsugun]]'' || [[Toaplan]] || Toaplan || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Bakraid]]'' || [[Raizing]] || Eighting || 1999 || &amp;lt;small&amp;gt;⭐⭐⭐ Gameplay overview and controls are missing&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Garegga]]'' || [[Raizing]] || Eighting || 1996 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page verified by top players!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blue Revolver]]'' || [[Stellar Circle]] || Stellar Circle || 2016 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[BroodStar]]'' || [[User:Razeal|Razeal]] || Razeal || 2020 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bullet Sorceress]]'' || [[DANGER HEART Entertainment]] || DANGER HEART Entertainment || TBD 2021 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Celtreos]]'' || [[User:vornaff|Kevin Grant]] || Kevin Grant || 2017 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' '''This wiki page was created by the developer!''' Just missing some formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cho Ren Sha 68K]]'' || [[Koichi Yoshida]] || Koichi Yoshida || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton: Fantastic Night Dreams]]'' || [[Success]] || Success || 1991 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start but still has some template leftovers&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton 2: Magical Night Dreams]]'' || [[Success]] || Success || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start but still has some template leftovers&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crimzon Clover]]'' || [[YOTSUBANE]] || Degica Games || 2011 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Danmaku Unlimited 2]]'' || [[Doragon Entertainment]] || Doragon Entertainment || 2013 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Danmaku Unlimited 3]]'' || [[Doragon Entertainment]] || Doragon Entertainment || 2017 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius Gaiden]]'' || [[Taito]] || Taito || 1994 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius Twin]]'' || [[Taito]] || Taito || 1991 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deathsmiles]]'' || [[CAVE]] || AMI || 2007 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion and formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deathsmiles Mega Black Label]]'' || [[CAVE]] || AMI || 2008 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi]]'' || [[CAVE]] || Atlus || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu]] / DoDonPachi Resurrection'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''&amp;lt;br&amp;gt;'''''Includes information about several releases!'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Arrange B]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page verified by top players!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Black Label]]'' || [[CAVE]] || AMI || 2010 (?) || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Black Label Arrange]]'' || [[CAVE]] || AMI || 2011 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page created by top player! Needs some updates to formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.0]]'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''; could use more images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.5]]'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page created by top player! Needs images &amp;amp; some '''formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.51]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐''' Mostly a stub page but has good starter content, just needs more love&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiOuJou]]'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Great content; '''In need of formatting update''', lacking images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiOuJou Black Label]]'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi MAXIMUM]]'' || [[CAVE]] || CAVE || 2012 || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs '''information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi SaiDaiOuJou]]'' || [[CAVE]] || CAVE || 2012 || &amp;lt;small&amp;gt;'''⭐''' Stub page, '''needs information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi SaiDaiOuJou exA Label]]'' || [[exA Arcadia]] || exA Arcadia || 2020 || &amp;lt;small&amp;gt;'''⭐''' Stub page, '''needs information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dogyuun]]'' || [[Toaplan]] || Toaplan || 1992 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DonPachi]]'' || [[CAVE]] || Atlus || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dragon Blaze]]'' || [[Psikyo]] || Psikyo || 2000 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ESP Ra.De.]]'' || [[CAVE]] || Atlus || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Espgaluda]]'' || [[CAVE]] || AMI || 2003 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Espgaluda II]]'' || [[CAVE]] || AMI || 2005 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[F/A]] / Fighter &amp;amp; Attacker'' || [[Namco]] || Namco || 1992 || &amp;lt;small&amp;gt;'''⭐⭐''' Contains strategy and some starter info. Missing images.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Giga Wing 2]]'' || [[Takumi]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Great Mahou Daisakusen]] / Dimahoo'' || [[Raizing]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunbird 2]]'' || [[Psikyo]] || Psikyo || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Great info, could use a small formatting update&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gundemonium]]'' || [[Platine Dispositif]] || Rockin' Android || 2003 || &amp;lt;small&amp;gt;'''⭐''' Under construction&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Guwange]]'' || [[CAVE]] || Atlus || 1999 || &amp;lt;small&amp;gt;'''⭐⭐''' In a pretty early state. '''Missing formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Harmful Park]]'' || [[Sky Think System]] || Sky Think System || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Great info, just missing '''formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hellsinker.]]'' || [[Ruminant's Whimper]] || Ruminant's Whimper || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Highly detailed and well-researched page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hishouzame]]'' || [[Toaplan]] || Taito || 1987 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing '''formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ibara]]'' || [[CAVE]] || CAVE || 2005 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ikaruga]]'' || [[Treasure]] || Treasure || 2001 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' High quality, well-researched page, just missing some formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Illmatic Envelope (Illvelo)|Illmatic Envelope]] / Illvelo'' || [[Milestone]] || Milestone || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality, well-researched page! Just missing some minor formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaiju Kite Attack]]'' || PWCA || PWCA || 2019 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing formatting and organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaikan]]'' || Zakichi || ©-kigekiyahonpo- || 2013 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent info! Could probably use a '''visual/formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ketsui: Kizuna Jigoku Tachi]]'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing formatting and organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kyuukyoku Tiger]] / Twin Cobra'' || [[Toaplan]] || Taito || 1987 || &amp;lt;small&amp;gt;'''⭐''' Stub page with some basic info; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Choujikuu Yousai Macross II|Macross II]]'' || [[NMK]] || Banpresto || 1993 || &amp;lt;small&amp;gt;'''⭐''' Stub page. '''Needs expansion'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mahou Daisakusen]] / Sorcer Striker'' || [[Raizing]] || Able Corporation || 1993 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'' || [[Takumi]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Recent content and formatting update. Still needs work!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mecha Ritz: Steel Rondo]]'' || [[HEY]] || HEY || 2016 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent info! Could probably use a '''visual/formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mountain of Faith]]'' || [[Team Shanghai Alice]] || Team Shanghai Alice || 2007 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent page content!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Muchi Muchi Pork!]]'' || [[CAVE]] || CAVE || 2007 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[M.U.S.H.A.]]'' / Musha Aleste || [[Compile]] || Seismic Software Inc. || 1990 || &amp;lt;small&amp;gt;'''⭐⭐''' Starter page in development.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mushihimesama Futari]]'' || [[CAVE]] || AMI || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Extremely detailed page! Just has a few template remainders to get rid of and some minor formatting work.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mushihimesama Futari Black Label]]'' || [[CAVE]] || AMI || 2007 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation S.T.E.E.L]]'' || [[User:BB|BB]] || BB || TBD 2021 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Stub page. '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[P-47 Aces]]'' || [[NMK]] || Jaleco || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page! &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pawarumi]]'' || [[Manufacture 43]] || Manufacture 43 || 2018 || &amp;lt;small&amp;gt;'''⭐⭐''' Starter page in development.&amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Phoenix]]'' || [[Amstar Electronics]] || Taito || 1978 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good starter info and some strategy info. '''Needs expansion and cleanup work.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pink Sweets: Ibara Sorekara]]'' || [[CAVE]] || CAVE || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start, but still needs a bit of cleanup work&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pleasure Hearts]]'' || [[M-KAI]] || M-KAI || 1999 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Psyvariar Delta]]'' || [[City Connection]] || Dispatch Games || 2019 || &amp;lt;small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Progear no Arashi]]'' || [[CAVE]] || Capcom || 2001 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Radirgy Swag]]'' || [[RS34]] || RS34 || 2019 || &amp;lt;small&amp;gt;'''⭐⭐''' Has some good starter info, but needs expansion and images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden Fighters Jet]]'' || [[Seibu Kaihatsu]] || Seibu Kaihatsu || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Detailed page, but needs formatting update and page organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden IV]]'' || [[MOSS]] || MOSS || 2007 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Recent updates to content and formatting!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[RefRain - prism memories -]]'' || [[RebRank]] || Degica Games || 2011 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type]]'' || [[Irem]] || Irem || 1987 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Same! Same! Same!]] / Fire Shark'' || [[Toaplan]] || Toaplan || 1989 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sengoku Ace]]'' || [[Psikyo]] || Psikyo || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sexy Parodius]]'' || [[Konami]] || Konami || 1996 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shippu Mahou Daisakusen]] / Kingdom Grand Prix'' || [[Raizing]] || Eighting || 1994 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page written by a top player&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shining Shooting Star]] || [[SSS Dev Team]] 雨夜枫雪制作组 || SSS Dev Team雨夜枫雪制作组 || 2016 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page with some images. Needs content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sine Mora]]'' || [[Digital Reality]], [[Grasshopper Manufacture]] || THQ Nordic || 2012 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Well-detailed page, just needs '''images and some slight reorganization.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sky Adventure]]'' || [[Alpha Denshi]] || ADK || 1989 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soldier Force]]'' || [[Studio Siesta]] || Studio Siesta || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Needs some page reorganization and cleanup&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soukyugurentai]] / Terra Diver'' || [[Raizing]] || Raizing || 1996 || &amp;lt;small&amp;gt;'''⭐''' Stub page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Space Invaders]]'' || [[Taito]] || Taito || 1978 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Short but sweet!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945]]'' || [[Psikyo]] || Psikyo || 1995 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945 II]]'' || [[Psikyo]] || Psikyo || 1997 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945 III]] / Strikers 1999'' || [[Psikyo]] || Psikyo || 1999 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super XYX]]'' || [[Team Grybanser Fox]] || Team Grybanser Fox || 2020 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Short but sweet!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tatsujin]] / Truxton'' || [[Toaplan]] || Toaplan || 1988 || &amp;lt;small&amp;gt;'''⭐''' Stub page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tatsujin Ou]] / Truxton II'' || [[Toaplan]] || Toaplan || 1992 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Transcendpang|TranscendPang]]'' || [[wosderge]] || wosderge || 2010 || &amp;lt;small&amp;gt;'''⭐''' Mostly a stub page. Needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tyrian]]'' || [[Eclipse Software]] || Epic Megagames || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good starter info, development history, version differences. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Undefined Fantastic Object]]'' || [[Team Shanghai Alice]] || Team Shanghai Alice || 2009 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent page content!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[V-V]] / Grind Stormer'' || [[Toaplan]] || Toaplan || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Xyanide]]'' || [[Playlogic]] || Evolved Games || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info, but page is disorganized; '''needs formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ZeroRanger]]'' || [[SystemErasure]] || SystemErasure || 2018 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zero Wing]]'' || [[Toaplan]] || Namco || 1989 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ZOE]]'' || [[User:Retchy|Retchy]] || Retchy || TBD 2022 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sonic_Wings_3&amp;diff=10567</id>
		<title>Sonic Wings 3</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sonic_Wings_3&amp;diff=10567"/>
		<updated>2021-06-17T11:01:56Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Created page with &amp;quot;---- {{GameInfobox |bordercolor = #051232 |innerbordercolor = #da8981 |title = Aero Fighters 3 |background = #f4fdf3 |image = Aero Fighters 3 arcade flyer.jpg |width = 324px;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #051232&lt;br /&gt;
|innerbordercolor = #da8981&lt;br /&gt;
|title = Aero Fighters 3&lt;br /&gt;
|background = #f4fdf3&lt;br /&gt;
|image = Aero Fighters 3 arcade flyer.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Promotional flyer&lt;br /&gt;
|imagescalepx = 200px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Video System]]&lt;br /&gt;
|releasedate = '''JP''':  1995&lt;br /&gt;
|previousgame = [[Aero Fighters 2]]&lt;br /&gt;
|nextgame = [[Aero Fighters Limited]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Aero Fighters 3''''' (JP: '''''ソニックウイングス3''''', Sonic Wings 2) is a [[Neo-Geo]] MVS / Neo-Geo CD game developed by [[Video System]] and published by [[SNK]] in 1995 (JP).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# 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: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Aero_Fighters_3_arcade_flyer.jpg&amp;diff=10566</id>
		<title>File:Aero Fighters 3 arcade flyer.jpg</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Aero_Fighters_3_arcade_flyer.jpg&amp;diff=10566"/>
		<updated>2021-06-17T10:54:54Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: Aero_Fighters_3_arcade_flyer.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Aero_Fighters_3_arcade_flyer.jpg&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free promotional}}&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shmups_Wiki:List_of_shooting_games&amp;diff=10565</id>
		<title>Shmups Wiki:List of shooting games</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shmups_Wiki:List_of_shooting_games&amp;diff=10565"/>
		<updated>2021-06-17T10:46:04Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: 2 new games&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
This page contains links to every game that we ''currently'' have a wiki page written about in our Library. &lt;br /&gt;
&lt;br /&gt;
If you notice a game is missing, consider [[(Template Page)#Creating a new page|starting a page]]! ❤️ &lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Developer !! Publisher !! Year !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aeon Zenith]]'' || [[User:Squire Grooktook|Squire Grooktook]] || Squire Grooktook || TBD || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page. '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aero Fighters 2]]'' || [[Video System]] || Video System || 1994 || &amp;lt;small&amp;gt;'''⭐''' Stub page. '''Needs expansion'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Akai Katana]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page; '''needs content &amp;amp; formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Akuu Gallet]] / Air Gallet'' || [[Gazelle]] || Banpresto || 1996 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page. Formatting is good so far, but needs content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ALLTYNEX Second]]'' || [[SITER SKAIN]] || Nyu Media || 2013 || &amp;lt;small&amp;gt;'''⭐⭐''' Fairly new WIP page, needs images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[AngerForce: Reloaded]]'' || [[Screambox Studio]] || Screambox Studio || 2019 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Well-detailed page, missing images and some '''formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed Police Batrider]]'' || [[Raizing]] || Eighting || 1998 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Batsugun]]'' || [[Toaplan]] || Toaplan || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Bakraid]]'' || [[Raizing]] || Eighting || 1999 || &amp;lt;small&amp;gt;⭐⭐⭐ Gameplay overview and controls are missing&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Garegga]]'' || [[Raizing]] || Eighting || 1996 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page verified by top players!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blue Revolver]]'' || [[Stellar Circle]] || Stellar Circle || 2016 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[BroodStar]]'' || [[User:Razeal|Razeal]] || Razeal || 2020 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bullet Sorceress]]'' || [[DANGER HEART Entertainment]] || DANGER HEART Entertainment || TBD 2021 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Celtreos]]'' || [[User:vornaff|Kevin Grant]] || Kevin Grant || 2017 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' '''This wiki page was created by the developer!''' Just missing some formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cho Ren Sha 68K]]'' || [[Koichi Yoshida]] || Koichi Yoshida || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton: Fantastic Night Dreams]]'' || [[Success]] || Success || 1991 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start but still has some template leftovers&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton 2: Magical Night Dreams]]'' || [[Success]] || Success || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start but still has some template leftovers&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crimzon Clover]]'' || [[YOTSUBANE]] || Degica Games || 2011 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Danmaku Unlimited 2]]'' || [[Doragon Entertainment]] || Doragon Entertainment || 2013 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Danmaku Unlimited 3]]'' || [[Doragon Entertainment]] || Doragon Entertainment || 2017 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius Gaiden]]'' || [[Taito]] || Taito || 1994 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius Twin]]'' || [[Taito]] || Taito || 1991 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deathsmiles]]'' || [[CAVE]] || AMI || 2007 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion and formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deathsmiles Mega Black Label]]'' || [[CAVE]] || AMI || 2008 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi]]'' || [[CAVE]] || Atlus || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu]] / DoDonPachi Resurrection'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''&amp;lt;br&amp;gt;'''''Includes information about several releases!'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Arrange B]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page verified by top players!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Black Label]]'' || [[CAVE]] || AMI || 2010 (?) || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Black Label Arrange]]'' || [[CAVE]] || AMI || 2011 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page created by top player! Needs some updates to formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.0]]'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''; could use more images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.5]]'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page created by top player! Needs images &amp;amp; some '''formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.51]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐''' Mostly a stub page but has good starter content, just needs more love&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiOuJou]]'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Great content; '''In need of formatting update''', lacking images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiOuJou Black Label]]'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi MAXIMUM]]'' || [[CAVE]] || CAVE || 2012 || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs '''information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi SaiDaiOuJou]]'' || [[CAVE]] || CAVE || 2012 || &amp;lt;small&amp;gt;'''⭐''' Stub page, '''needs information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi SaiDaiOuJou exA Label]]'' || [[exA Arcadia]] || exA Arcadia || 2020 || &amp;lt;small&amp;gt;'''⭐''' Stub page, '''needs information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dogyuun]]'' || [[Toaplan]] || Toaplan || 1992 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DonPachi]]'' || [[CAVE]] || Atlus || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dragon Blaze]]'' || [[Psikyo]] || Psikyo || 2000 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ESP Ra.De.]]'' || [[CAVE]] || Atlus || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Espgaluda]]'' || [[CAVE]] || AMI || 2003 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Espgaluda II]]'' || [[CAVE]] || AMI || 2005 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[F/A]] / Fighter &amp;amp; Attacker'' || [[Namco]] || Namco || 1992 || &amp;lt;small&amp;gt;'''⭐⭐''' Contains strategy and some starter info. Missing images.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Giga Wing 2]]'' || [[Takumi]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Great Mahou Daisakusen]] / Dimahoo'' || [[Raizing]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunbird 2]]'' || [[Psikyo]] || Psikyo || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Great info, could use a small formatting update&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gundemonium]]'' || [[Platine Dispositif]] || Rockin' Android || 2003 || &amp;lt;small&amp;gt;'''⭐''' Under construction&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Guwange]]'' || [[CAVE]] || Atlus || 1999 || &amp;lt;small&amp;gt;'''⭐⭐''' In a pretty early state. '''Missing formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Harmful Park]]'' || [[Sky Think System]] || Sky Think System || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Great info, just missing '''formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hellsinker.]]'' || [[Ruminant's Whimper]] || Ruminant's Whimper || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Highly detailed and well-researched page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hishouzame]]'' || [[Toaplan]] || Taito || 1987 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing '''formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ibara]]'' || [[CAVE]] || CAVE || 2005 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ikaruga]]'' || [[Treasure]] || Treasure || 2001 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' High quality, well-researched page, just missing some formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Illmatic Envelope (Illvelo)|Illmatic Envelope]] / Illvelo'' || [[Milestone]] || Milestone || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality, well-researched page! Just missing some minor formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaiju Kite Attack]]'' || PWCA || PWCA || 2019 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing formatting and organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaikan]]'' || Zakichi || ©-kigekiyahonpo- || 2013 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent info! Could probably use a '''visual/formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ketsui: Kizuna Jigoku Tachi]]'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing formatting and organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kyuukyoku Tiger]] / Twin Cobra'' || [[Toaplan]] || Taito || 1987 || &amp;lt;small&amp;gt;'''⭐''' Stub page with some basic info; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Choujikuu Yousai Macross II|Macross II]]'' || [[NMK]] || Banpresto || 1993 || &amp;lt;small&amp;gt;'''⭐''' Stub page. '''Needs expansion'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mahou Daisakusen]] / Sorcer Striker'' || [[Raizing]] || Able Corporation || 1993 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'' || [[Takumi]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Recent content and formatting update. Still needs work!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mecha Ritz: Steel Rondo]]'' || [[HEY]] || HEY || 2016 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent info! Could probably use a '''visual/formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mountain of Faith]]'' || [[Team Shanghai Alice]] || Team Shanghai Alice || 2007 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent page content!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Muchi Muchi Pork!]]'' || [[CAVE]] || CAVE || 2007 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[M.U.S.H.A.]]'' / Musha Aleste || [[Compile]] || Seismic Software Inc. || 1990 || &amp;lt;small&amp;gt;'''⭐⭐''' Starter page in development.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mushihimesama Futari]]'' || [[CAVE]] || AMI || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Extremely detailed page! Just has a few template remainders to get rid of and some minor formatting work.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mushihimesama Futari Black Label]]'' || [[CAVE]] || AMI || 2007 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation S.T.E.E.L]]'' || [[User:BB|BB]] || BB || TBD 2021 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Stub page. '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[P-47 Aces]]'' || [[NMK]] || Jaleco || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page! &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pawarumi]]'' || [[Manufacture 43]] || Manufacture 43 || 2018 || &amp;lt;small&amp;gt;'''⭐⭐''' Starter page in development.&amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Phoenix]]'' || [[Amstar Electronics]] || Taito || 1978 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good starter info and some strategy info. '''Needs expansion and cleanup work.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pink Sweets: Ibara Sorekara]]'' || [[CAVE]] || CAVE || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start, but still needs a bit of cleanup work&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pleasure Hearts]]'' || [[M-KAI]] || M-KAI || 1999 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Psyvariar Delta]]'' || [[City Connection]] || Dispatch Games || 2019 || &amp;lt;small&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Progear no Arashi]]'' || [[CAVE]] || Capcom || 2001 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Radirgy Swag]]'' || [[RS34]] || RS34 || 2019 || &amp;lt;small&amp;gt;'''⭐⭐''' Has some good starter info, but needs expansion and images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden Fighters Jet]]'' || [[Seibu Kaihatsu]] || Seibu Kaihatsu || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Detailed page, but needs formatting update and page organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden IV]]'' || [[MOSS]] || MOSS || 2007 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Recent updates to content and formatting!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[RefRain - prism memories -]]'' || [[RebRank]] || Degica Games || 2011 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type]]'' || [[Irem]] || Irem || 1987 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Same! Same! Same!]] / Fire Shark'' || [[Toaplan]] || Toaplan || 1989 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sengoku Ace]]'' || [[Psikyo]] || Psikyo || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sexy Parodius]]'' || [[Konami]] || Konami || 1996 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shippu Mahou Daisakusen]] / Kingdom Grand Prix'' || [[Raizing]] || Eighting || 1994 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page written by a top player&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shining Shooting Star]] || [[SSS Dev Team]] 雨夜枫雪制作组 || SSS Dev Team雨夜枫雪制作组 || 2016 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page with some images. Needs content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sine Mora]]'' || [[Digital Reality]], [[Grasshopper Manufacture]] || THQ Nordic || 2012 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Well-detailed page, just needs '''images and some slight reorganization.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sky Adventure]]'' || [[Alpha Denshi]] || ADK || 1989 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soldier Force]]'' || [[Studio Siesta]] || Studio Siesta || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Needs some page reorganization and cleanup&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soukyugurentai]] / Terra Diver'' || [[Raizing]] || Raizing || 1996 || &amp;lt;small&amp;gt;'''⭐''' Stub page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Space Invaders]]'' || [[Taito]] || Taito || 1978 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Short but sweet!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945]]'' || [[Psikyo]] || Psikyo || 1995 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945 II]]'' || [[Psikyo]] || Psikyo || 1997 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945 III]] / Strikers 1999'' || [[Psikyo]] || Psikyo || 1999 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super XYX]]'' || [[Team Grybanser Fox]] || Team Grybanser Fox || 2020 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Short but sweet!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tatsujin]] / Truxton'' || [[Toaplan]] || Toaplan || 1988 || &amp;lt;small&amp;gt;'''⭐''' Stub page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tatsujin Ou]] / Truxton II'' || [[Toaplan]] || Toaplan || 1992 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Transcendpang|TranscendPang]]'' || [[wosderge]] || wosderge || 2010 || &amp;lt;small&amp;gt;'''⭐''' Mostly a stub page. Needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tyrian]]'' || [[Eclipse Software]] || Epic Megagames || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good starter info, development history, version differences. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Undefined Fantastic Object]]'' || [[Team Shanghai Alice]] || Team Shanghai Alice || 2009 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent page content!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[V-V]] / Grind Stormer'' || [[Toaplan]] || Toaplan || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Xyanide]]'' || [[Playlogic]] || Evolved Games || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info, but page is disorganized; '''needs formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ZeroRanger]]'' || [[SystemErasure]] || SystemErasure || 2018 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zero Wing]]'' || [[Toaplan]] || Namco || 1989 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ZOE]]'' || [[User:Retchy|Retchy]] || Retchy || TBD 2022 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Choujikuu_Yousai_Macross_II&amp;diff=10564</id>
		<title>Choujikuu Yousai Macross II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Choujikuu_Yousai_Macross_II&amp;diff=10564"/>
		<updated>2021-06-17T10:40:18Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #0332A8&lt;br /&gt;
|innerbordercolor = #d81408&lt;br /&gt;
|title = Macross II&lt;br /&gt;
|background = #fafafc&lt;br /&gt;
|image = MAC2-infotitle.jpeg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 220px&lt;br /&gt;
&lt;br /&gt;
|developer = [[NMK]]&lt;br /&gt;
|music = Hideya Kazunori &amp;lt;/br&amp;gt; Akira Hirokami &amp;lt;/br&amp;gt; Manabu Namiki &amp;lt;/br&amp;gt; Ryu Takami&lt;br /&gt;
|program = Youichi Koyama &amp;lt;/br&amp;gt; Tamio Nakasato&lt;br /&gt;
|art = Gaku Arita &amp;lt;/br&amp;gt; Akemi Tsunoda &amp;lt;/br&amp;gt; Hiromi Seki &amp;lt;/br&amp;gt; Eisaku Origami &amp;lt;/br&amp;gt; Kenji Yokoyama &amp;lt;/br&amp;gt; &amp;quot;Midori&amp;quot;&lt;br /&gt;
|planning = Morio Kishimoto &amp;lt;/br&amp;gt; &amp;quot;Mug&amp;quot;&lt;br /&gt;
|releasedate = '''JP''':  1993&lt;br /&gt;
|previousgame = [[Gunnail]]&lt;br /&gt;
|nextgame = [[Thunder Dragon 2]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Choujikuu Yousai Macross II''''' (超時空要塞マクロスII, Super Dimensional Fortress Macross II) is an arcade game developed by [[NMK]] and published by [[Banpresto]] in 1993. It is based on the OVA and movie compilation of [//https://en.wikipedia.org/wiki/Super_Dimensional_Fortress_Macross_II:_Lovers_Again Super Dimensional Fortress Macross II: Lovers Again]. It is notable for having Japanese gaming magazine ''Gamest'' involved in its creation, as well as for being one of the last [[caravan]]-style shmups released in Japanese arcades and for being one of the few horizontally-scrolling caravan shmups. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# 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: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Choujikuu_Yousai_Macross_II&amp;diff=10563</id>
		<title>Choujikuu Yousai Macross II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Choujikuu_Yousai_Macross_II&amp;diff=10563"/>
		<updated>2021-06-17T10:40:00Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #0332A8&lt;br /&gt;
|innerbordercolor = #d81408&lt;br /&gt;
|title = Macross II&lt;br /&gt;
|background = #fafafc&lt;br /&gt;
|image = MAC2-infotitle.jpeg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 220px&lt;br /&gt;
&lt;br /&gt;
|developer = [[NMK]]&lt;br /&gt;
|music = Hideya Kazunori &amp;lt;/br&amp;gt; Akira Hirokami &amp;lt;/br&amp;gt; Manabu Namiki &amp;lt;/br&amp;gt; Ryu Takami&lt;br /&gt;
|program = Youichi Koyama &amp;lt;/br&amp;gt; Tamio Nakasato&lt;br /&gt;
|art = Gaku Arita &amp;lt;/br&amp;gt; Akemi Tsunoda &amp;lt;/br&amp;gt; Hiromi Seki &amp;lt;/br&amp;gt; Eisaku Origami &amp;lt;/br&amp;gt; Kenji Yokoyama &amp;lt;/br&amp;gt; &amp;quot;Midori&amp;quot;&lt;br /&gt;
|planning = Morio Kishimoto &amp;lt;/br&amp;gt; &amp;quot;Mug&amp;quot;&lt;br /&gt;
|releasedate = '''JP''':  1993&lt;br /&gt;
|previousgame = [[Gunnail]]&lt;br /&gt;
|nextgame = [[Thunder Dragon 2]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Choujikuu Yousai Macross II''''' (超時空要塞マクロスII, Super Dimensional Fortress Macross II) is an arcade game developed by [[NMK]] and published by [[Banpresto]] in 1993. It is based on the OVA and movie compilation of [//https://en.wikipedia.org/wiki/Super_Dimensional_Fortress_Macross_II:_Lovers_Again Super Dimensional Fortress Macross II: Lovers Again]. It is notable for having Japanese gaming magazine ''Gamest'' involved in its creation, as well as for being one of the last [[caravan]]-style shmups released in Japanese arcade and for being one of the few horizontally-scrolling caravan shmups. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# 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: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sonic_Wings_2&amp;diff=10562</id>
		<title>Sonic Wings 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sonic_Wings_2&amp;diff=10562"/>
		<updated>2021-06-17T10:38:02Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #85b8e4&lt;br /&gt;
|innerbordercolor = #4455f1&lt;br /&gt;
|title = Aero Fighters 2&lt;br /&gt;
|background = #fbfcff&lt;br /&gt;
|image = SW2-infoboxtitle.jpeg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Promotional flyer&lt;br /&gt;
|imagescalepx = 200px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Video System]]&lt;br /&gt;
|releasedate = '''JP''':  1994&lt;br /&gt;
|previousgame = [[Aero Fighters]]&lt;br /&gt;
|nextgame = [[Aero Fighters 3]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Aero Fighters 2''''' (JP: '''''ソニックウイングス２''''', Sonic Wings 2) is a [[Neo-Geo]] MVS / Neo-Geo CD game developed by [[Video System]] and published by [[SNK]] in 1994 (JP). It is notable for having a silly atmosphere in contrast to its archetypical military theming, for having a relatively large selection of 8 different playable characters and ships, and for having a very large number of ending sequences (40+). Like other games in the Aero Fighters series, it contains random elements such as certain randomly chosen bosses and random stage orderings.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
''Once a wicked organization schemed to destroy the world but it was wiped out by 8 pilots. 2 years later, a mighty, unknown army suddenly appeared and soon occupied the world. The United Nations Peace Keeping Force rushed in to intercept them but missed in the enemy. Their last reports say that the super weapons which had attacked the world 2 years ago still exist. But does the organization behind them still exist?''&lt;br /&gt;
&lt;br /&gt;
''The U.N. has requested the International Secret Rescue team to take action. The commander was ordered all members to destroy them completely. Now, the time to sortie is upon us!''&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== Original JP version ===&lt;br /&gt;
* Has more varied character expressions between stages. For instance, Mao-Mao's face only has one expression in overseas versions. These may have been removed for porting / data space reasons.&lt;br /&gt;
* There is a special congratulations message / character animation when completing stage 20.&lt;br /&gt;
=== Name differences ===&lt;br /&gt;
* Spanky (JP) Whitey (NA)&lt;br /&gt;
* Angela (JP) Steve (NA)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Tenuki Chaud (one of the final bosses) is a play on the expression 手抜きちゃう (Tenukichau, &amp;quot;My hand slipped!&amp;quot;), something that might typically be said when accidentally taking a hit in an arcade game&lt;br /&gt;
* Entering the highscore initials 'SEX' plays a special sound effect&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# 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: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sonic_Wings_2&amp;diff=10561</id>
		<title>Sonic Wings 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sonic_Wings_2&amp;diff=10561"/>
		<updated>2021-06-17T10:37:16Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: day 12 I am still changing the infobox color&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #85b8e4&lt;br /&gt;
|innerbordercolor = #4455f1&lt;br /&gt;
|title = Aero Fighters 2&lt;br /&gt;
|background = #fcfdff&lt;br /&gt;
|image = SW2-infoboxtitle.jpeg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Promotional flyer&lt;br /&gt;
|imagescalepx = 200px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Video System]]&lt;br /&gt;
|releasedate = '''JP''':  1994&lt;br /&gt;
|previousgame = [[Aero Fighters]]&lt;br /&gt;
|nextgame = [[Aero Fighters 3]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Aero Fighters 2''''' (JP: '''''ソニックウイングス２''''', Sonic Wings 2) is a [[Neo-Geo]] MVS / Neo-Geo CD game developed by [[Video System]] and published by [[SNK]] in 1994 (JP). It is notable for having a silly atmosphere in contrast to its archetypical military theming, for having a relatively large selection of 8 different playable characters and ships, and for having a very large number of ending sequences (40+). Like other games in the Aero Fighters series, it contains random elements such as certain randomly chosen bosses and random stage orderings.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
''Once a wicked organization schemed to destroy the world but it was wiped out by 8 pilots. 2 years later, a mighty, unknown army suddenly appeared and soon occupied the world. The United Nations Peace Keeping Force rushed in to intercept them but missed in the enemy. Their last reports say that the super weapons which had attacked the world 2 years ago still exist. But does the organization behind them still exist?''&lt;br /&gt;
&lt;br /&gt;
''The U.N. has requested the International Secret Rescue team to take action. The commander was ordered all members to destroy them completely. Now, the time to sortie is upon us!''&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== Original JP version ===&lt;br /&gt;
* Has more varied character expressions between stages. For instance, Mao-Mao's face only has one expression in overseas versions. These may have been removed for porting / data space reasons.&lt;br /&gt;
* There is a special congratulations message / character animation when completing stage 20.&lt;br /&gt;
=== Name differences ===&lt;br /&gt;
* Spanky (JP) Whitey (NA)&lt;br /&gt;
* Angela (JP) Steve (NA)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Tenuki Chaud (one of the final bosses) is a play on the expression 手抜きちゃう (Tenukichau, &amp;quot;My hand slipped!&amp;quot;), something that might typically be said when accidentally taking a hit in an arcade game&lt;br /&gt;
* Entering the highscore initials 'SEX' plays a special sound effect&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# 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: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sonic_Wings_2&amp;diff=10483</id>
		<title>Sonic Wings 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sonic_Wings_2&amp;diff=10483"/>
		<updated>2021-06-13T21:56:07Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #85a8c5&lt;br /&gt;
|innerbordercolor = #4455f1&lt;br /&gt;
|title = Aero Fighters 2&lt;br /&gt;
|background = #fcfdff&lt;br /&gt;
|image = SW2-infoboxtitle.jpeg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Promotional flyer&lt;br /&gt;
|imagescalepx = 200px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Video System]]&lt;br /&gt;
|releasedate = '''JP''':  1994&lt;br /&gt;
|previousgame = [[Aero Fighters]]&lt;br /&gt;
|nextgame = [[Aero Fighters 3]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Aero Fighters 2''''' (JP: '''''ソニックウイングス２''''', Sonic Wings 2) is a [[Neo-Geo]] MVS / Neo-Geo CD game developed by [[Video System]] and published by [[SNK]] in 1994 (JP). It is notable for having a silly atmosphere in contrast to its archetypical military theming, for having a relatively large selection of 8 different playable characters and ships, and for having a very large number of ending sequences (40+). Like other games in the Aero Fighters series, it contains random elements such as certain randomly chosen bosses and random stage orderings.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
''Once a wicked organization schemed to destroy the world but it was wiped out by 8 pilots. 2 years later, a mighty, unknown army suddenly appeared and soon occupied the world. The United Nations Peace Keeping Force rushed in to intercept them but missed in the enemy. Their last reports say that the super weapons which had attacked the world 2 years ago still exist. But does the organization behind them still exist?''&lt;br /&gt;
&lt;br /&gt;
''The U.N. has requested the International Secret Rescue team to take action. The commander was ordered all members to destroy them completely. Now, the time to sortie is upon us!''&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== Original JP version ===&lt;br /&gt;
* Has more varied character expressions between stages. For instance, Mao-Mao's face only has one expression in overseas versions. These may have been removed for porting / data space reasons.&lt;br /&gt;
* There is a special congratulations message / character animation when completing stage 20.&lt;br /&gt;
=== Name differences ===&lt;br /&gt;
* Spanky (JP) Whitey (NA)&lt;br /&gt;
* Angela (JP) Steve (NA)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Tenuki Chaud (one of the final bosses) is a play on the expression 手抜きちゃう (Tenukichau, &amp;quot;My hand slipped!&amp;quot;), something that might typically be said when accidentally taking a hit in an arcade game&lt;br /&gt;
* Entering the highscore initials 'SEX' plays a special sound effect&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# 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: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sonic_Wings_2&amp;diff=10470</id>
		<title>Sonic Wings 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sonic_Wings_2&amp;diff=10470"/>
		<updated>2021-06-13T18:03:02Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #95b8c6&lt;br /&gt;
|innerbordercolor = #4455f1&lt;br /&gt;
|title = Aero Fighters 2&lt;br /&gt;
|background = #fcfdff&lt;br /&gt;
|image = SW2-infoboxtitle.jpeg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Promotional flyer&lt;br /&gt;
|imagescalepx = 200px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Video System]]&lt;br /&gt;
|releasedate = '''JP''':  1994&lt;br /&gt;
|previousgame = [[Aero Fighters]]&lt;br /&gt;
|nextgame = [[Aero Fighters 3]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Aero Fighters 2''''' (JP: '''''ソニックウイングス２''''', Sonic Wings 2) is a [[Neo-Geo]] MVS / Neo-Geo CD game developed by [[Video System]] and published by [[SNK]] in 1994 (JP). It is notable for having a silly atmosphere in contrast to its archetypical military theming, for having a relatively large selection of 8 different playable characters and ships, and for having a very large number of ending sequences (40+). Like other games in the Aero Fighters series, it contains random elements such as certain randomly chosen bosses and random stage orderings.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
''Once a wicked organization schemed to destroy the world but it was wiped out by 8 pilots. 2 years later, a mighty, unknown army suddenly appeared and soon occupied the world. The United Nations Peace Keeping Force rushed in to intercept them but missed in the enemy. Their last reports say that the super weapons which had attacked the world 2 years ago still exist. But does the organization behind them still exist?''&lt;br /&gt;
&lt;br /&gt;
''The U.N. has requested the International Secret Rescue team to take action. The commander was ordered all members to destroy them completely. Now, the time to sortie is upon us!''&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== Original JP version ===&lt;br /&gt;
* Has more varied character expressions between stages. For instance, Mao-Mao's face only has one expression in overseas versions. These may have been removed for porting / data space reasons.&lt;br /&gt;
* There is a special congratulations message / character animation when completing stage 20.&lt;br /&gt;
=== Name differences ===&lt;br /&gt;
* Spanky (JP) Whitey (NA)&lt;br /&gt;
* Angela (JP) Steve (NA)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Tenuki Chaud (one of the final bosses) is a play on the expression 手抜きちゃう (Tenukichau, &amp;quot;My hand slipped!&amp;quot;), something that might typically be said when accidentally taking a hit in an arcade game&lt;br /&gt;
* Entering the highscore initials 'SEX' plays a special sound effect&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# 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: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sonic_Wings_2&amp;diff=10467</id>
		<title>Sonic Wings 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sonic_Wings_2&amp;diff=10467"/>
		<updated>2021-06-13T10:31:16Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #95c8d6&lt;br /&gt;
|innerbordercolor = #4455f1&lt;br /&gt;
|title = Aero Fighters 2&lt;br /&gt;
|background = #fcfdff&lt;br /&gt;
|image = SW2-infoboxtitle.jpeg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Promotional flyer&lt;br /&gt;
|imagescalepx = 200px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Video System]]&lt;br /&gt;
|releasedate = '''JP''':  1994&lt;br /&gt;
|previousgame = [[Aero Fighters]]&lt;br /&gt;
|nextgame = [[Aero Fighters 3]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Aero Fighters 2''''' (JP: '''''ソニックウイングス２''''', Sonic Wings 2) is a [[Neo-Geo]] MVS / Neo-Geo CD game developed by [[Video System]] and published by [[SNK]] in 1994 (JP). It is notable for having a silly atmosphere in contrast to its archetypical military theming, for having a relatively large selection of 8 different playable characters and ships, and for having a very large number of ending sequences (40+). Like other games in the Aero Fighters series, it contains random elements such as certain randomly chosen bosses and random stage orderings.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
''Once a wicked organization schemed to destroy the world but it was wiped out by 8 pilots. 2 years later, a mighty, unknown army suddenly appeared and soon occupied the world. The United Nations Peace Keeping Force rushed in to intercept them but missed in the enemy. Their last reports say that the super weapons which had attacked the world 2 years ago still exist. But does the organization behind them still exist?''&lt;br /&gt;
&lt;br /&gt;
''The U.N. has requested the International Secret Rescue team to take action. The commander was ordered all members to destroy them completely. Now, the time to sortie is upon us!''&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== Original JP version ===&lt;br /&gt;
* Has more varied character expressions between stages. For instance, Mao-Mao's face only has one expression in overseas versions. These may have been removed for porting / data space reasons.&lt;br /&gt;
* There is a special congratulations message / character animation when completing stage 20.&lt;br /&gt;
=== Name differences ===&lt;br /&gt;
* Spanky (JP) Whitey (NA)&lt;br /&gt;
* Angela (JP) Steve (NA)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Tenuki Chaud (one of the final bosses) is a play on the expression 手抜きちゃう (Tenukichau, &amp;quot;My hand slipped!&amp;quot;), something that might typically be said when accidentally taking a hit in an arcade game&lt;br /&gt;
* Entering the highscore initials 'SEX' plays a special sound effect&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# 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: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sonic_Wings_2&amp;diff=10458</id>
		<title>Sonic Wings 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Sonic_Wings_2&amp;diff=10458"/>
		<updated>2021-06-12T23:15:47Z</updated>

		<summary type="html">&lt;p&gt;1ccsDontMatter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #afe1fb&lt;br /&gt;
|innerbordercolor = #4455f1&lt;br /&gt;
|title = Aero Fighters 2&lt;br /&gt;
|background = #fcfdff&lt;br /&gt;
|image = SW2-infoboxtitle.jpeg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Promotional flyer&lt;br /&gt;
|imagescalepx = 200px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Video System]]&lt;br /&gt;
|releasedate = '''JP''':  1994&lt;br /&gt;
|previousgame = [[Aero Fighters]]&lt;br /&gt;
|nextgame = [[Aero Fighters 3]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Aero Fighters 2''''' (JP: '''''ソニックウイングス２''''', Sonic Wings 2) is a [[Neo-Geo]] MVS / Neo-Geo CD game developed by [[Video System]] and published by [[SNK]] in 1994 (JP). It is notable for having a silly atmosphere in contrast to its archetypical military theming, for having a relatively large selection of 8 different playable characters and ships, and for having a very large number of ending sequences (40+). Like other games in the Aero Fighters series, it contains random elements such as certain randomly chosen bosses and random stage orderings.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
''Once a wicked organization schemed to destroy the world but it was wiped out by 8 pilots. 2 years later, a mighty, unknown army suddenly appeared and soon occupied the world. The United Nations Peace Keeping Force rushed in to intercept them but missed in the enemy. Their last reports say that the super weapons which had attacked the world 2 years ago still exist. But does the organization behind them still exist?''&lt;br /&gt;
&lt;br /&gt;
''The U.N. has requested the International Secret Rescue team to take action. The commander was ordered all members to destroy them completely. Now, the time to sortie is upon us!''&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== Original JP version ===&lt;br /&gt;
* Has more varied character expressions between stages. For instance, Mao-Mao's face only has one expression in overseas versions. These may have been removed for porting / data space reasons.&lt;br /&gt;
* There is a special congratulations message / character animation when completing stage 20.&lt;br /&gt;
=== Name differences ===&lt;br /&gt;
* Spanky (JP) Whitey (NA)&lt;br /&gt;
* Angela (JP) Steve (NA)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Tenuki Chaud (one of the final bosses) is a play on the expression 手抜きちゃう (Tenukichau, &amp;quot;My hand slipped!&amp;quot;), something that might typically be said when accidentally taking a hit in an arcade game&lt;br /&gt;
* Entering the highscore initials 'SEX' plays a special sound effect&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# 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: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>1ccsDontMatter</name></author>
		
	</entry>
</feed>