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	<id>https://shmups.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=ADR</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=ADR"/>
	<link rel="alternate" type="text/html" href="https://shmups.wiki/library/Special:Contributions/ADR"/>
	<updated>2026-06-06T22:08:39Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://shmups.wiki/index.php?title=DonPachi/Video_Index&amp;diff=38274</id>
		<title>DonPachi/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DonPachi/Video_Index&amp;diff=38274"/>
		<updated>2026-06-02T04:57:39Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Type A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dp thm.jpg|thumb|right]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Type A ==&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;
| SOF-WTN&lt;br /&gt;
| 71,919,080&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=mi-kRfIFOt8 Youtube]&lt;br /&gt;
| Special Demonstrations #15, text commentary.&lt;br /&gt;
|-&lt;br /&gt;
| Plasmo&lt;br /&gt;
| 44,956,070&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=qtr1BntKOZQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| menoslug&lt;br /&gt;
| 44,170,760&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=-2or_nfK-Qs Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PNSR&lt;br /&gt;
| 41,456,030&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=sTwkdpmz9m4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| menoslug&lt;br /&gt;
| 39,889,590&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=7V-zbnbHhis Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| menoslug&lt;br /&gt;
| 36,567,130&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=Xi-D3DYAtyk Youtube 1] [https://www.youtube.com/watch?v=mI5hBZoOcnE 2]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Juju Kenobi&lt;br /&gt;
| 33,245,390&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=0XigilZvpZs Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Plasmo&lt;br /&gt;
| 29,667,560&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=dYNWk1IyF3A Youtube]&lt;br /&gt;
| Loop 2, no miss, survival routes (loop 1 not included), live demo during DonPachi Relay 1.&lt;br /&gt;
|-&lt;br /&gt;
| ZLK&lt;br /&gt;
| 20,078,030&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=UR8LpLEo3cY Youtube 1] [https://www.youtube.com/watch?v=AAjB6SSXV10 2] [https://www.youtube.com/watch?v=DPSKCxN9rG8 3]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PEG&lt;br /&gt;
| 19,854,170&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=NEfoo6qb0SM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 19,441,170&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=nbfHoO7lAm4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| XnoZero&lt;br /&gt;
| 19,355,780&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.bilibili.com/video/BV1Hx411T7wS Bilibili]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CPP-Shooter&lt;br /&gt;
| 17,998,980&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=tQnFiZPD_m0 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| noloom&lt;br /&gt;
| 16,329,870&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=ZfvHicVYSu0 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Master Succ&lt;br /&gt;
| 14,638,510&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.twitch.tv/videos/1491938582 Twitch]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| SPM&lt;br /&gt;
| 11,389,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=ObETl0wqhSk Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| AwakeMyMetis&lt;br /&gt;
| 9,294,170&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=YJNWfLIaPls Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Master Succ&lt;br /&gt;
| 8,715,550&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=EY23KLrSy3Q Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Hausu&lt;br /&gt;
| 8,513,480&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=M0wUfN9Qx1o Youtube]&lt;br /&gt;
| No miss, 1st loop; extremely good survival route.&lt;br /&gt;
|-&lt;br /&gt;
| Andreus Kvasovy&lt;br /&gt;
| 8,177,420&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=n8NEjc0fvbE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Shmup Peddler&lt;br /&gt;
| 7,730,760&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=SZ8ldvjJBRk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PEG&lt;br /&gt;
| 7,676,780&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=ykespOkuyLY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Vludi&lt;br /&gt;
| 7,573,450&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=OOZlL4TmcTk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| LOLLO&lt;br /&gt;
| 7,522,120&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=AQUl54A54ds Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Weeb Nerd Gaming&lt;br /&gt;
| 6,887,330&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=ZTBVr7B1eck Youtube]&lt;br /&gt;
| Includes text commentary (subtitles).&lt;br /&gt;
|-&lt;br /&gt;
| Starshine Lunacy&lt;br /&gt;
| 6,734,130&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=1HS-ijeSo-Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Carlos Sanz de Madrid&lt;br /&gt;
| 6,464,790&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=f3X6Pb7hzaQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Type B ==&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;
| Juju Kenobi&lt;br /&gt;
| 76,521,790&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=7JlGjdNXov8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Juju Kenobi&lt;br /&gt;
| 74,397,230&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://youtu.be/cizqUKbGSUc?si=yo7Yqlq8ZmE-LDRg&amp;amp;t=18902 Youtube]&lt;br /&gt;
| starts 5:15:02&lt;br /&gt;
|-&lt;br /&gt;
| Juju Kenobi&lt;br /&gt;
| 65,631,340&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=tSWSZ6yMenQ Youtube] [https://www.twitch.tv/videos/2346914985 Twitch]&lt;br /&gt;
| Twitch highlight with player commentary.&lt;br /&gt;
|-&lt;br /&gt;
| The Armchair General&lt;br /&gt;
| 60,034,690&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=-MI8vdknky4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Juju Kenobi&lt;br /&gt;
| 56,542,000&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=iIayrujuehM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| menoslug&lt;br /&gt;
| 36,939,560&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=YsOSIsHtz1g Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Juju Kenobi&lt;br /&gt;
| 36,896,660&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=Wdeqq7gOK-w Youtube]&lt;br /&gt;
| First loop only.&lt;br /&gt;
|-&lt;br /&gt;
| Juju Kenobi&lt;br /&gt;
| 35,020,490&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-5&lt;br /&gt;
| [https://www.twitch.tv/videos/2237181190 Twitch]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| The Armchair General&lt;br /&gt;
| 33,068,660&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=mkvkwNFrAb0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| menoslug&lt;br /&gt;
| 23,485,360&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=SDs3kD3RpR4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Andreus Kvasovy&lt;br /&gt;
| 19,129,050&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.twitch.tv/videos/1544193795 Twitch]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 忠太郎 収録&lt;br /&gt;
| 18,905,180&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=_Fo3RZgMIK4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| OmKol&lt;br /&gt;
| 18,714,940&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=hsWqURPQwac Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Pearl&lt;br /&gt;
| 15,728,380&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=VA8IjKPYkYI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Yami9999&lt;br /&gt;
| 9,850,220&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=WtlKdvOBavs Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Andreus Kvasovy&lt;br /&gt;
| 9,352,490&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=JXm760hox7o Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CPP&lt;br /&gt;
| 9,316,210&lt;br /&gt;
| Playstation&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=IpH7PQKRrO4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AwakeMyMetis&lt;br /&gt;
| 9,270,390&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=FLazL2VKg2o Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Vludi&lt;br /&gt;
| 8,867,310&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=jj3c8tA_LLQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| baf&lt;br /&gt;
| 8,754,700&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=KbLC7MYEewo Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Chinopolis&lt;br /&gt;
| 8,533,940&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=f-c27nCTbrI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Shepardus&lt;br /&gt;
| 8,058,690&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=cgpz7KvIOk0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kanał Gierkowy&lt;br /&gt;
| 7,970,370&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=dhoKvkkKnkE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Yakumov&lt;br /&gt;
| 7,541,280&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=A_YKF1hgvBw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Lazo&lt;br /&gt;
| 7,361,420&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=rByPsZzmRDQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Type C ==&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;
| Plasmo&lt;br /&gt;
| 75,396,520&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=fDewIqte0MA Youtube] [https://www.bilibili.com/video/BV197CrY9EjA Bilibili]&lt;br /&gt;
| Special Demonstrations #19.&lt;br /&gt;
|-&lt;br /&gt;
| Plasmo&lt;br /&gt;
| 70,072,730&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=U2rMs-44qR0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Plasmo&lt;br /&gt;
| 67,368,000&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.twitch.tv/videos/1630401622 Twitch]&lt;br /&gt;
| 2-4 capacity.&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 51,725,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=qNHAlPnqNyc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 50,580,480&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=FV5ePVb0Ef0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 49,505,450&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=9cl1rNqguC0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 48,277,430&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=zMKuwrp0c7Q Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 45,699,730&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=dVtx0NqOhuM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 44,039,410&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=2B7cKE7JBpA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 43,738,730&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=4KpyxI1NFJw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 41,754,910&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=0w1KB6r9tMY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 40,246,940&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=uHDMtX6rhIM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 34,630,480&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=nD5vzESINa4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| menoslug&lt;br /&gt;
| 31,209,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=avXTxnX5bCY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 28,257,680&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=mPmUXWdOE8A Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Matt Walters&lt;br /&gt;
| 26,121,740&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=d17CYDzALCs Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Matt Walters&lt;br /&gt;
| 24,654,760&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=QSDszyE6X1E Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fred DeHart&lt;br /&gt;
| 23,919,500&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.twitch.tv/gallopingghostarcade/video/93094297 Twitch]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Matt Walters&lt;br /&gt;
| 23,802,280&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=kE-h4ZFAS88 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| menoslug&lt;br /&gt;
| 23,286,720&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=zZVwTcTll4Y Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Matt Walters&lt;br /&gt;
| 23,240,570&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=zl8t7jhCYGc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Matt Walters&lt;br /&gt;
| 23,056,750&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=PibcuoKBn6k Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 22,260,940&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=8GaW0rqe8iI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Matt Walters&lt;br /&gt;
| 21,584,730&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=2POjCt1daPE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Plasmo&lt;br /&gt;
| 19,324,450&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=o_2F5FiaMLc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| wabbylegs&lt;br /&gt;
| 17,963,100&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=e19GOSVkEHw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| SON&lt;br /&gt;
| 16,913,590&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=QOFSz03HZbg Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| yuzuspark&lt;br /&gt;
| 15,611,330&lt;br /&gt;
| Playstation&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.twitch.tv/videos/2652535541 Twitch]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Emuser&lt;br /&gt;
| 15,536,140&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=daI1wGX4O4M Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Chantake&lt;br /&gt;
| 13,796,920&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=AcuegJmVxCk Youtube]&lt;br /&gt;
| Live demo during Mikado Fall Shooting Festival 2019.&lt;br /&gt;
|-&lt;br /&gt;
| DrunkNinja&lt;br /&gt;
| 12,392,670&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=Gj2WPseSfnc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| COS&lt;br /&gt;
| 10,806,090&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=2bZPiRLCcNg Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Pearl&lt;br /&gt;
| 10,334,630&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=jfiTQeahhWQ Youtube]&lt;br /&gt;
|-&lt;br /&gt;
| Hausu&lt;br /&gt;
| 10,095,570&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=2ylkXtFVYEg Youtube]&lt;br /&gt;
| No miss, 1st loop; extremely good survival route.&lt;br /&gt;
|-&lt;br /&gt;
| AwakeMyMetis&lt;br /&gt;
| 10,071,360&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=wkIKNhcnE1M Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Flobeamer1922&lt;br /&gt;
| 9,981,460&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.twitch.tv/videos/646512949 Twitch]&lt;br /&gt;
| WolfMAME 0.216.&lt;br /&gt;
|-&lt;br /&gt;
| Hausu&lt;br /&gt;
| 9,789,240&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=8fisQKlq298&amp;amp;t=5060s Youtube]&lt;br /&gt;
| Run starts 1:24:20; live demo during Shmup Slam 3 with commentary by Mark_MSX and Plasmo.&lt;br /&gt;
|-&lt;br /&gt;
| ggmaximo&lt;br /&gt;
| 9,334,320&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=8Vn2sdPgb_U Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| trap15&lt;br /&gt;
| 9,318,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.twitch.tv/videos/46256148 Twitch]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| mycophobia&lt;br /&gt;
| 9,272,030&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=p-KoQPtl3s4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| fefor&lt;br /&gt;
| 9,103,880&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=DmZvtw5XHsg Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Dumplechan&lt;br /&gt;
| 8,908,920&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=UDFDDEsinTE Youtube]&lt;br /&gt;
| WolfMAME 0.183.&lt;br /&gt;
|-&lt;br /&gt;
| blossom&lt;br /&gt;
| 8,875,340&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=ZixtGVnHfKw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| volaju&lt;br /&gt;
| 8,781,280&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=oI_IM9uFnlA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Buffi&lt;br /&gt;
| 8,633,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=lQUplGn1y7Q Youtube]&lt;br /&gt;
| Very good survival route.&lt;br /&gt;
|-&lt;br /&gt;
|[[User:Tropicalbits|TRB]]&lt;br /&gt;
| 8,207,930&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=SoKJmtgBzc0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Rezardi&lt;br /&gt;
| 8,075,150&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=QaNsD9mmXV0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BB&lt;br /&gt;
| 8,064,600&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=HQh64B5yl7E Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kiyomaru&lt;br /&gt;
| 7,983,800&lt;br /&gt;
| Arcade (PCB)&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=NFgTlqa1Q14 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Cathedral Junky&lt;br /&gt;
| 7,851,510&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=rxbHu-CLGg4 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| morsalty&lt;br /&gt;
| 7,843,880&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=x95taQzOUsE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Cave Maniac STG&lt;br /&gt;
| 7,685,920&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=hYQcVKlfW90 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| JAM&lt;br /&gt;
| 7,670,740&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=Sm4MsgchTbE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Osku&lt;br /&gt;
| 7,610,340&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=y4pyKn9xRGs Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Fukuchan&lt;br /&gt;
| 7,520,790&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=Wa5Lm70TBd0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| It's Otter&lt;br /&gt;
| 7,401,690&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=0PHp5ZO508k Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CAVE PCB&lt;br /&gt;
| 7,334,850&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=T700t-S_IWY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| yuzuspark&lt;br /&gt;
| 7,222,890&lt;br /&gt;
| Playstation&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=hy-Erl0kCOk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Versions ==&lt;br /&gt;
&lt;br /&gt;
=== US Version ===&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; | Ship&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:40%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ZLK&lt;br /&gt;
| 21,962,540&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type A&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=zBJZ1LZI3qw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mechanical Lizard&lt;br /&gt;
| 17,725,090&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type A&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=3TjWEWKiz0o Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| AwakeMyMetis&lt;br /&gt;
| 17,578,210&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=TajRL8O5rbE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| volaju&lt;br /&gt;
| 13,804,650&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=DM5YbPiJVfE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rollingcrow&lt;br /&gt;
| 12,373,050&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=u4rSmVZlGTM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| clippa&lt;br /&gt;
| 11,438,280&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=eJ2v19Z-9BQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Baron Rojo&lt;br /&gt;
| 10,597,010&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=bELbWDF4zRo Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| WILL WOLF&lt;br /&gt;
| 10,557,490&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=XOX-8x_D8Cw Youtube]&lt;br /&gt;
| No miss, 1st loop.&lt;br /&gt;
|-&lt;br /&gt;
| chiba_latte&lt;br /&gt;
| 10,145,040&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=uT6_l-_3fk0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Chris&lt;br /&gt;
| 10,003,200&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=KKZxIHtt2IE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Blinge&lt;br /&gt;
| 9,927,450&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=XBrKMQGBBDI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| bachesag&lt;br /&gt;
| 9,758,840&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=_7TT8GVh-3o Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Smraedis&lt;br /&gt;
| 9,393,460&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=tpbIkFc0IEk Youtube]&lt;br /&gt;
| Live during 4H1CC marathon.&lt;br /&gt;
|-&lt;br /&gt;
| ShmupEmAll&lt;br /&gt;
| 9,258,300&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type A&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=eTp7laLg1CA Youtube]&lt;br /&gt;
| 1-Sissy series.&lt;br /&gt;
|-&lt;br /&gt;
| blossom&lt;br /&gt;
| 8,533,780&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=rhvhMWrwqDY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| JinvorionSTG&lt;br /&gt;
| 8,329,580&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=O2FYyprZ0zc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Monouchi&lt;br /&gt;
| 7,949,780&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=zEq_f1wxsOI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Zyarvy&lt;br /&gt;
| 7,745,270&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=v9Iq7jk0j0E Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| JinvorionSTG&lt;br /&gt;
| 7,508,610&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type A&lt;br /&gt;
| 2-1&lt;br /&gt;
| [https://www.youtube.com/watch?v=-klDpCbQu38 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| JinvorionSTG&lt;br /&gt;
| 7,393,360&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type B&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=1O2ItE4WSAM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| BlazingLazers69&lt;br /&gt;
| 6,807,930&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=mFIvcNc4KJ8 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| El Mataninjas &amp;amp; Kung Fu Master&lt;br /&gt;
| 3,213,860 &amp;amp; 2,767,070&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C &amp;amp; Type C&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=yU6Ff0V9Rjw Youtube]&lt;br /&gt;
| 2 player co-op with live commentary.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Hong Kong Version ===&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;
| Plasmo&lt;br /&gt;
| 13,805,570&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=HjrzGiwwjls Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| menoslug&lt;br /&gt;
| 11,167,390&lt;br /&gt;
| Arcade&lt;br /&gt;
| 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=JvVdm-HuCSU Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| menoslug&lt;br /&gt;
| 7,143,070&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=eUW8OAbwhsE Youtube]&lt;br /&gt;
| Very hard difficulty, non-default extend settings (1st: 1 million, 2nd: 6 million).&lt;br /&gt;
|-&lt;br /&gt;
| The Armchair General&lt;br /&gt;
| 6,635,110&lt;br /&gt;
| Arcade&lt;br /&gt;
| 1-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=OCLfeuAuLho Youtube]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Doubleplay ==&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:10%;&amp;quot; | Ships&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;
! style=&amp;quot;width:30%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| menoslug&lt;br /&gt;
| 3,563,630 &amp;amp; 3,911,960&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type A &amp;amp; Type A&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=vkaIwaZFX5g Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== TAS ==&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; | Ship&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:40%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chibare&lt;br /&gt;
| 99,999,990&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type A&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=XgYLZ1eRu0I Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ゲーム燦爛チャンネル&lt;br /&gt;
| 45,756,730&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type A&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=dR-Eajo5kIo Youtube]&lt;br /&gt;
| No miss.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guides &amp;amp; Live Demonstrations ==&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; | Ship&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:40%;&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Chibare, The Armchair General, menoslug&lt;br /&gt;
| -&lt;br /&gt;
| Arcade&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [https://www.youtube.com/watch?v=H2A_aPsCuBs Youtube]&lt;br /&gt;
| STG Weekly #101&lt;br /&gt;
|-&lt;br /&gt;
| PAN&lt;br /&gt;
| 14,982,950&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type A&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=nKXAzPkIcY4 Youtube]&lt;br /&gt;
| 1cc commentary &amp;amp; survival guide (loop 2 only)&lt;br /&gt;
|-&lt;br /&gt;
| Plasmo &amp;amp; menoslug&lt;br /&gt;
| 57,731,370 &amp;amp; 36,101,770&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type C &amp;amp; Type A&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.twitch.tv/videos/1664830178 Twitch]&lt;br /&gt;
| Ultramania Fall Relay 2022; commentary by Juju Kenobi.&lt;br /&gt;
|-&lt;br /&gt;
| menoslug&lt;br /&gt;
| 42,336,430&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type A&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=VvEQECTYljs&amp;amp;t=5039s Youtube]&lt;br /&gt;
| Korea Shmup Festival 3; starts 1:23:59.&lt;br /&gt;
|-&lt;br /&gt;
| Juju Kenobi&lt;br /&gt;
| 39,054,160&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type B&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.youtube.com/watch?v=KvoXYoR7mFk&amp;amp;t=11857s Youtube]&lt;br /&gt;
| Shmup Slam 7 (day 1); commentary by Plasmo; starts 3:17:37.&lt;br /&gt;
|-&lt;br /&gt;
| Plasmo&lt;br /&gt;
| 29,667,560&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type A&lt;br /&gt;
| 2-All&lt;br /&gt;
| [https://www.twitch.tv/videos/1127042026 Twitch]&lt;br /&gt;
| DonPachi Relay 1.&lt;br /&gt;
|-&lt;br /&gt;
| Plasmo &amp;amp; Hausu&lt;br /&gt;
| 27,320,380 &amp;amp; 8,427,890&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type A &amp;amp; Type A&lt;br /&gt;
| 2-All &amp;amp; 2-3&lt;br /&gt;
| [https://www.youtube.com/watch?v=ZmKom0A9t8st=25577s Youtube]&lt;br /&gt;
| Shmup Slam 4 (day 1); commentary by Jaimers &amp;amp; Mark_MSX.&lt;br /&gt;
|-&lt;br /&gt;
| Juju Kenobi&lt;br /&gt;
| 21,793,680&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type B&lt;br /&gt;
| 2-2&lt;br /&gt;
| [https://www.youtube.com/watch?v=uUkjY6FHbPw&amp;amp;t=20596s Youtube]&lt;br /&gt;
| Shoot the Baguette 6 (2024); starts 5:43:16.&lt;br /&gt;
|-&lt;br /&gt;
| Kvasovy &amp;amp; Master Succ&lt;br /&gt;
| 14,206,740 &amp;amp; 9,686,670&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type B &amp;amp; Type A&lt;br /&gt;
| 2-1 &amp;amp; 1-5&lt;br /&gt;
| [https://www.youtube.com/watch?v=4AzoKRGnb5M&amp;amp;t=12930s Youtube]&lt;br /&gt;
| Shmup Kumite 2; commentary by Juju Kenobi &amp;amp; Plasmo.&lt;br /&gt;
|-&lt;br /&gt;
| Kvasovy &amp;amp; Master Succ&lt;br /&gt;
| 13,598,460 &amp;amp; 11,022,790&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type B &amp;amp; Type C&lt;br /&gt;
| 2-2 &amp;amp; 2-3&lt;br /&gt;
| [https://www.twitch.tv/videos/1281834818 Twitch]&lt;br /&gt;
| Pass the Shmup.&lt;br /&gt;
|-&lt;br /&gt;
| SAK&lt;br /&gt;
| 12,635,980&lt;br /&gt;
| Arcade&lt;br /&gt;
| Type A&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://www.youtube.com/watch?v=cnvx3Q5wj2E&amp;amp;t=18469s Youtube]&lt;br /&gt;
| Shmup Slam 6 (day 1); commentary by Softdrink &amp;amp; SAK.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:DonPachi]][[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Raiden_Fighters_2:_Operation_Hell_Dive&amp;diff=38218</id>
		<title>Raiden Fighters 2: Operation Hell Dive</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Raiden_Fighters_2:_Operation_Hell_Dive&amp;diff=38218"/>
		<updated>2026-05-30T03:35:08Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RF2_logo_1.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #18317B&lt;br /&gt;
|title = Raiden Fighters 2&lt;br /&gt;
|background = #EFF7FF&lt;br /&gt;
|image = RF2_title_screen_1.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|innerbordercolor = #18317B&lt;br /&gt;
|developer = [[Seibu Kaihatsu]]&lt;br /&gt;
|publisher = [[Seibu Kaihatsu]] &amp;lt;br&amp;gt; Fabtek (US) &amp;lt;br&amp;gt; The Metrotainment Network (Hong Kong) &amp;lt;br&amp;gt; Dream Island Co. (Korea) &amp;lt;br&amp;gt; Tuning Electronic (Germany)&lt;br /&gt;
|producer = H. Hamada &amp;lt;br&amp;gt; S. Mori&lt;br /&gt;
|music = G. Sato&lt;br /&gt;
|program = T. Saito &amp;lt;br&amp;gt; N. Idesawa &amp;lt;br&amp;gt; K. Terasaka&lt;br /&gt;
|art = N. Machino &amp;lt;br&amp;gt; T. Sasaki &amp;lt;br&amp;gt; T. Hatsuse &amp;lt;br&amp;gt; K. Morino &amp;lt;br&amp;gt; H. Okumura &amp;lt;br&amp;gt; N. Kato &amp;lt;br&amp;gt; C. Takahashi &amp;lt;br&amp;gt; K. Muto &amp;lt;br&amp;gt; T. Honda &amp;lt;br&amp;gt; T. Wada &amp;lt;br&amp;gt; Y. Yoshihara&lt;br /&gt;
|designer = S. Yano &amp;lt;br&amp;gt; T. Saito&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' December 1997&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n103/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''US:''' January 1998&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n118/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''Xbox 360''' &amp;lt;br&amp;gt; '''JP:''' March 27, 2008&amp;lt;ref name=&amp;quot;rf_aces&amp;quot;&amp;gt;[https://www.mobygames.com/game/40648/raiden-fighters-aces/releases/ Raiden Fighters Aces] at MobyGames&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''US:''' May 5, 2009&amp;lt;ref name=&amp;quot;rf_aces&amp;quot; /&amp;gt; &amp;lt;br&amp;gt; '''iPhone:''' December 13, 2012&amp;lt;ref name=&amp;quot;raiden_legacy&amp;quot;&amp;gt;[https://www.mobygames.com/game/63330/raiden-legacy/releases/ Raiden Legacy] at MobyGames&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PC:''' 2013&amp;lt;ref name=&amp;quot;raiden_legacy&amp;quot; /&amp;gt;&lt;br /&gt;
|previousgame = [[Raiden Fighters]]&lt;br /&gt;
|nextgame = [[Raiden Fighters Jet]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Raiden Fighters 2: Operation Hell Dive''' (JP:ライデンファイターズ2) is a vertically scrolling shooter developed by [[Seibu Kaihatsu]] in 1997. It is the sequel to [[Raiden Fighters]]. Raiden Fighters 2 retains several elements from its prequel, featuring more playable ships, hidden bonuses scattered throughout each stage and the introduction of a '''[[Help:Glossary#True_Last_Boss|true last boss]].&lt;br /&gt;
&lt;br /&gt;
An Xbox compilation titled '''Raiden Fighters Evolution''' featuring Raiden Fighters and Raiden Fighters 2 was planned for release in 2003 but ended up being cancelled. Raiden Fighters 2 is part of '''Raiden Fighters Aces''' for the Xbox 360 and '''Raiden Legacy''' for PC and mobile phones.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&lt;br /&gt;
4 years have passed since '''[[Raiden_Fighters|the defeat of the dictator's army]]'''. However, remaining guerillas gathered under the dictator made a new nation and started attacking our forces. The new government force assembles old fighters and orders a special mission using the newest weapons. This mission shall be called operation &amp;quot;Hell Dive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Game Modes==&lt;br /&gt;
&lt;br /&gt;
[[File:RF2_game_modes.png|right|thumb]]There are 3 different modes present. By default, only Normal is playable and the other two are made available in Service Mode (under '''GAME SETTINGS''' set '''SPECIAL STAGE''' to ON).&lt;br /&gt;
&lt;br /&gt;
===Normal===&lt;br /&gt;
&lt;br /&gt;
This mode follows a very similar structure to its prequel. The players goes through 2 missions made up of 3 stages followed by a third mission that is simply the final stage. If the player accomplished a '''Target Destroy Rate of 100%''' at the end of stage 3 and 6 and '''hasn't used a continue''' up to that point, then the true last boss &amp;quot;Red Eye&amp;quot; will appear, otherwise the game will end after the previous boss &amp;quot;Rafflesia&amp;quot; (which boss is the final one is indicated in the mission briefing screen). During the final stage, using a continue resets the medal state and sends the player back to a specific part of the stage. If the TLB requirements weren't met this is the very beginning of the stage, if the TLB requirements were met '''and''' Rafflesia was defeated, then the player starts right before this boss encounter but doesn't need to fight it again.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&lt;br /&gt;
This is a boss rush mode. Unlike Normal mode there are no requirements for facing the TLB. Using a continue in the last two bosses is handled similar to Normal mode.&lt;br /&gt;
&lt;br /&gt;
===Expert===&lt;br /&gt;
&lt;br /&gt;
This is the same as Normal mode but with increased difficulty. '''[[Help:Glossary#Revenge_Bullets|Suicide bullets]]''' are fired by almost everything, though most of them can be sealed when at a close enough distance.&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
''Raiden Fighters 2'' has 7 stages with a single loop.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's main weapons and slaves' bullets.&lt;br /&gt;
*'''A button (Hold):''' Charges the player's special attack.&lt;br /&gt;
*'''B button (Press):''' Activates the player's bomb.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF1_item_missile.png|center]] || '''Missile''' &amp;lt;br&amp;gt; Powers-up the missile weapon, grants '''5,000 points''' when maxed out.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF1_item_laser.png|center]] || '''Laser''' &amp;lt;br&amp;gt; Powers-up the laser weapon, grants '''5,000 points''' when maxed out.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF1_item_slave.png|center]] || '''Slaves''' &amp;lt;br&amp;gt; Adds a slave, grants '''5,000 points''' when 2 are equipped.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF1_item_bomb.png|center]] || '''Bomb'''&amp;lt;br&amp;gt; Adds a bomb up to a maximum of 7, grants '''5,000 points''' when at full stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF1_gold_medal.png|center]] || '''Medal''' &amp;lt;br&amp;gt; Score item.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF1_fairy.png|center]] || '''Fairy''' &amp;lt;br&amp;gt; Grants '''100,000 points'''. Drops a bomb item before leaving.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ships==&lt;br /&gt;
&lt;br /&gt;
There are 17 playable ships, 7 of them are available by default and the rest need to be unlocked. '''Devastator''' and '''Endeavor''' from [[Raiden Fighters]] aren't playable in this entry, though some of their attributes are present in other ships.&lt;br /&gt;
&lt;br /&gt;
The attributes of each ship are represented the following way:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''MOV''' || Movement speed&lt;br /&gt;
|-&lt;br /&gt;
| '''DEF''' || Defensive spread&lt;br /&gt;
|-&lt;br /&gt;
| '''POW''' || Attack power&lt;br /&gt;
|-&lt;br /&gt;
| '''RPD''' || Rapid fire-rate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Default ships===&lt;br /&gt;
&lt;br /&gt;
[[File:RF2_co-op_attack.png|200px|right|thumb]] Every ship has a a missile and laser secondary weapon they have access to each with their own special attack. Special attacks may be firing their respective weapon at a faster rate or something completely different, in both cases the player can't fire their regular bullets, though slaves can if there are any. The time it takes to use a special attack depends on the weapon equipped, with the stronger ones taking the longest such as Beast Wing and Eraser's laser weapons. All the fighters have the same bomb: a medium-sized sphere that cancels nearby bullets and deals heavy damage. The detonation can be controlled by holding the B button, the longer it is held the farther the bomb will go.&lt;br /&gt;
&lt;br /&gt;
There is a hidden version of the special attack that is only available in a two-player game. To trigger it, both players must be very close to each other and activate the special attack at roughly the same time. When done correctly, both ships fire a large blue beam and are invincible for its entire duration, however, they also can't move.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
Included in the '''Speed''' bullet point is the speed measured in pixels by frame for both horizontal and vertical movement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Aegis IV&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#F79421; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Aegis IV&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_aegis_iv.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*'''Speed:''' Medium ('''3.2X''', '''2.3Y''').&lt;br /&gt;
*'''Shot:''' Medium width.&lt;br /&gt;
*'''Fire-rate:''' Medium.&lt;br /&gt;
*'''Missile:''' Fires missiles forward.&lt;br /&gt;
**'''Special attack:''' Fires several missiles forward.&lt;br /&gt;
*'''Laser:''' Fires short homing lasers.&lt;br /&gt;
**'''Special attack:''' Fires a single burst of lasers followed by several of them.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Beast Wing&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#849C5A; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Beast Wing&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_beast_wing.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*'''Speed:''' Slowest ('''2.5X''', '''1.8Y''').&lt;br /&gt;
*'''Shot:''' Wide 7-way shot.&lt;br /&gt;
*'''Fire-rate:''' Low.&lt;br /&gt;
*'''Missile:''' Fires homing missiles. The missiles have a slight delay before moving towards an enemy.&lt;br /&gt;
**'''Special attack:''' Fires several homing missiles.&lt;br /&gt;
*'''Laser:''' Fires a flamethrower.&lt;br /&gt;
**'''Special attack:''' Fires a taller, piercing version of the flamethrower.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Chaser 2000&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#5A738C; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Chaser 2000&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_chaser_2000.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*'''Speed:''' Very fast ('''4X''', '''3Y''').&lt;br /&gt;
*'''Shot:''' Narrow single shot.&lt;br /&gt;
*'''Fire-rate:''' Very high.&lt;br /&gt;
*'''Missile:''' Missiles are deployed to the sides and move forward slightly tracking targets.&lt;br /&gt;
**'''Special attack:''' Fires 6 rows of missiles forward.&lt;br /&gt;
*'''Laser:''' Shoots a laser alternating from each side. When hitting an enemy it'll bounce towards other targets.&lt;br /&gt;
**'''Special attack:''' Plasma Laser from Raiden II.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Death Header&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#7B848C; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Death Header&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_death_header.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Some of Death Header's arsenal is a nod to Devastator from Raiden Fighters, notably the shot and laser weapon.&lt;br /&gt;
*'''Speed:''' Medium ('''3.2X''', '''2.3Y''').&lt;br /&gt;
*'''Shot:''' Wide 5-Way shot.&lt;br /&gt;
*'''Fire-rate:''' Low.&lt;br /&gt;
*'''Missile:''' Throws missiles that spin in place before tracking enemies. The missiles attach to their targets before exploding.&lt;br /&gt;
**'''Special attack:''' Throws several of the same missiles.&lt;br /&gt;
*'''Laser:''' Fires 3 straight lasers that tilt towards enemies.&lt;br /&gt;
**'''Special attack:''' 4 lasers rotate clockwise (when moving left) or counter-clockwise (when moving right) and stick to whatever they hit.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Eraser&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#73739C; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Eraser&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_eraser.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*'''Speed:''' Slow ('''2.6X''', '''2Y''').&lt;br /&gt;
*'''Shot:''' Narrow twin shots.&lt;br /&gt;
*'''Fire-rate:''' High.&lt;br /&gt;
*'''Missile:''' Fires slow missiles forward that release a tall explosion upon impact. Only 2 missiles can be on screen at the same time, similar to Devastator's missile weapon in Raiden Fighters.&lt;br /&gt;
**'''Special attack:''' Fires several of the same missiles in a row.&lt;br /&gt;
*'''Laser:''' Fires two twin lasers forward, same as Beast Arrow's laser weapon in Raiden Fighters.&lt;br /&gt;
**'''Special attack:''' Fires a large laser. The damage is at its highest when the attack first starts.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Flying Ray&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#D65A6B; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Flying Ray&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_flying_ray.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*'''Speed:''' Fast ('''3.6X''', '''2.6Y''').&lt;br /&gt;
*'''Shot:''' Narrow twin shot.&lt;br /&gt;
*'''Fire-rate:''' Medium.&lt;br /&gt;
*'''Missile:''' Fires missiles that turn horizontally towards enemies.&lt;br /&gt;
**'''Special attack:''' Fires several of the same missiles.&lt;br /&gt;
*'''Laser:''' Fires long lasers at diagonal angles. This is functionally the same as Endeavor's laser weapon from Raiden Fighters.&lt;br /&gt;
**'''Special attack:''' Fires several lasers in a wide arc.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Griffin&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#5A8463; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Griffin&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_griffin.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*'''Speed:''' Slow ('''2.8X''', '''2.1Y''').&lt;br /&gt;
*'''Shot:''' Narrow shot fired in a zig-zag pattern. It spreads outwards slightly.&lt;br /&gt;
*'''Fire-rate:''' High.&lt;br /&gt;
*'''Missile:''' Throws slow grenades that erase bullets upon exploding. These are similar to Endeavor's missile weapon from Raiden Fighters.&lt;br /&gt;
**'''Special attack:''' Throws grenades at every direction.&lt;br /&gt;
*'''Laser:''' Deploys guns that aim and fire lasers at enemies.&lt;br /&gt;
**'''Special attack:''' Fires 4 lasers with piercing properties.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hidden ships===&lt;br /&gt;
&lt;br /&gt;
The guest fighters and the secret Slave from [[Raiden Fighters]] return. With the exception of '''Hell Diver''', all of them start with 3 bombs per life, lack a special attack and may only have a single weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Hell Diver&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#849494; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Hell Diver&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_hell_diver.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*'''Speed:''' Very fast ('''4.5X''', '''3.3Y''').&lt;br /&gt;
*'''Shot:''' Narrow twin shot that spreads outwards.&lt;br /&gt;
*'''Fire-rate:''' High.&lt;br /&gt;
*'''Missile:''' Fires missiles to the sides that target enemies. The missiles have a considerable delay before going forward.&lt;br /&gt;
**'''Special attack:''' Fires several of the same missiles.&lt;br /&gt;
*'''Laser:''' Throws boomerangs with piercing properties.&lt;br /&gt;
**'''Special attack:'''  Throws several boomerangs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Raiden mk-II&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#BD3121; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Raiden mk-II&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_raiden_mkii.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*'''Speed:''' Slowest ('''2.5X''', '''1.8Y''').&lt;br /&gt;
*'''Shot:''' Plasma Laser from Raiden II. Starts as a narrow twin shot, when powered-up it turns into a laser that bends to hit multiple targets.&lt;br /&gt;
*'''Fire-rate:''' Highest.&lt;br /&gt;
*'''Missile:''' Homing missiles from Raiden II.&lt;br /&gt;
*'''Bomb:''' Thermonuclear bomb (red) from Raiden II. Very long detonation time.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Judge Spear&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#A5ADAD; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Judge Spear&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_judge_spear.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*'''Speed:''' Very fast ('''5.4X''', '''4Y''').&lt;br /&gt;
*'''Shot:''' Narrow twin shots.&lt;br /&gt;
*'''Fire-rate:''' High.&lt;br /&gt;
*'''Missile:''' Napalm missiles from Viper Phase 1. Sets of 2 missiles are fired forward that release several napalm explosions upon impact.&lt;br /&gt;
*'''Bomb:''' Bomb from Viper Phase 1. Detonates slightly ahead of the ship into a large sphere.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Aegis IIC&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#6B846B; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Aegis IIC&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_aegis_iic.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
This is a camouflage painted version of the Aegis IV. Both secondary weapons have a higher fire-rate compared to the regular Aegis IV.&lt;br /&gt;
*'''Speed:''' Slow ('''3X''', '''2.2Y''').&lt;br /&gt;
*'''Shot:''' Medium width.&lt;br /&gt;
*'''Fire-rate:''' Medium.&lt;br /&gt;
*'''Missile:''' Fires missiles forward.&lt;br /&gt;
*'''Laser:''' Fires homing lasers. These are similar to Aegis IV's charged lasers.&lt;br /&gt;
&amp;lt;small&amp;gt;'''Fun fact:''' Very rarely, at the start of the airport stage a [[Raiden_Fighters_2:_Operation_Hell_Dive#Aegis_IIC_assistance|supporting Aegis IIC appears to assist the player]].&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Raiden mk-IIβ&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#7BC3EF; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Raiden mk-IIβ&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_raiden_mkiib.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
This is the 2P side version of Raiden mk-II in Raiden II. It has the vulcan shot, nuclear missiles and cluster bomb. Just like in Raiden II, a key difference with the mk-IIβ is faster movement speed.&lt;br /&gt;
*'''Speed:''' Medium ('''3.2X''', '''2.3Y''').&lt;br /&gt;
*'''Shot:''' Vulcan shot from Raiden II. Basic shot that becomes increasingly wider.&lt;br /&gt;
*'''Fire-rate:''' Lowest.&lt;br /&gt;
*'''Missile:''' Nuclear missiles from Raiden II. Missiles fired forward with a quick reload time.&lt;br /&gt;
*'''Bomb:''' Cluster bomb (yellow) from Raiden II. Throws small bombs that detonate around it. Unlike Raiden mk-II's bomb, the denotation time is almost instant.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Blue Javelin&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#316394; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Blue Javelin&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_blue_javelin.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
This is the 2P side version of Judge Spear in Viper Phase 1. Blue Javelin has slower movement speed, a slightly wider shot and different missiles.&lt;br /&gt;
*'''Speed:''' Fast ('''3.6X''', '''2.6Y''').&lt;br /&gt;
*'''Shot:''' Narrow 3-Way shot.&lt;br /&gt;
*'''Fire-rate:''' High.&lt;br /&gt;
*'''Missile:''' Regular missiles from Viper Phase 1. Fires missiles forward in a wide arc, note that a single tap of the A button releases all of them.&lt;br /&gt;
*'''Bomb:''' Bomb from Viper Phase 1. Detonates slightly ahead of the ship into a large sphere.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Miclus&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#00217B; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Miclus&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_miclus.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*'''Speed:''' Medium ('''3.2X''', '''2.3Y''').&lt;br /&gt;
*'''Shot:''' 3-Way shot.&lt;br /&gt;
*'''Fire-rate:''' Low.&lt;br /&gt;
*'''Bomb:''' Breathes fire, similar to Beast Wing's charged flamethrower. This bomb is unique in that it is the only one that grants full invincibility against projectiles, but the flames themselves do not clear bullets.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Fairy&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#F7CE94; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Fairy&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_fairy.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Fairy is the Slave of Miclus.&lt;br /&gt;
*'''Speed:''' Medium ('''3.2X''', '''2.3Y''').&lt;br /&gt;
*'''Shot:''' Wide 5-Way shot.&lt;br /&gt;
*'''Fire-rate:''' Highest.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Slave&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#000000; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Slave&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_slave.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Unlike the previous game, Slave always starts with 3 bombs regardless of the fighter originally selected. It also shares the bomb this time around. Slaves (and therefore the Fairy) have a smaller hitbox than the rest of the fighters.&lt;br /&gt;
*'''Speed:''' Inherits the speed of [[Raiden_Fighters_2:_Operation_Hell_Dive#Unlock the hidden ships|the ship originally highlighted]].&lt;br /&gt;
*'''Shot:''' Wide 5-Way shot.&lt;br /&gt;
*'''Bomb:''' Inherits the bomb of [[Raiden_Fighters_2:_Operation_Hell_Dive#Unlock the hidden ships|the ship originally highlighted]].&lt;br /&gt;
*'''Fire-rate:''' Highest.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;&amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt;Dark Sword&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#4A5252; color:#FFFFFF;&amp;quot; | &amp;lt;big&amp;gt;Dark Sword&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_dark_sword.png|350px]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
This is one of the few ships to not appear in the player select screen even when all the others have been unlocked. Minus its shot which is the same as Judge Spear's, Dark Sword is functionally identical to Blue Javelin with faster speed.&lt;br /&gt;
*'''Speed:''' Fastest ('''6.5X''', '''4.7Y''').&lt;br /&gt;
*'''Shot:''' Narrow twin shots.&lt;br /&gt;
*'''Fire-rate:''' High.&lt;br /&gt;
*'''Missile:''' Regular missiles from Viper Phase 1. Fires missiles forward in a wide arc (same as Blue Javelin).&lt;br /&gt;
*'''Bomb:''' Bomb from Viper Phase 1. Detonates slightly ahead of the ship into a large sphere.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rank==&lt;br /&gt;
&lt;br /&gt;
Rank affects bullet speed and enemy fire-rate. Rank decreases considerably after dying.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
===Medals===&lt;br /&gt;
&lt;br /&gt;
The medal system is virtually unchanged from how it worked in [[Raiden Fighters]]. At first, 3 different groups can appear depending on how many slaves the player currently has. Upon collected, medals increase in value when no other medals are on the screen, making it important to uncover and collect them one by one.&lt;br /&gt;
&lt;br /&gt;
Gray medals appear when the player has no slaves.&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;
| [[File:RF1_gray_medal_1.png]] &amp;lt;br&amp;gt; '''10 points''' || [[File:RF1_gray_medal_1.png]] &amp;lt;br&amp;gt; '''20 points''' || [[File:RF1_gray_medal_1.png]] &amp;lt;br&amp;gt; '''30 points''' || [[File:RF1_gray_medal_2.png]] &amp;lt;br&amp;gt; '''40 points''' || [[File:RF1_gray_medal_2.png]] &amp;lt;br&amp;gt; '''50 points''' || [[File:RF1_gray_medal_2.png]] &amp;lt;br&amp;gt; '''60 points''' || [[File:RF1_gray_medal_3.png]] &amp;lt;br&amp;gt; '''70 points''' || [[File:RF1_gray_medal_3.png]] &amp;lt;br&amp;gt; '''80 points''' || [[File:RF1_gray_medal_3.png]] &amp;lt;br&amp;gt; '''90 points'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Blue medals appear when the player has 1 slave.&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;
| [[File:RF1_blue_medal_1.png]] &amp;lt;br&amp;gt; '''100 points''' || [[File:RF1_blue_medal_1.png]] &amp;lt;br&amp;gt; '''200 points''' || [[File:RF1_blue_medal_1.png]] &amp;lt;br&amp;gt; '''300 points''' || [[File:RF1_blue_medal_2.png]] &amp;lt;br&amp;gt; '''400 points''' || [[File:RF1_blue_medal_2.png]] &amp;lt;br&amp;gt; '''500 points''' || [[File:RF1_blue_medal_2.png]] &amp;lt;br&amp;gt; '''600 points''' || [[File:RF1_blue_medal_3.png]] &amp;lt;br&amp;gt; '''700 points''' || [[File:RF1_blue_medal_3.png]] &amp;lt;br&amp;gt; '''800 points''' || [[File:RF1_blue_medal_3.png]] &amp;lt;br&amp;gt; '''900 points'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Green medals appear when the player has 2 slaves.&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;
| [[File:RF1_green_medal_1.png]] &amp;lt;br&amp;gt; '''1,000 points''' || [[File:RF1_green_medal_1.png]] &amp;lt;br&amp;gt; '''2,000 points''' || [[File:RF1_green_medal_1.png]] &amp;lt;br&amp;gt; '''3,000 points''' || [[File:RF1_green_medal_2.png]] &amp;lt;br&amp;gt; '''4,000 points''' || [[File:RF1_green_medal_2.png]] &amp;lt;br&amp;gt; '''5,000 points''' || [[File:RF1_green_medal_2.png]] &amp;lt;br&amp;gt; '''6,000 points''' || [[File:RF1_green_medal_3.png]] &amp;lt;br&amp;gt; '''7,000 points''' || [[File:RF1_green_medal_3.png]] &amp;lt;br&amp;gt; '''8,000 points''' || [[File:RF1_green_medal_3.png]] &amp;lt;br&amp;gt; '''9,000 points'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After each medal group has been maxed out, they will be replaced by gold medals worth '''10,000 points'''. Gold medals can increase their value as well through different means: when nine 10k medals are on screen at once they will explode, now their maximum value is '''100,000 points'''. Dropping a 100k medal will reset their value back to 10,000 points, but the unlocking method doesn't have to be done a second time.&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;
| [[File:RF1_gold_medal.png]] &amp;lt;br&amp;gt; '''10,000 points''' || [[File:RF1_gold_medal.png]] &amp;lt;br&amp;gt; '''20,000 points''' || [[File:RF1_gold_medal.png]] &amp;lt;br&amp;gt; '''30,000 points''' || [[File:RF1_gold_medal.png]] &amp;lt;br&amp;gt; '''40,000 points''' || [[File:RF1_gold_medal.png]] &amp;lt;br&amp;gt; '''50,000 points''' || [[File:RF1_gold_medal.png]] &amp;lt;br&amp;gt; '''60,000 points''' || [[File:RF1_gold_medal.png]] &amp;lt;br&amp;gt; '''70,000 points''' || [[File:RF1_gold_medal.png]] &amp;lt;br&amp;gt; '''80,000 points''' || [[File:RF1_gold_medal.png]] &amp;lt;br&amp;gt; '''90,000 points''' || [[File:RF1_gold_medal.png]] &amp;lt;br&amp;gt; '''100,000 points'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hidden bonus===&lt;br /&gt;
&lt;br /&gt;
There are several bonuses that can be triggered by performing specific tasks. A message appears near the top of the screen when a bonus is done successfully.&lt;br /&gt;
&lt;br /&gt;
*'''QUICK SHOT! (10,000 points - 100,000 points)'''&lt;br /&gt;
**Destroy an enemy before it fires.&lt;br /&gt;
*'''DESTROYED AT A TIME! (100,000 points)'''&lt;br /&gt;
**Destroy two specific targets under roughly 1 second.&lt;br /&gt;
*'''DISCOVERED THE FAIRY! (100,000 points)'''&lt;br /&gt;
**A fairy will appear when achieving multiple bonuses in a row, stalling the destruction of a large enemy, or other tasks. The fairy can be collected for 100,000 points, but drops a bomb item before leaving.&lt;br /&gt;
*'''DISCOVERED FAIRIES! (100,000 points)'''&lt;br /&gt;
**During the sky stage, destroy the engine parts of every large aircraft and several fairies will dive down the screen at the end, taking the place of regular enemy spawns. These fairies don't leave bombs.&lt;br /&gt;
*'''KILLED THE FAIRY! (10 points)'''&lt;br /&gt;
**Shoot down a fairy.&lt;br /&gt;
*'''DISCOVERED THE MICLUS! (100,000 points)'''&lt;br /&gt;
**A Miclus appears when flying over a specific spot or by doing other tasks. They release up to 9 medals when shot at and subsequently explode granting 100,000 points.&lt;br /&gt;
*'''DEFENDED THE TANK! (100,000 points x 3)'''&lt;br /&gt;
**Near the end of the airport stage, prevent the large tank from destroying the 3 smaller tanks. This is a reference to the &amp;quot;DEFENDED THE HOUSE!&amp;quot; bonus from [[Raiden Fighters]].&lt;br /&gt;
*'''DESTROYED TANK FIRST! (30,000 points x 2)'''&lt;br /&gt;
**During the beach stage, there are 2 hovercrafts with a tank appearing, destroy the tank before the hovercraft it came out of to achieve this bonus. This is a reference to the &amp;quot;DESTROYED HOVERSHIP FIRST!&amp;quot; bonus from [[Raiden Fighters]].&lt;br /&gt;
&lt;br /&gt;
===Grazing===&lt;br /&gt;
&lt;br /&gt;
When the player is close enough to a bullet, sparks will appear to the left or right side of their ship (depending on where the bullet is) and a unique sound effect plays. Points on a per-frame basis are granted, starting at 110 and increasing by 10 points every frame until reaching the max of 1,110 points per frame. The graze value resets back to 110 if no grazing is done for 60 frames. This is the same for all ships (including their slave variants) except for the Fairy. The graze value for the Fairy stays consistently at 1,110 points. This makes her accumulate much more score from grazing over the course of an entire run.&lt;br /&gt;
&lt;br /&gt;
Compared to its prequel, graze opportunities are much more prominent in ''Raiden Fighters 2'' particularly during boss encounters.&lt;br /&gt;
&lt;br /&gt;
Playing the game normally and uncovering most of the secrets usually results in scores in the 70-80 millions range by the end. By implementing grazing strategies it is not rare to reach scores over the 100 millions range with enough practice, though how much is required can heavily depend on a ship's scoring potential. For more information see the [[STG_Hall_of_Records/R#Raiden_Fighters_2|STG Hall of Records]].&lt;br /&gt;
&lt;br /&gt;
It is more lucrative and easier to graze slower bullets as they linger on screen for longer. Therefore, suiciding to lower the [[Raiden_Fighters_2:_Operation_Hell_Dive#Rank|rank]] becomes a high-end scoring strategy.&lt;br /&gt;
&lt;br /&gt;
===Mission bonus===&lt;br /&gt;
&lt;br /&gt;
At the end of stages 3, 6 and the final stage this bonus is awarded. The total amount of points is calculated with the following formula:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&lt;br /&gt;
|-&lt;br /&gt;
| '''Target Destroy Rate × Earned Medals × 100'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clear bonus===&lt;br /&gt;
&lt;br /&gt;
A special bonus is awarded for clearing with a single credit. If Red Eye was the final boss this is '''10,000,000 points''', or '''1,000,000 points''' if the final boss was Rafflesia.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
===Unlock the hidden ships===&lt;br /&gt;
&lt;br /&gt;
In ''Raiden Fighters 2'', there are 2 ways to play as the hidden ships: wait for them to be available once the (normally secret) days of operation counter reaches a certain point, and button combos. These 2 factors are intertwined, however, and under certain conditions most hidden ships won't be available. For example, the days of operation counter is under 15 and the player tries the code to play as Miclus (who is unlocked very late), this will never work, not until enough days have passed.&lt;br /&gt;
&lt;br /&gt;
Probably for debugging purposes, there is a way to visualize and manually increase the days of operation. In the Service Menu, inside '''GAME SETTINGS''' set both options under '''SHOOTER1''' and '''SHOOTER2''' to 9 and enable Free Play. Now, under '''I/O TEST''' the days of operation are visible. Furthermore, holding the buttons corresponding to '''TEST SW''' and '''SERVICE SW''' followed by pressing the 2P side's Start button increases the days of operation.&lt;br /&gt;
&lt;br /&gt;
====Days of operation====&lt;br /&gt;
&lt;br /&gt;
In the player select screen, the '''?''' icon (random selection) occasionally shows Hell Diver, Raiden mk-II and Judge Spear. This is the only way to as them initially&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&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; | Days of operation !! style=&amp;quot;width:60%;&amp;quot; | Available by default !! style=&amp;quot;width:30%;&amp;quot; | Available by button combinations&lt;br /&gt;
|-&lt;br /&gt;
| 0-14 || Aegis IV, Beast Wing, Chaser 2000, Death Header, Eraser, Flying Ray, Griffin || None&lt;br /&gt;
|-&lt;br /&gt;
| 15-42 || Aegis IV, Beast Wing, Chaser 2000, Death Header, Eraser, Flying Ray, Griffin, Hell Diver || Raiden mk-II*, Judge Spear, Aegis IIC&lt;br /&gt;
|-&lt;br /&gt;
| 43-70 || Aegis IV, Beast Wing, Chaser 2000, Death Header, Eraser, Flying Ray, Griffin, Hell Diver, Raiden mk-II, Judge Spear || Aegis IIC, Raiden mk-IIβ, Blue Javelin, Miclus, Fairy, Slave&lt;br /&gt;
|-&lt;br /&gt;
| 71 and onwards || Aegis IV, Beast Wing, Chaser 2000, Death Header, Eraser, Flying Ray, Griffin, Hell Diver, Raiden mk-II, Judge Spear, Aegis IIC, Raiden mk-IIβ, Blue Javelin, Miclus || Fairy, Slave, Dark Sword&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;During this period, for some reason Miclus' button combination also selects Raiden mk-II.&lt;br /&gt;
&lt;br /&gt;
====Button combinations====&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 !! Inputs&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_raiden_mkii_sprite.png|center]] '''Raiden mk-II'''&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
*Highlight '''?''' (random selection).&lt;br /&gt;
*Hold Right.&lt;br /&gt;
*Press the A or B buttons.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_judge_spear_sprite.png|center]] '''Judge Spear'''&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
*Highlight '''?''' (random selection).&lt;br /&gt;
*Hold Down.&lt;br /&gt;
*Press the A or B buttons.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_aegis_iic_sprite.png|center]] '''Aegis IIC'''&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
*Hold the A button.&lt;br /&gt;
*Start a credit.&lt;br /&gt;
*Highlight '''Aegis IV'''.&lt;br /&gt;
*Hold Up.&lt;br /&gt;
*Press the A or B buttons.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_raiden_mkiib_sprite.png|center]] '''Raiden mk-IIβ'''&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
*Hold the A button.&lt;br /&gt;
*Start a credit.&lt;br /&gt;
*Highlight '''?''' (random selection).&lt;br /&gt;
*Hold Right.&lt;br /&gt;
*Press the A or B buttons.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_blue_javelin_sprite.png|center]] '''Blue Javelin'''&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
*Hold the A button.&lt;br /&gt;
*Start a credit.&lt;br /&gt;
*Highlight '''?''' (random selection).&lt;br /&gt;
*Hold Down.&lt;br /&gt;
*Press the A or B buttons.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_miclus_sprite.png|center]] '''Miclus'''&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
*Hold the A button.&lt;br /&gt;
*Start a credit.&lt;br /&gt;
*Highlight '''?''' (random selection).&lt;br /&gt;
*Hold Down-Right.&lt;br /&gt;
*Press the A or B buttons.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_fairy_sprite.png|center]] '''Fairy'''&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
*Hold the A and B buttons.&lt;br /&gt;
*Start a credit.&lt;br /&gt;
*Highlight '''?''' (random selection).&lt;br /&gt;
*Hold Down-Right.&lt;br /&gt;
*Press the A or B buttons.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_slave_sprite.png|center]] '''Slave'''&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
*Hold the B button.&lt;br /&gt;
*Start a credit.&lt;br /&gt;
*Highlight any fighter.&lt;br /&gt;
*Press the A or B buttons.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_dark_sword_sprite.png|center]] '''Dark Sword'''&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
*Hold the A button.&lt;br /&gt;
*Start a credit.&lt;br /&gt;
*Highlight '''?''' (random selection).&lt;br /&gt;
*Press the A or B buttons.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since Slave's button input simply involves holding the B button it can be used alongside other codes. This is helpful if the player wants to use the Slave of a ship not currently present in the select screen. This is also the only way to play as Slave of Dark Sword.&lt;br /&gt;
&lt;br /&gt;
===Stage order===&lt;br /&gt;
&lt;br /&gt;
By holding Up, Down, Left or Right before starting a credit stages 1-2 and 4-5 can be set into a fixed order.&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;
! Direction || Stage 1 !! Stage 2 !! Stage 3 !! Stage 4 !! Stage 5 !! Stage 6 !! Stage 7&lt;br /&gt;
|-&lt;br /&gt;
| Up || '''Airport''' || '''Lake''' || Train || '''Sky''' || '''Beach''' || Desert || Final Mission&lt;br /&gt;
|-&lt;br /&gt;
| Down || '''Airport''' || '''Lake''' || Train || '''Beach''' || '''Sky''' || Desert || Final Mission&lt;br /&gt;
|-&lt;br /&gt;
| Left || '''Lake''' || '''Airport''' || Train || '''Beach''' || '''Sky''' || Desert || Final Mission&lt;br /&gt;
|-&lt;br /&gt;
| Right || '''Lake''' || '''Airport''' || Train || '''Sky''' || '''Beach''' || Desert || Final Mission&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aegis IIC assistance===&lt;br /&gt;
&lt;br /&gt;
When airport is stage 2 and the player has died beforehand, Aegis IIC will appear at the start of the stage to support, up to 2 can be assisting the player depending on the number of deaths (but more than 2 won't trigger this secret). Every enemy destroyed by it awards 10,000 points. 100,000 points will be awarded for every remaining Aegis IIC by the end of the stage.&lt;br /&gt;
&lt;br /&gt;
In a two-player game, these rules do not apply, with 2 Aegis IIC always appearing regardless of the number of deaths.&lt;br /&gt;
&lt;br /&gt;
===Slave formations===&lt;br /&gt;
&lt;br /&gt;
There are different formations the slaves can assume depending on the sum of lives and bombs the player has, to trigger a formation the only requirement is collecting a surplus slave item. For the 7 default fighters and Hell Diver these formations are only available when using the special attack, otherwise they are permanent until its changed or all of the player's slaves are destroyed.&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;
! #Lives + #Bombs !! Formation&lt;br /&gt;
|-&lt;br /&gt;
| 0, 4, 8&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
Slaves positioned ahead of the player fire spread twin shots.&lt;br /&gt;
|-&lt;br /&gt;
| 1, 5, 9&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
*Fixed position ('''default ships''', '''Hell Diver''').&lt;br /&gt;
*Slaves slowly follow the player ('''hidden ships''').&lt;br /&gt;
Both fire narrow twin shots.&lt;br /&gt;
|-&lt;br /&gt;
| 2, 6&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
Slaves move sideways and fire 3-way shots.&lt;br /&gt;
|-&lt;br /&gt;
| 3, 7&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
Homing slaves.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Player side differences===&lt;br /&gt;
&lt;br /&gt;
Either due to bugs or intentional design, many shoot em' ups have differences between 1P side and 2P side. In ''Raiden Fighters 2'', the grazing hitbox when playing on 2P side is larger, extended 4 pixels in both vertical dimension&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=64256 Differences between 1P and 2P player sides (various games) - Shmups Forum]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
&lt;br /&gt;
There are several versions of ''Raiden Fighters 2'' released for different countries, namely: the US, China, Hong Kong, Korea, Taiwan, Germany, Switzerland and Italy. Changes that are shared by several versions are listed here. More unique changes are present in their respective section.&lt;br /&gt;
&lt;br /&gt;
*The text in the mission briefing screens has been translated to English ('''every version''').&lt;br /&gt;
*There are no requirements for accessing the Red Eye fight ('''every version''').&lt;br /&gt;
*Expert mode is not playable ('''every version''').&lt;br /&gt;
*In the sky stage, the turrets at the tip of the wings and the 2 guns near the cockpit of the large aircrafts, alongside the brown plane formations that dive down the screen now fire faster yellow bullets as opposed to the slow orange bullets from the Japanese version ('''every version''').&lt;br /&gt;
*There is a second loop with higher rank and suicide bullets (this goes for both Normal and Special modes). Only after finishing it the clear bonus is granted ('''US''', '''Hong Kong''', '''Korea''', '''Taiwan''', '''Germany''', '''Switzerland''', '''Italy''').&lt;br /&gt;
*Using a continue in the final stage no longer sends the player back to a specific point ('''US''', '''Hong Kong''', '''Korea''', '''Taiwan''', '''Germany''', '''Switzerland''', '''Italy''').&lt;br /&gt;
*After using a continue, the player can choose a different ship as opposed to starting with the one they originally selected ('''US''', '''Hong Kong''', '''Korea''', '''Taiwan''', '''Germany''', '''Switzerland''', '''Italy''').&lt;br /&gt;
*Hell Diver, Raiden mk-II and Judge Spear are available by default along with Aegis IIC, Raiden mk-IIβ, Blue Javelin, Miclus and Slaves via their secret codes ('''Hong Kong''', '''Korea''', '''Taiwan''', '''Germany''', '''Switzerland''', '''Italy''').&lt;br /&gt;
*Dark Sword and Special mode are unlocked when the days of operation counter is over 42 days ('''Korea''', '''Taiwan''', '''Italy''').&lt;br /&gt;
*Dark Sword and Special mode are unlocked when the days of operation counter is over 70 days ('''Hong Kong''', '''Germany''', '''Switzerland''').&lt;br /&gt;
&lt;br /&gt;
===US===&lt;br /&gt;
&lt;br /&gt;
[[File:RF2_US_warning_screen.png|left]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
This version has the following differences:&lt;br /&gt;
&lt;br /&gt;
*A Parental Advisory warning screen has been added. It is seen when the game first boots up and throughout the attract cycle.&lt;br /&gt;
*The time it takes to uncover a Miclus by flying over its hidden spot has been significantly shortened. For ships with medium to slow speed simply reaching the spot is enough to make the Miclus appear.&lt;br /&gt;
*The days required to unlock the hidden ships is the same as the Japanese version. However, the option to enable Special mode only appears once the days of operation counter is '''over 70 days'''.&lt;br /&gt;
&lt;br /&gt;
===US Single Board===&lt;br /&gt;
&lt;br /&gt;
This is known as &amp;quot;US Single Board&amp;quot; in emulators like MAME, being an updated version of the US release (notice the modified logo, Raiden Fighters '''2.1'''). It has the following differences:&lt;br /&gt;
&lt;br /&gt;
*There is no 999 countdown when the machine is first booted up.&lt;br /&gt;
*All the secret ships are unlocked.&lt;br /&gt;
*Special mode isn't locked under the days of operation (for some reason, the days of operation are maxed out at 9999 by default) and can be enabled anytime in Service Menu just like the Japanese version.&lt;br /&gt;
&lt;br /&gt;
Aside from that, all the prior changes from the first US release carry over to this version.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RF2.1_title_screen_1.png&lt;br /&gt;
RF2.1_title_screen_2.png&lt;br /&gt;
RF2.1_logo_1.png&lt;br /&gt;
RF2.1_logo_2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===China===&lt;br /&gt;
&lt;br /&gt;
This is an unofficial Chinese version released in the year 2000, it is known as '''Raiden Fighters 2 Operation Hell Dive 2000''' and '''Raiden Fighters 2 2000 Operation Hell Dive''' (it is unclear which one is the official name). It has the following differences:&lt;br /&gt;
&lt;br /&gt;
*There is no 999 countdown when the machine is first booted up.&lt;br /&gt;
*All the secret ships are unlocked.&lt;br /&gt;
*Rank is much lower compared to any other version. This causes both demos during the attract sequence to desync.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RF2_2k_title_screen_1.png&lt;br /&gt;
RF2_2k_title_screen_2.png&lt;br /&gt;
RF2_2k_logo_1.png&lt;br /&gt;
RF2_2k_logo_2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Audio differences====&lt;br /&gt;
&lt;br /&gt;
The Japanese version and every other release use the Yamaha YMF271 for their sound chips, while this version has two Oki MSM6295 (Note: both of these specifications were taken from the '''System Information''' menu in the emulator MAME). This version has considerably inferior sound quality, several songs (stages and boss BGM) play as one part of their entire track in a short loop and many sections of the game have the wrong BGM being played.&lt;br /&gt;
&lt;br /&gt;
*The 'insert credit' sound effect is the same as [[Raiden Fighters Jet]].&lt;br /&gt;
*The intro sequence has no BGM.&lt;br /&gt;
*The lake stage plays the beach stage BGM.&lt;br /&gt;
*The second portion of the train stage (everything after the 'target approaching' warning) plays the boss BGM.&lt;br /&gt;
*The desert stage plays the BGM of the first portion of the train stage.&lt;br /&gt;
*The final stage plays the sky stage BGM.&lt;br /&gt;
*The Red Eye fight plays the beach stage BGM.&lt;br /&gt;
*The ending screen plays the airport stage BGM.&lt;br /&gt;
*The name entry screen plays the mission briefing BGM.&lt;br /&gt;
*The staff roll plays the BGM of the first portion of the train stage.&lt;br /&gt;
*Judge Spear, Blue Javelin and Dark Sword's bomb has the wrong sound effect. It uses the same sound effect as Raiden mk-II's bomb.&lt;br /&gt;
&lt;br /&gt;
===Taiwan===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Japan !! Taiwan&lt;br /&gt;
|-&lt;br /&gt;
| [[File:RF2_jp_score_ranking.png]] || [[File:RF2_taiwan_score_ranking.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The score ranking screen has a different graphic and text at the top. The stage labelling has also been changed due to the inclusion of the second loop.&lt;br /&gt;
*For some reason, the &amp;quot;Masters of Ships&amp;quot; screen that is seen throughout the attract cycle doesn't appear in this version.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
[[File:RF2_endeavor_easter_egg.png|right|thumb|The parked Endeavors.]]&lt;br /&gt;
&lt;br /&gt;
*In a two-player game with Raiden mk-II and Raiden mk-IIβ, if the Raiden mk-IIβ's bullets touch the back of Raiden mk-II they will spread into sparks that damage enemies. This is a reference to the original Raiden games where the same behavior is seen with the vulcan shot and blue laser.&lt;br /&gt;
*In the airport stage there are 3 stationary Endeavors that can be seen in the background. Unlike the nearby Aegis IIC these don't trigger any hidden bonuses and are purely a reference to [[Raiden Fighters]].&lt;br /&gt;
*Pressing the Start button after dying will show the message &amp;quot;DEAD POINT!&amp;quot; in the same way as the score bonuses, although it doesn't grant any points. The exact purpose of this is unknown.&lt;br /&gt;
&lt;br /&gt;
[[File:RF2_dead_point.png]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RF2_title_screen_2.png&lt;br /&gt;
RF2_logo_2.png&lt;br /&gt;
RF2_aegis_iv_sprite.png&lt;br /&gt;
RF2_beast_wing_sprite.png&lt;br /&gt;
RF2_chaser_2000_sprite.png&lt;br /&gt;
RF2_death_header_sprite.png&lt;br /&gt;
RF2_eraser_sprite.png&lt;br /&gt;
RF2_flying_ray_sprite.png&lt;br /&gt;
RF2_griffin_sprite.png&lt;br /&gt;
RF2_hell_diver_sprite.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References &amp;amp; Contributors==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
*Page creation by [[User:ADR|Andrew98]]&lt;br /&gt;
*[https://rf-emporium.ghegs.com/index.html Raiden Fighters Emporium]&lt;br /&gt;
*Ship movement speed in pixel per frame by [[User:Trap15|trap15]] | via shmups.wiki Discord&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Bomb_mechanic]]&lt;br /&gt;
[[Category:Grazing_mechanic]]&lt;br /&gt;
[[Category:Medal_mechanic]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;br /&gt;
[[Category:Raiden_series]]&lt;br /&gt;
[[Category:True_Last_Boss]]&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:RF2_dead_point.png&amp;diff=38217</id>
		<title>File:RF2 dead point.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:RF2_dead_point.png&amp;diff=38217"/>
		<updated>2026-05-30T03:34:09Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Strikers_1999&amp;diff=38216</id>
		<title>Strikers 1999</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Strikers_1999&amp;diff=38216"/>
		<updated>2026-05-30T03:23:44Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Strikers 1999 logo.gif|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #170f88&lt;br /&gt;
|innerbordercolor = #eeeeac&lt;br /&gt;
|title = Strikers 1999&lt;br /&gt;
|background = #dbecf5&lt;br /&gt;
|image = Strikers1999_titlescreen_jp.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Start screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[Psikyo]]&amp;lt;ref name=&amp;quot;psikyomoby&amp;quot;&amp;gt;&amp;quot;[https://www.mobygames.com/company/x-nautpsikyo X-Naut.Psikyo]&amp;quot; at Mobygames. Retrieved 2020.09.16.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|releasedate = '''Arcade''': 1999&amp;lt;ref name=&amp;quot;strikersarc&amp;quot;&amp;gt;&amp;quot;[https://www.arcade-museum.com/game_detail.php?game_id=9850 Strikers 1945 III]&amp;quot; at Arcade Museum. Retrieved 2021.01.30.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;'''Android''': 2015 &amp;lt;ref name=&amp;quot;taitomoby&amp;quot;&amp;gt;&amp;quot;[https://play.google.com/store/apps/details?id=com.mobirix.s1945iii_gg STRIKERS 1999]&amp;quot; at Google Play Store. Retrieved 2021.01.30.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;'''Switch''': Aug 29th, 2019 (Zerodiv)&amp;lt;ref name=&amp;quot;zerodiv&amp;quot;&amp;gt;&amp;quot;[https://www.mobygames.com/game/switch/strikers-1999 Strikers 1999 For Nintendo Switch]&amp;quot; at mobygames.com. Retrieved 2020.09.16&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;Jan 21st, 2020 (City Connection, NIS America)&amp;lt;ref name=&amp;quot;nis&amp;quot;&amp;gt;&amp;quot;[https://www.nintendo.com/games/detail/psikyo-shooting-stars-alpha-switch/ Psikyo Shooting Stars Alpha]&amp;quot; at Nintendo.com. Retrieved 2020.09.16.&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;city&amp;quot;&amp;gt;Screenshots page for &amp;quot;[https://www.nintendolife.com/games/nintendo-switch/psikyo_shooting_stars_alpha/screenshots Psikyo Shooting Stars Alpha]&amp;quot; at Nintendo.com. Retrieved 2020.09.16.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;'''PC''': Jun 30th, 2020 (City Connection)&amp;lt;ref name=&amp;quot;steam&amp;quot;&amp;gt;&amp;quot;[https://store.steampowered.com/app/1279400/STRIKERS_1945_III/ Strikers 1945 III]&amp;quot; at Metacritic. Retrieved 2021.01.30.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|previousgame = [[Space Bomber]]&lt;br /&gt;
|nextgame = [[Strikers 1945 Plus]]&lt;br /&gt;
|officialsite = [https://web.archive.org/web/20060206092727/http://www.x-nauts.com/psikyo/product/1999/index.html  X-Nauts]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Strikers 1999''''' (ストライカーズ1999), released internationally as Strikers 1945 III, is a vertical [[shooting game]] developed and published in 1999 by [[Psikyo]]. The game was ported to Android in 2015 and to the Switch in 2018 as part of the ''Psikyo Shooting Stars Alpha'' collection.&lt;br /&gt;
&lt;br /&gt;
The game is a direct sequel to [[Strikers 1945 II]], and is set 54 years after it's predecessor. The game deviates from the WWII aesthetic of previous Strikers titles, and incorporates more sci-fi elements. The game introduces the Technical Bonus scoring mechanic, which was later adopted by [[Dragon Blaze]].&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
Strikers 1999 is a 2 button game and consists of 8 stages. As with previous Psikyo titles, the order of the first 4 stages is randomised with each credit. The difficulty of these stages varies depending on how late they appear in the stage order. After clearing all 8 stages, the player automatically enters a second loop, which features significantly denser bullet patterns.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A Button (Press):''' Shot&lt;br /&gt;
* '''A Button (Hold):''' Super Shot (depletes Super Gauge)&lt;br /&gt;
* '''B Button:''' Bomb (depletes bomb stock)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Strikers1999_screenshot.png|175px|thumb|right|F-4 Phantom II and AV-8 Harrier in action]]&lt;br /&gt;
'''Main Shot'''&lt;br /&gt;
&lt;br /&gt;
Basic attack performed by pressing the shot button. This attack is upgraded by collecting Power-Up items, and reaches max power after three items have been collected. After collecting two Power-Up items the shot is supplemented by a secondary attack, or sub-shot, which offers some additional screen coverage. Colliding with an enemy will reduce the shot power by one level, and losing a life will reduce the shot to its base level.&lt;br /&gt;
&lt;br /&gt;
'''Super Shot'''&lt;br /&gt;
&lt;br /&gt;
The super gauge is located at the bottom left of the screen, and is filled by dealing damage to enemies (including bosses). Holding the A button releases a powerful attack which depletes the gauge. The Super Shot will be active for as long as the A button is held down until the gauge is fully depleted. Super Shots are character-specific and there are three different power levels of the Super Shot depending on how much of the gauge is filled when it is activated.&lt;br /&gt;
&lt;br /&gt;
Filling up the gauge is solely tied to damage inflicted. The more damage is dealt, the quicker the gauge is filling up - regardless of enemy destruction. Moreover, filling up single increments of the blue Lv.0 gauge takes less damage than filling up increments of the green Lv.1 gauge. Lastly, the yellow Lv.2 gauge is filled up the slowest.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Bombs not only grant invincibility but also clear enemy bullets and deal damage within specific areas of the screen. The precise effects of bombs are ship-specific.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
Strikers 1999 offers five playable ships by default, each with their own playstyle and unique advantages. A sixth ship, the X-36, can be unlocked by entering the code 01999 in Maintenance Mode. After this, the ship becomes selectable by pressing UP on the random ship on the ship select screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt; &amp;lt;span style=&amp;quot;display:none;&amp;quot;&amp;gt; F/A-18 Super Hornet &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#541488; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;F/A-18 Super Hornet&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_fa18.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' An 8-way blue shot, flanked by an additional green shot on each side.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Homing Missile.'' Heat-seeking missiles that home in on enemies. Up to 4 on screen at once.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Rapid Missile.'' The F/A-18's four options lock into position and fire a barrage of missiles directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Super Tomahawk.'' Deploys a bomb that clears most of the screen of bullets and deals damage to enemies. After the initial effect, a fiery circle stays on screen for a bit longer but is limited in range. Regardless of the player's position when the bomb is activated, the effect always stays right in the center of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Medium [91F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Super Hornet is a well-balanced ship with good damage when up close. While it deals significantly less damage if they are away from the enemy, due to how projectiles work in this game, it can be made up for with its Super Shot. A solid option overall, that can make good job of enemies with some routing.&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; F-117 Stealth &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#1b0c8c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;F-117 Stealth&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_f117.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' An 8-way purple shot, flanked by an additional green shot on each side.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Heat Mine.'' Slow moving mines that explode on contact with enemies. Up to 6 on screen at once.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Sonic Wave.'' Options move forward and deal damage in two small circular aoes directly in from of the craft.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Thunderbolt.'' Fully clears the screen of bullets and deals damage to enemies. The damage output is very weak.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Slow [96F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Stealth fires *very* slow projectiles and it's one of the slowest ships, this makes perform poorly when played in a regular way. To really make good use of it, the player must perform very aggressive shotgun strats. Due to how the game handles projectiles, they will repeatedly spawn if your distance between the enemy is small. They can also be used to cover multiple spaces at one due to their low speed, firing them before an enemy spawns in a location while you are covering another section of the screen. It can fall back on its wide shot and Super Shot when you aren't able to move their faces, but the Super Shot itself is very tricky to use, having comparably low range to the other ships. A powerful ship with potential, just not a conventional one.&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; F-22 Raptor &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#541488; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;F-22 Raptor&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_f22.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' A narrow green shot aimed directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Baryon Laser.'' 6 lasers that flank the main shot (3 on either side). Can pierce through multiple enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Twin Stinger.'' The ship's two options lock into position and each fire a powerful laser directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Cluster Bomb.'' Drops a bomb that fully clears the screen of bullets and deals damage to enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Fast [81F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Raptor's piercing Shots allow it to have a very good stage performance, and with some bosses with multiple parts and/or a myriad of [[Zako]] accompanying them, it's also good there. It suffers from a weak main shot however, so making good use of your Super Shot when needed is crucial, otherwise, big HP targets will spell disaster. &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; AV-8 Harrier &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#1b0c8c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;AV-8 Harrier&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_av8.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' Two columns of purple projectiles aimed directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Straight Missile.'' Missiles fired directly forward from the ship's two options.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Hunter Fortmation.'' Options will disengage from the craft and independently seek out targets to attack.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''B-52 Carpet Bombing.'' Two large planes will carpet bomb the screen, clearing the screen of bullets and dealing damage to enemies. Extremely high damage output. Unlike the other craft, the Harrier is not locked into an animation for this attack and can move freely. Since bullets do not disappear instantly, panic-bombing can often lead to death.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Slow [102F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Harrier has the most consistent main shot damage of any ship, and a very good bomb that let's you reposition very easily. It can use its Super Shot for stage portions with many [[Zako]]. Its the slowest ship in the game, even more than Stealth, so it necessitates heavy routing when compared to the other ships, and you will either have to let go of some medals or sacrifice enemy destruction if you want the most amount of points. Due to this, it's amongst the worst ships for scoring, but for survival, its flaws can be worked with for a ship that's really good at doing what it can do.&lt;br /&gt;
&lt;br /&gt;
*Note that unlike most other crafts, Harrier's two side options directly follow the movements of the main ship, rather than simply flanking on either side (i.e. similar behaviour to those in the [[Gradius]] series). This doesn't end up mattering much as you can only ever get two options, so lining all of them up isn't as important as with other trace options.&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; F-4 Phantom II &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#541488; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;F-4 Phantom II&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_f4.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' 5-way spread shot, flanked by green projectiles on either side.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Roll Napalm.'' Slow moving projectiles aimed directly forward. Up to 4 at once.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Cross Napalm.'' A single slow-moving, but highly damaging missile.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Samurai Sword '99.'' Performs a loop, while firing a large fiery projectile aimed directly forward. Similar to the bomb animation in [[Sengoku Ace]]. The bomb has incredible damage output when used pointblank (perhaps the highest damage in the game) but does almost no damage to targets further away.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Medium [85F]&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
Phantom is both fast and very powerful when up front, but has some of the worst stage performance in the game by itself since its sub shot can disappear if it doesn't hit something in its short travel distance. It's not encouraged to shotgun with this ship, it's required, but becomes *the* best boss killer if the player knows what they are doing thanks to its high damage and ability to macro dodge some peculiarly difficult patterns unlike Stealth or Harrier.&lt;br /&gt;
&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; X-36 &amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 75%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=6 style=&amp;quot;background-color:#1b0c8c; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;X-36&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;6&amp;quot; rowspan=&amp;quot;1&amp;quot; | [[File:Strikers1999_x36.png|150px|frameless|left]]&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Shot:''' Column of five blue shots aimed directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Sub Weapon:''' ''Variable Laser.'' Purple lasers that home-in on enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Super Shot:''' ''Spiral Laser.'' Fires a powerful laser directly forward.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Bomb:''' ''Mega Smasher.'' X-36 transforms into a mech and hurls an energy ball across the screen, damaging enemies in a large area. Can move during the transform animation.&amp;lt;br&amp;gt;&lt;br /&gt;
• '''Movement Speed:''' Fast [78F] &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot;| &lt;br /&gt;
The X-36 is considered the strongest ship in the game, thanks to its powerful homing lasers, fastest speed in the game, and devastating super shot attack. It lacks any meaningful weakness aside from dealing less damage when up front compared to other ships, but it's inconsequential when factoring how destructive its damage can be thanks to Super Shot. Recommended for beginners and veterans alike.&lt;br /&gt;
{{!}}}&lt;br /&gt;
&lt;br /&gt;
=== Hitboxes ===&lt;br /&gt;
&lt;br /&gt;
[[File:Strikers 1999 hitboxes.png|500px|center]]&lt;br /&gt;
&lt;br /&gt;
The exact dimensions of each of the hitboxes are as follows.&amp;lt;ref&amp;gt;All information on hitbox size provided by ''sikraiken''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
• '''F/A-18 Super Hornet:''' 5x8&amp;lt;br&amp;gt;&lt;br /&gt;
• '''F-117 Stealth:''' 5x6&amp;lt;br&amp;gt;&lt;br /&gt;
• '''F-22 Raptor:''' 5x7&amp;lt;br&amp;gt;&lt;br /&gt;
• '''AV-8 Harrier:''' 3x6&amp;lt;br&amp;gt;&lt;br /&gt;
• '''F-4 Phantom II:''' 5x6&amp;lt;br&amp;gt;&lt;br /&gt;
• '''X-36:''' 5x7&lt;br /&gt;
&lt;br /&gt;
The hitbox size is consistent and does not shrink during horizontal movement or when the ship is pushed against the edge of the screen.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird2_p.png|center]] || '''Power Up''' &amp;lt;br&amp;gt;Increases your shot power (max power after the 3rd item).  &amp;lt;br&amp;gt; At max power each item is worth 4000 points.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird_b.png|center]] || '''Bomb''' &amp;lt;br&amp;gt;Increases your bomb stock by 1 up to a max of 9.  &amp;lt;br&amp;gt; At max bombs each item is worth 10,000 points.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Strikers1999_medal.png|center]] || '''Medal''' &amp;lt;br&amp;gt;200-2000 point score item.  &amp;lt;br&amp;gt; Point reward depends on when the coin is collected during its spin animation. &amp;lt;br&amp;gt; An additional bonus of 200 points is rewarded for each consecutive medal collected at max value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
&lt;br /&gt;
After clearing all 8 regular stages, the player automatically enters a second loop. The second loop features significantly denser bullet patterns, and bosses have all-new patterns.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
=== Medals ===&lt;br /&gt;
----&lt;br /&gt;
Certain enemies, when destroyed, will leave behind gold medals that rotate on the spot. These medals will reward the player with 200, 500, 1000 or 2000 points, depending on when they are collected during their spin animation. To achieve the max score of 2000 points, medals must be collected specifically when they flash brightly. Each of the animation states lasts for 7 frames.&lt;br /&gt;
&lt;br /&gt;
If two 2000pt medals are collected consecutively, the player is awarded a chain bonus of 200 points. A yellow chain counter appears at the top of the screen that keeps track of the number of medals chained together in succession. This counter resets every time a lower scoring medal is picked up. The chain counter itself has no effect on scoring whatsoever, as the chain bonus stays consistently at 200 points for every chained medal.&lt;br /&gt;
&lt;br /&gt;
One loop contains 101 medals. If all of them were to be picked up when they are at their highest value, they are worth 222,000 points for loop 1 and 222,200 points for loop 2, as the chain bonus carries over from loop 1. Additionally, the final form of the boss in stage 2-8 can spawn up to four medal rings consisting of 16 medals each before the timeout. As these cannot all be picked up at their highest value, scores can significantly vary here.&lt;br /&gt;
&lt;br /&gt;
=== Technical Bonus ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Strikers1999_technicalbonus.png|150px|thumb|right|Boss enemy exposing its weak point]]&lt;br /&gt;
&lt;br /&gt;
This mechanic made its debut in Strikers 1999, and was later featured in Psikyo's 2000 title [[Dragon Blaze]]. At specific points during the second phase of each boss fight, bosses will temporarily expose a blue weak point for you to destroy. By default these weak points are invulnerable, but moving within close proximity will cause them to turn red, and dealing any damage to the red core will instantly kill the boss, and award you a '''Technical Bonus''' of 40,000 pts (bosses 1 to 4), 50,000 pts (bosses 5 and 7), or 36,000 pts (both of the stage 6 bosses). The final boss in stage 8 does not have a Technical Bonus.&lt;br /&gt;
&lt;br /&gt;
Bosses will only expose their weak point once per fight, and will usually release a barrage of bullets at the same time, so careful positioning is needed to take advantage of this opportunity. Note that the stage 8 boss does not have a weak point, so a Technical Bonus is not possible on this stage.&lt;br /&gt;
&lt;br /&gt;
=== Double Kill ===&lt;br /&gt;
----&lt;br /&gt;
In some situations, it is possible to destroy the core of a boss and get the reward for the Technical Bonus as well as destroy the regular body of the boss for a Double Kill. This trick is sometimes referred to as a &amp;quot;double Technical Bonus&amp;quot;. This designation is a misnomer, as the Technical Bonus is only rewarded once.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, there are two types of Double Kills depending on the nature of the boss fight:&lt;br /&gt;
&lt;br /&gt;
==== Geo Bite (stage 6) and Shadow Blinder (stage 7) ====&lt;br /&gt;
&lt;br /&gt;
When the core for the Technical Bonus is destroyed the last moment before the boss covers it up again and would start its final attack, the bonus for the Technical Bonus is rewarded and the boss enters a zombie state. In this bugged state, the boss will not shoot bullets, collisions are turned off and the player cannot use the Super Shot or bomb.&lt;br /&gt;
&lt;br /&gt;
The boss can then be destroyed regularly for the boss kill. The total score gain from Geo Bite is 36,000+20,000 for this trick and 50,000+30,000 for Shadow Blinder.&lt;br /&gt;
&lt;br /&gt;
==== All other bosses ====&lt;br /&gt;
&lt;br /&gt;
Theoretically, a double kill can also be achieved on all of the other bosses except for the final boss (as there is no Technical Bonus). Since none of them can reach the bugged state, the core and the main body of the boss have to be destroyed simultaneously within a very small frame window (most likely within 2 frames{{unconfirmed}}). For some ships this might require a bomb to make it more consistent, while others can rely on their Super Shot alone.&lt;br /&gt;
&lt;br /&gt;
=== Endgame Bonus ===&lt;br /&gt;
----&lt;br /&gt;
Clearing both loops rewards the player with an endgame bonus as follows:&lt;br /&gt;
*Lives Remaining x 100,000 (for a maximum of 300,000)&lt;br /&gt;
*Bomb Stock x 50,000 (for a maximum of 450,000)&lt;br /&gt;
*Power Level x 10,000 (for a maximum of 30,000)&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Strikers 1999/Strategy]] for '''secrets''' and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Choosing the boss in stage 6 ===&lt;br /&gt;
&lt;br /&gt;
Depending on the position of the player ship when the boss is launched toward the end of stage 6, one of two different bosses will be chosen. If the player ship is positioned on either side (marked in green), '''Geo Bite''' will appear. If the player ship is positioned in the center (marked in red), '''Cross Blade''' will appear.&lt;br /&gt;
&lt;br /&gt;
This principle is the same for both loops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=320px&amp;gt;&lt;br /&gt;
Strikers 1999 Cross Blade.png|&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Cross Blade&amp;lt;/span&amp;gt;&lt;br /&gt;
Strikers 1999 stage 6 boss select.png&lt;br /&gt;
Strikers 1999 Geo Bite.png|&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Geo Bite&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Versions ==&lt;br /&gt;
&lt;br /&gt;
There are two versions of the arcade release of ''Strikers 1999'' with minor differences in difficulty and language.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | [[File:Strikers1999_titlescreen_jp.png|100px]] &amp;lt;br&amp;gt;Japan Version&lt;br /&gt;
| style=&amp;quot;width:30%;&amp;quot; | Original version of the game entitled ''Strikers 1999''.&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | [[File:Strikers1945iiititle.png|100px]] &amp;lt;br&amp;gt;International Version&lt;br /&gt;
| style=&amp;quot;width:30%;&amp;quot; | Oversea version of the game entitled ''Strikers 1945 III''. Higher starting rank and English language text.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ports ==&lt;br /&gt;
&lt;br /&gt;
Following its original arcade release in 1999,&amp;lt;ref name=&amp;quot;strikersarc&amp;quot;/&amp;gt; Strikers 1999 received an Android port in 2015.&amp;lt;ref name=&amp;quot;taitomoby&amp;quot;/&amp;gt; The game was ported to the Nintendo Switch in 2018 by Zerodiv.&amp;lt;ref name=&amp;quot;zerodiv&amp;quot;/&amp;gt; After initially only being available on the Nintendo eShop, the game was later released physically as part of the Psikyo Shooting Stars Alpha compilation.&amp;lt;ref name=&amp;quot;nis&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On June 30th 2020, the game was released on Steam by Zerodiv and City Connection.&amp;lt;ref name=&amp;quot;steam&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Maintenance Codes == &lt;br /&gt;
&lt;br /&gt;
In the Service Menu, the player can access different features by entering the following Maintenance Codes.&amp;lt;ref&amp;gt;[https://rf-emporium.ghegs.com/s1999/tech.htm Raiden Fighters Emporium] by Ghegs&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''81650-Maintenance Mode:''' Makes more options in the main Operator Test Menu available, including a stage select option, rank select, and different levels of powerup.&lt;br /&gt;
&lt;br /&gt;
'''81630-Secret Random Enabled:''' The X-36 is available in the &amp;quot;?&amp;quot; Random Selector.&lt;br /&gt;
&lt;br /&gt;
'''81620-Secret All Disabled:'''&lt;br /&gt;
&lt;br /&gt;
'''12345-Reset Scores:'''&lt;br /&gt;
&lt;br /&gt;
'''81610-All Data Erased:''' Includes bookkeeping records and extended play information.&lt;br /&gt;
&lt;br /&gt;
'''01999-Secret Command Enabled:''' Press Up on the Joystick after selecting the &amp;quot;?&amp;quot; Random Selector to select the X-36.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*If the player uses a continue when the countdown timer shows exactly 3 matching numbers, they will respawn with a maxed super gauge.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;br /&gt;
[[Category: Bomb mechanic]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Raiden_II/Video_Index&amp;diff=38203</id>
		<title>Raiden II/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Raiden_II/Video_Index&amp;diff=38203"/>
		<updated>2026-05-29T00:56:47Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Arcade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arcade ==&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width: 100%;&amp;quot;&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; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Knight2k&lt;br /&gt;
| 40,476,300&lt;br /&gt;
| PCB&lt;br /&gt;
| 7-5&lt;br /&gt;
| [https://youtu.be/0ZENATtLhQk Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| saucykobold&lt;br /&gt;
| 16,743,760&lt;br /&gt;
| MAME (JP Set 1)&lt;br /&gt;
| 4-5&lt;br /&gt;
| [https://youtu.be/uNyOSzVzXH4 Youtube]&lt;br /&gt;
| video cuts off at start of 4-1&lt;br /&gt;
|-&lt;br /&gt;
| Miclus1&lt;br /&gt;
| 10,360,610&lt;br /&gt;
| MAME&lt;br /&gt;
| 3-6&lt;br /&gt;
| [https://www.twitch.tv/videos/2782165384 Twitch]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Knight2k&lt;br /&gt;
| 10,236,420&lt;br /&gt;
| PCB (JP Set 1)&lt;br /&gt;
| 3-4&lt;br /&gt;
| [https://youtu.be/vd27fPm8EYM Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Jaimers&lt;br /&gt;
| 4,676,370&lt;br /&gt;
| MAME (JP Set 1)&lt;br /&gt;
| 2-4&lt;br /&gt;
| [https://youtu.be/hUgDvU4udDI Youtube]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| PEG&lt;br /&gt;
| 4,583,070&lt;br /&gt;
| MAME&lt;br /&gt;
| 2-5&lt;br /&gt;
| [https://youtu.be/JeFuafGcNV0 Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Playstation, Normal (Major) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Playstation, Arcade (Colonel) ==&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align: center; width: 100%;&amp;quot;&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; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| saucykobold&lt;br /&gt;
| 15,366,120&lt;br /&gt;
| PS1 (emulated?)&lt;br /&gt;
| 4-1&lt;br /&gt;
| [https://youtu.be/5TRkEOY3_kA Youtube]&lt;br /&gt;
| video cuts off before 4-1 starts&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen&amp;diff=38164</id>
		<title>Shippu Mahou Daisakusen</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen&amp;diff=38164"/>
		<updated>2026-05-25T04:07:30Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Shippu-Mahou-Daisakusen-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 = Shippu-Mahou-Daisakusen-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 = '''Arcade''' &amp;lt;br&amp;gt; '''JP''':  September 1994 &amp;lt;/br&amp;gt; '''EU''': 1994 &amp;lt;br&amp;gt; '''Sega Saturn:''' June 14, 1996&amp;lt;ref&amp;gt;[https://web.archive.org/web/20200320230509/https://sega.jp/fb/segahard/ss/soft_licensee2.html Sega Saturn software licensee]&amp;lt;/ref&amp;gt;&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, as well addition of voice acting. 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;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Shippu-Mahou-Daisakusen-title.png|thumb|right|100px|JP version]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
[[File:Kingdom-Grandprix-title.png|226px|thumb|right|World 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 '''significant extra impact damage''' (2~4x against most enemies, up to a maximum of 16x), 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;
** After a boss and until the next stage, the effect of speed on temp rank is eliminated.&lt;br /&gt;
* Survival rank increases every 2048 frames (~34 seconds). Survival rank is reset to 0 upon losing a life or starting a new stage.&lt;br /&gt;
** However, the associated timer continues does not reset or pause at these times. As a result, survival rank may increment back to 1 shortly after a death or stage start had reset it to 0. (The survival timer does reset to 0 at the beginning of a new game or loop.)&lt;br /&gt;
** Survival rank still applies during the section following a boss.&lt;br /&gt;
* The temp rank may raise during some bosses.&lt;br /&gt;
* Different parts of a track may have a minor temp rank difference.&lt;br /&gt;
* Powering up shot or subweapon does not appear to impact rank. {{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;
See [[Shippu Mahou Daisakusen/Racing]] for more details about racing mechanics and strategy.&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;
* '''Racing information and guides:''' ''[[Shippu Mahou Daisakusen/Racing]]''&lt;br /&gt;
* '''Hacker's guide:''' ''[[Shippu Mahou Daisakusen/Reverse engineering notes]]''&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== Sega Saturn ===&lt;br /&gt;
&lt;br /&gt;
[[File:SMD_saturn_options_menu.png|thumb|right|Options menu with the Game Mode setting unlocked.]]&lt;br /&gt;
&lt;br /&gt;
''Shippu Mahou Daisakusen'' was ported to the Sega Saturn in the year 1996, presenting about the same experience as the Arcade version along with customizable options and higher quality voice clips. In the main menu the player can choose between '''Saturn Mode''' and '''Arcade Mode''', which are basically the game's Yoko and Tate orientations respectively. The '''Options''' menu allows the player to change a variety of different aspects such as difficulty level, number of credits available, button rebind and making the game always end after a single loop, among other options.&lt;br /&gt;
&lt;br /&gt;
There is also a hidden unlockable which is '''Shooting Mode'''. To activate it, go to the Options menu and input the following sequence: '''Up (x2)''', '''Down (x2)''', '''Left''', '''Right''', '''Left''', '''Right'''. After that, highlight Sound Mode and '''press Start''', this will unlock the Game Mode option which can be set to '''RACE''' or '''SHOOTING'''. During Shooting Mode, all racing elements are removed, making the game play more like a traditional shoot em' up.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&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;
* '''Rarely, Little Brother Gillman's orb attack can fire from thin air.''' https://youtube.com/watch?v=rW4c5-8OJ9w&lt;br /&gt;
&lt;br /&gt;
* '''Rarely, Skull Howard dive attack can wrap him off the bottom of the screen, causing him to reappear at the top of the screen with his next movement pattern.'''&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>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen&amp;diff=38163</id>
		<title>Shippu Mahou Daisakusen</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shippu_Mahou_Daisakusen&amp;diff=38163"/>
		<updated>2026-05-25T03:34:22Z</updated>

		<summary type="html">&lt;p&gt;ADR: I've been meaning to add this info for about 3 years and kept forgetting about it. Better late than never.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Shippu-Mahou-Daisakusen-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 = Shippu-Mahou-Daisakusen-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, as well addition of voice acting. 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;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[File:Shippu-Mahou-Daisakusen-title.png|thumb|right|100px|JP version]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
[[File:Kingdom-Grandprix-title.png|226px|thumb|right|World 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 '''significant extra impact damage''' (2~4x against most enemies, up to a maximum of 16x), 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;
** After a boss and until the next stage, the effect of speed on temp rank is eliminated.&lt;br /&gt;
* Survival rank increases every 2048 frames (~34 seconds). Survival rank is reset to 0 upon losing a life or starting a new stage.&lt;br /&gt;
** However, the associated timer continues does not reset or pause at these times. As a result, survival rank may increment back to 1 shortly after a death or stage start had reset it to 0. (The survival timer does reset to 0 at the beginning of a new game or loop.)&lt;br /&gt;
** Survival rank still applies during the section following a boss.&lt;br /&gt;
* The temp rank may raise during some bosses.&lt;br /&gt;
* Different parts of a track may have a minor temp rank difference.&lt;br /&gt;
* Powering up shot or subweapon does not appear to impact rank. {{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;
See [[Shippu Mahou Daisakusen/Racing]] for more details about racing mechanics and strategy.&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;
* '''Racing information and guides:''' ''[[Shippu Mahou Daisakusen/Racing]]''&lt;br /&gt;
* '''Hacker's guide:''' ''[[Shippu Mahou Daisakusen/Reverse engineering notes]]''&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== Sega Saturn ===&lt;br /&gt;
&lt;br /&gt;
[[File:SMD_saturn_options_menu.png|thumb|right|Options menu with the Game Mode setting unlocked.]]&lt;br /&gt;
&lt;br /&gt;
''Shippu Mahou Daisakusen'' was ported to the Sega Saturn in the year 1996, presenting about the same experience as the Arcade version along with customizable options and higher quality voice clips. In the main menu the player can choose between '''Saturn Mode''' and '''Arcade Mode''', which are basically the game's Yoko and Tate orientations respectively. The '''Options''' menu allows the player to change a variety of different aspects such as difficulty level, number of credits available, button rebind and making the game always end after a single loop, among other options.&lt;br /&gt;
&lt;br /&gt;
There is also a hidden unlockable which is '''Shooting Mode'''. To activate it, go to the Options menu and input the following sequence: '''Up (x2)''', '''Down (x2)''', '''Left''', '''Right''', '''Left''', '''Right'''. After that, highlight Sound Mode and '''press Start''', this will unlock the Game Mode option which can be set to '''RACE''' or '''SHOOTING'''. During Shooting Mode, all racing elements are removed, making the game play more like a traditional shoot em' up.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&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;
* '''Rarely, Little Brother Gillman's orb attack can fire from thin air.''' https://youtube.com/watch?v=rW4c5-8OJ9w&lt;br /&gt;
&lt;br /&gt;
* '''Rarely, Skull Howard dive attack can wrap him off the bottom of the screen, causing him to reappear at the top of the screen with his next movement pattern.'''&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>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:SMD_saturn_options_menu.png&amp;diff=38162</id>
		<title>File:SMD saturn options menu.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:SMD_saturn_options_menu.png&amp;diff=38162"/>
		<updated>2026-05-25T03:24:30Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Strikers_1945&amp;diff=38161</id>
		<title>Strikers 1945</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Strikers_1945&amp;diff=38161"/>
		<updated>2026-05-24T23:11:37Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:s1945_Logo.png|center|300px]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Strikers 1945&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = s1945_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 = [[Psikyo]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masaki Izutani&lt;br /&gt;
|&lt;br /&gt;
|program = Person B&lt;br /&gt;
|&lt;br /&gt;
|art = Person C&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' June 1995&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n26/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''Astro City Mini:''' July 28, 2022 &amp;lt;br&amp;gt; '''PlayStation:''' July 19, 1996&amp;lt;ref&amp;gt;[https://psxdatacenter.com/games/J/S/SLPS-00407.html PSX Data Center]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''Sega Saturn:''' June 28, 1996 &amp;lt;br&amp;gt; '''Switch:''' August 3, 2017 &amp;lt;br&amp;gt; '''PC''' &amp;lt;br&amp;gt; April 30, 2020 &amp;lt;br&amp;gt; December 30, 2025 (Relisting)&lt;br /&gt;
|previousgame = [[Gunbird]]&lt;br /&gt;
|nextgame = [[Sengoku Blade]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Strikers 1945 ==&lt;br /&gt;
'''''Strikers 1945''''' is a 1995 manic shooter developed by [[Psikyo]]. It is the first in the ''Strikers'' series of shooting games, followed by ''[[Strikers 1945 II]]'' (+ ''Strikers 1945 Plus'') and ''[[Strikers 1999]]'' (''Strikers 1945 III'').&amp;lt;br&amp;gt;&lt;br /&gt;
It follows a post-World War II plot where a mysterious organization known as C.A.N.Y. tries to take over the world with new super-weapons, and the &amp;quot;Strikers&amp;quot; team blast off to destroy the new threat. Like many Psikyo titles, it is known for its high bullet speeds and aggressive bosses.&lt;br /&gt;
&lt;br /&gt;
''Strikers 1945'' was ported to the Sega Saturn, PlayStation, Android platforms, Nintendo Switch, and PC. The game is also included in the Sega Astro City Mini V platform, released in 2022.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:S1945_ShipSelect.png|thumb|right|250px|The ship select screen in ''Strikers 1945''.]] ''Strikers 1945'' contains '''eight''' stages of play, with the first four stages played in a random order. There is a '''second loop''' that can be played simply by completing the first eight stages, for a total of 16 stages. The actual stages in ''Strikers 1945'' are often quite brief, with some being shorter than 60 seconds, with the bosses often taking up more time than the stages themselves. A single loop takes about 15 to 20 minutes on average.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Six ships are available to select, each one with its own shot type, option type, special weapon, and bomb attack.&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Button&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 330px;&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''A (Tap)'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Shot'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Fire the player's Shot weapon.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''A (Hold)'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Super-Shot'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Charge up the Super Shot. Release to fire.&amp;lt;br&amp;gt;Can only be performed when the player has [[options]] with them.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''B'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Bomb'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Releases a screen-clearing Bomb.&amp;lt;br&amp;gt;Bomb functionality varies between ships.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;''Note: Ship stats are rough guesstimates until more concrete data is found. Research needed. Speed is measured by the number of frames it takes the ship from going from one corner to the other, the smaller the number, the faster the ship is (90F would mean it takes the ship 90 frames or one second and a half for example)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#3184BD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;P-38 Lightning&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_P38.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Fastest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [90F] Slow&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a straight shot with a low shot limit. Options fire homing missiles.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options stay in place and fire concentrated straight shots.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault and drops a screen-covering explosive. Ship cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Lightning'' is a very solid ship in both stages and bosses thanks to its homing capabilities and heavily increased damage when performing shotgun strats. It has the fastest Super-Shot charge,which is a really desirable trait no matter the Stage, as it allows it to quickly switch between Normal and Super-Shot very quickly, without much downtime. Its main weaknesses are slow turning speed and really poor damage if the player is forced to hug the screen border'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#4A5A42; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;P-51 Mustang&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_P51.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Slowest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [83F] Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options fire straight-shot missiles that deal high damage.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options deploy around the ship and spin in a circle, then slowly move upwards. The options destroy enemy fire and deal constant collision damage.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  A squad of heavy aircraft flies in and performs a bombing run.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Mustang'' has the potential to trivialize certain portions of the game thanks to its high damage and great Super-Shot. Erasing the bullets that come from certain parts of the screen while dealing damage is great for routing and to practically negate some boss attacks. Its weakness come in the form of low main shot damage, meaning that mistiming your Super-Shot comes in a severe drop of damage, and its Super-Shot, while great, has a very slow start-up, so it is a major commitment you must go through in order to make use of it.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#5A6B94; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Spitfire Mk.VII&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Spitfire.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Fast&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Action&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [74F] Fast&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options trail ship movement, firing drill missiles that slow down and deal constant damage to targets.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options deploy in front of the ship and fire concentrated splits shots at a slight angle.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Releases a massive, narrow flame beam. The beam destroys enemy fire. Ship movement is slowed while beam is present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Spitfire's'' options can be used have both good screen coverage and high concentrated damage depending on the situation. It being fast helps with lining up the options quickly. Its charge shot is really valuable in stage portions as well, and to top it all of, it sports a bomb that has invul very quickly into the animation. Its main weaknesses are serviceable but not remarkable damage output, and having to previously set up your options to be as effective, which can't be always be done. Also, against some small bosses that zip around the screen (Stage 7 midboss, Stage 6 and 8 Boss' last pattern, to name a few), Spitfire will easily deal the least amount of damage of any ship due to how the options function.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#E7BD39; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Messerschmitt Bf-109&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Bf109.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [83F] Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a straight shot with a high shot limit. Options lock on automatically and target enemies.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options group up and fire a concentrated volley of shots while crawling up the screen.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault as support aircraft performs a bombing run. Ship cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Messerschmitt (Bf-109)'' is a very versatile ship in how it approaches enemy formations. It can either choose to have its options be rapid-firing homing bullets, or a stationary turret with a high concentrated barrage in front of them. It is truly the jack of all trades, with average stats across the board, and with ways to comfortably with the different stage layouts. It doesn't have as big of a weakness as the other ships, more so it doesn't push its strengths as much as the rest, which is to expected for a Balance type.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#42735A; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Zero Fighter&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Zero.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Very Fast&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [92F] Slowest &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options fires bombs/mines that explode on contact with enemies, or shortly after being fired.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options lock on to nearby enemies and fire concentrated shots up close. &lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Summons a massive lightning storm that instantly destroys enemy fire and deals constant damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Zero Fighter'' is a ship that rewards players that already have knowledge of the game due to the way its options operate. It has amongst the highest shotgun damage, but also the shortest range of all ships, although its Super-Shot is amongst the best in the game to compensate, charging up really quickly and instantly locking into any available enemies, which it really necessitates in stages due to its poor spread and effective range. Just like with Lightning, its main weaknesses are slow speed and taking a severe drop in damage if its too far from enemies, although this can be circumvented with its Super-Shot to a degree.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#316342; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;J7W SHINDEN &amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Shinden.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Slow&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Action&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [70F] Fastest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a narrow shot with a high shot limit. Options fires straight-shot missiles that deal high damage. Options stay directly behind ship.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options line up in the front of the ship and then crawl upwards, shooting concentrated shots to the sides.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault and fires a fast blast of energy shaped like the ship. High damage, but narrow and short. Cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Shinden'' fulfills the &amp;quot;low spread, powerful speedster&amp;quot; role found in many shmups. It has really good concentrated damage, the fastest speed in the game, and an invincible bomb, making it one of the best ships for boss killing, or any enemy with high HP in general. It has poor spread in both the main and sub shots, and while its Super-Shot can be useful depending on the Stage (Stage 6 being one of the main ones), it is quite a weak one when compared to the rest of the roster.'''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_PowerUp_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Power-up item. Dropped by red planes and specific stage objects.&amp;lt;br&amp;gt;Collecting one increases the power of the ship's main weapon by 1, and adds one option.&amp;lt;br&amp;gt;A maximum of 4 can be acquired at once, with excess P icons worth 4000pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_Bomb_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Bomb Item'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Bomb item. Adds a bomb to the stock.&amp;lt;br&amp;gt;Six bombs can be held at once, with every following bomb pickup being worth 10,000pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_Gold_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Gold Bar'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Primary score item. Dropped by grounded enemies and objects.&amp;lt;br&amp;gt;Worth 200, 500, 1,000 or 2,000pts. See [[Strikers 1945#Scoring]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank increases or decreases based on the ship's current power level. It mostly influences the speed of bullets fired by enemies. Rank is adjusted immediately upon the power level of the player ship changing.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, the first four stages have different difficulty depending on the order of stages, with the &amp;quot;hard&amp;quot; version of each stage being 1-3 and 1-4.&lt;br /&gt;
&lt;br /&gt;
Rank is lowered by death (causing your player ship to drop back down to level 1), or by colliding with an airborne enemy, which lowers the player's current power level by 1.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
''Strikers 1945'' features a second loop with denser and faster bullet patterns. Additionally, enemies that are destroyed will release clusters of revenge bullets.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no conditions to enter the second loop, and like the first loop, the second loop's first four stages are in a random order. Unlike the first loop, the game's rank is already at max, so the four stages do not vary in difficulty.&lt;br /&gt;
&lt;br /&gt;
At the end of the first loop, the player's performance in each stage is qualified under the following criteria: '''Time''', '''Gold''' and '''Shoot Down'''. The ratings can be a gold medal, a silver medal or nothing. Clearing the first loop in a single credit will reveal the pilot's face and name. Furthermore, achieving only gold medals across every stage will show a topless version instead, this easter egg was usually censored or removed in subsequent rereleases. Using a continue at any point during the first loop disqualifies these easter eggs and the name is shown as simply '''????'''.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The primary scoring trick in ''Strikers'' games involves collecting '''Gold Bars'''[[File:S1945_Item_Gold_2x.gif]] that are left behind by some ground enemies and destructible objects.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold is worth '''200''', '''500''', '''1,000''' or '''2,000pts''' depending on what frame of animation it is on. In ''Strikers 1945'', one animation frame lasts for 7 frames each.&amp;lt;br&amp;gt;&lt;br /&gt;
For ideal score play, the player wants to collect the gold bars on the frame that they flash '''white''', as this will always reward the player with 2000pts.&lt;br /&gt;
&lt;br /&gt;
Aside from that, scoring revolves primarily around maximizing enemy destruction and item collection. Excess bombs and power-ups reward bonus points, but can be risky to hold onto due to the ferocity of enemy attacks and bullet speeds later on in the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Strategy]] for '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Stages]] for a detailed information on the stages in Strikers 1945.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Bosses]] for a detailed discussion on the boss fights in Strikers 1945.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Gunbird Train ===&lt;br /&gt;
&lt;br /&gt;
[[File:Train1.jpg|200px|left|thumb|'''1.''' Don't destroy the tanks marked with red dots.]] [[File:Train2.jpg|200px|right|thumb|'''2.''' Hover over one of these trees, depending on the stage number you are on.]]&lt;br /&gt;
In the Germany stage, it is possible to make a train appear that was previously seen in one of the random stages of ''[[Gunbird]]''. It's very lucrative for scoring, as each of its three parts is worth 8,000 pts. Moreover, since the train parts hold two power up items each, it can also be useful to boost your power level to max early on. If the items are picked up when already at max power, this makes an additional 24,000 pts.&lt;br /&gt;
&lt;br /&gt;
In order to trigger the train, the player has to avoid destroying a couple of tanks and trucks during the opening part of the stage. These vehicles are not firing at the player and are marked with red dots in the image on the left. Notice that you can still carefully take out the two tanks that are firing at you, as the upper one also holds a gold bar.&lt;br /&gt;
&lt;br /&gt;
In the next step, the player has to hover over a specific tree when the stage music makes a jingle noise. Depending on whether the Germany stage is played as stage 1, 2, 3 or 4 the player has to hover over a different tree. The trees are marked accordingly on the image to the right.&lt;br /&gt;
&lt;br /&gt;
While being exceedingly more difficult, it's likewise possible to trigger the train in the second loop under the same conditions.&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 Boss Manipulation ===&lt;br /&gt;
&lt;br /&gt;
The midboss and boss of the seventh stage is determined by player position leading up to the encounter.&lt;br /&gt;
&lt;br /&gt;
The alien midboss gives the most points out of the 3 midbosses (6000pts, then 10000pts for defeating the trenchcoat guy). To make it appear consistently the correct position is placing your ship over the third bomb in stock.&lt;br /&gt;
&lt;br /&gt;
Matching your ships position to the images below will spawn the boss shown in the image.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tanegashima !! Macha !! Varus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Strikers1945 s7 boss1.webp | 300px]] || [[File:Strikers1945 s7 boss2.webp | 300px]] || [[File:Strikers1945 s7 boss3.webp | 300px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For scoring, the ideal boss is Macha as it gives 30000pts in total. In a survival context is it recommended to face Tanegashima as its second phase has a very consistent timeout strategy.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
At the end of World War II, world peace seemingly returned to mankind, until an organization known as C.A.N.Y. rose to take over the world with a new breed of superweapons of mass destruction. A team of ace pilots known as the &amp;quot;STRIKERS&amp;quot; were formed in order to destroy this new foe and stop their plan for world conquest.&lt;br /&gt;
&lt;br /&gt;
=====Ending=====&lt;br /&gt;
Later on, it is revealed that the organization was created by aliens who specialize in brainwashing human brains, intending to invade planet Earth. The leader of the organization, also called CANY, is destroyed by the Strikers, alongside the alien base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
TBD&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
'''World Version (vs. Japan Version)'''&lt;br /&gt;
* The easter egg revealing the identities of the Strikers pilots does not occur.&lt;br /&gt;
* The Japanese text on the high score table does not appear.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In the I/O test menu in service mode, there appears to be remnants of a possible 4 player mode, as evidenced by the 3P and 4P controls being &amp;quot;disconnected&amp;quot;. It is unknown if it was confirmed or simply a leftover from another Psikyo game. &lt;br /&gt;
* The P-38 Lightning and J7W Shinden make a cameo in [[Space Bomber]] as hidden bonus items. The ships can be captured for 100,000 points by shooting certain background graphics at specific times.&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 [[Strikers 1945/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;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page text, info, and formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additional info provided by [[User:Plasmo|Plasmo]]&lt;br /&gt;
# Special thanks to '''STG Rev. 2020 Discord''' for fact-checking.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;br /&gt;
[[Category:Bomb mechanic]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Strikers_1945&amp;diff=38160</id>
		<title>Strikers 1945</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Strikers_1945&amp;diff=38160"/>
		<updated>2026-05-24T23:06:37Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:s1945_Logo.png|center|300px]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Strikers 1945&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = s1945_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 = [[Psikyo]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masaki Izutani&lt;br /&gt;
|&lt;br /&gt;
|program = Person B&lt;br /&gt;
|&lt;br /&gt;
|art = Person C&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' June 1995&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n26/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''Astro City Mini:''' July 28, 2022 &amp;lt;br&amp;gt; '''PlayStation:''' July 19, 1996&amp;lt;ref&amp;gt;[https://psxdatacenter.com/games/J/S/SLPS-00407.html PSX Data Center]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''Sega Saturn:''' June 28, 1996 &amp;lt;br&amp;gt; '''Switch:''' August 3, 2017 &amp;lt;br&amp;gt; '''PC''' &amp;lt;br&amp;gt; April 30, 2020 &amp;lt;br&amp;gt; December 30, 2025 (Relisting)&lt;br /&gt;
|previousgame = [[Gunbird]]&lt;br /&gt;
|nextgame = [[Sengoku Blade]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Strikers 1945 ==&lt;br /&gt;
'''''Strikers 1945''''' is a 1995 manic shooter developed by [[Psikyo]]. It is the first in the ''Strikers'' series of shooting games, followed by ''[[Strikers 1945 II]]'' (+ ''Strikers 1945 Plus'') and ''[[Strikers 1999]]'' (''Strikers 1945 III'').&amp;lt;br&amp;gt;&lt;br /&gt;
It follows a post-World War II plot where a mysterious organization known as C.A.N.Y. tries to take over the world with new super-weapons, and the &amp;quot;Strikers&amp;quot; team blast off to destroy the new threat. Like many Psikyo titles, it is known for its high bullet speeds and aggressive bosses.&lt;br /&gt;
&lt;br /&gt;
''Strikers 1945'' was ported to the Sega Saturn, PlayStation, Android platforms, Nintendo Switch, and PC. The game is also included in the Sega Astro City Mini V platform, released in 2022.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:S1945_ShipSelect.png|thumb|right|250px|The ship select screen in ''Strikers 1945''.]] ''Strikers 1945'' contains '''eight''' stages of play, with the first four stages played in a random order. There is a '''second loop''' that can be played simply by completing the first eight stages, for a total of 16 stages. The actual stages in ''Strikers 1945'' are often quite brief, with some being shorter than 60 seconds, with the bosses often taking up more time than the stages themselves. A single loop takes about 15 to 20 minutes on average.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Six ships are available to select, each one with its own shot type, option type, special weapon, and bomb attack.&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Button&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 330px;&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''A (Tap)'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Shot'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Fire the player's Shot weapon.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''A (Hold)'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Super-Shot'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Charge up the Super Shot. Release to fire.&amp;lt;br&amp;gt;Can only be performed when the player has [[options]] with them.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''B'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Bomb'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Releases a screen-clearing Bomb.&amp;lt;br&amp;gt;Bomb functionality varies between ships.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;''Note: Ship stats are rough guesstimates until more concrete data is found. Research needed. Speed is measured by the number of frames it takes the ship from going from one corner to the other, the smaller the number, the faster the ship is (90F would mean it takes the ship 90 frames or one second and a half for example)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#3184BD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;P-38 Lightning&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_P38.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Fastest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [90F] Slow&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a straight shot with a low shot limit. Options fire homing missiles.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options stay in place and fire concentrated straight shots.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault and drops a screen-covering explosive. Ship cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Lightning'' is a very solid ship in both stages and bosses thanks to its homing capabilities and heavily increased damage when performing shotgun strats. It has the fastest Super-Shot charge,which is a really desirable trait no matter the Stage, as it allows it to quickly switch between Normal and Super-Shot very quickly, without much downtime. Its main weaknesses are slow turning speed and really poor damage if the player is forced to hug the screen border'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#4A5A42; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;P-51 Mustang&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_P51.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Slowest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [83F] Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options fire straight-shot missiles that deal high damage.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options deploy around the ship and spin in a circle, then slowly move upwards. The options destroy enemy fire and deal constant collision damage.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  A squad of heavy aircraft flies in and performs a bombing run.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Mustang'' has the potential to trivialize certain portions of the game thanks to its high damage and great Super-Shot. Erasing the bullets that come from certain parts of the screen while dealing damage is great for routing and to practically negate some boss attacks. Its weakness come in the form of low main shot damage, meaning that mistiming your Super-Shot comes in a severe drop of damage, and its Super-Shot, while great, has a very slow start-up, so it is a major commitment you must go through in order to make use of it.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#5A6B94; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Spitfire Mk.VII&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Spitfire.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Fast&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Action&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [74F] Fast&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options trail ship movement, firing drill missiles that slow down and deal constant damage to targets.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options deploy in front of the ship and fire concentrated splits shots at a slight angle.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Releases a massive, narrow flame beam. The beam destroys enemy fire. Ship movement is slowed while beam is present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Spitfire's'' options can be used have both good screen coverage and high concentrated damage depending on the situation. It being fast helps with lining up the options quickly. Its charge shot is really valuable in stage portions as well, and to top it all of, it sports a bomb that has invul very quickly into the animation. Its main weaknesses are serviceable but not remarkable damage output, and having to previously set up your options to be as effective, which can't be always be done. Also, against some small bosses that zip around the screen (Stage 7 midboss, Stage 6 and 8 Boss' last pattern, to name a few), Spitfire will easily deal the least amount of damage of any ship due to how the options function.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#E7BD39; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Messerschmitt Bf-109&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Bf109.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [83F] Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a straight shot with a high shot limit. Options lock on automatically and target enemies.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options group up and fire a concentrated volley of shots while crawling up the screen.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault as support aircraft performs a bombing run. Ship cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Messerschmitt (Bf-109)'' is a very versatile ship in how it approaches enemy formations. It can either choose to have its options be rapid-firing homing bullets, or a stationary turret with a high concentrated barrage in front of them. It is truly the jack of all trades, with average stats across the board, and with ways to comfortably with the different stage layouts. It doesn't have as big of a weakness as the other ships, more so it doesn't push its strengths as much as the rest, which is to expected for a Balance type.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#42735A; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Zero Fighter&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Zero.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Very Fast&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [92F] Slowest &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options fires bombs/mines that explode on contact with enemies, or shortly after being fired.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options lock on to nearby enemies and fire concentrated shots up close. &lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Summons a massive lightning storm that instantly destroys enemy fire and deals constant damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Zero Fighter'' is a ship that rewards players that already have knowledge of the game due to the way its options operate. It has amongst the highest shotgun damage, but also the shortest range of all ships, although its Super-Shot is amongst the best in the game to compensate, charging up really quickly and instantly locking into any available enemies, which it really necessitates in stages due to its poor spread and effective range. Just like with Lightning, its main weaknesses are slow speed and taking a severe drop in damage if its too far from enemies, although this can be circumvented with its Super-Shot to a degree.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#316342; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;J7W SHINDEN &amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Shinden.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Slow&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Action&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [70F] Fastest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a narrow shot with a high shot limit. Options fires straight-shot missiles that deal high damage. Options stay directly behind ship.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options line up in the front of the ship and then crawl upwards, shooting concentrated shots to the sides.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault and fires a fast blast of energy shaped like the ship. High damage, but narrow and short. Cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Shinden'' fulfills the &amp;quot;low spread, powerful speedster&amp;quot; role found in many shmups. It has really good concentrated damage, the fastest speed in the game, and an invincible bomb, making it one of the best ships for boss killing, or any enemy with high HP in general. It has poor spread in both the main and sub shots, and while its Super-Shot can be useful depending on the Stage (Stage 6 being one of the main ones), it is quite a weak one when compared to the rest of the roster.'''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_PowerUp_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Power-up item. Dropped by red planes and specific stage objects.&amp;lt;br&amp;gt;Collecting one increases the power of the ship's main weapon by 1, and adds one option.&amp;lt;br&amp;gt;A maximum of 4 can be acquired at once, with excess P icons worth 4000pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_Bomb_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Bomb Item'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Bomb item. Adds a bomb to the stock.&amp;lt;br&amp;gt;Six bombs can be held at once, with every following bomb pickup being worth 10,000pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_Gold_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Gold Bar'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Primary score item. Dropped by grounded enemies and objects.&amp;lt;br&amp;gt;Worth 200, 500, 1,000 or 2,000pts. See [[Strikers 1945#Scoring]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank increases or decreases based on the ship's current power level. It mostly influences the speed of bullets fired by enemies. Rank is adjusted immediately upon the power level of the player ship changing.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, the first four stages have different difficulty depending on the order of stages, with the &amp;quot;hard&amp;quot; version of each stage being 1-3 and 1-4.&lt;br /&gt;
&lt;br /&gt;
Rank is lowered by death (causing your player ship to drop back down to level 1), or by colliding with an airborne enemy, which lowers the player's current power level by 1.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
''Strikers 1945'' features a second loop with denser and faster bullet patterns. Additionally, enemies that are destroyed will release clusters of revenge bullets.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no conditions to enter the second loop, and like the first loop, the second loop's first four stages are in a random order. Unlike the first loop, the game's rank is already at max, so the four stages do not vary in difficulty.&lt;br /&gt;
&lt;br /&gt;
At the end of the first loop, the player's performance in each stage is qualified under the following criteria: '''Time''', '''Gold''' and '''Shoot Down'''. The ratings can be a gold medal, a silver medal or nothing. Clearing the first loop in a single credit will reveal the pilot's face and name. Furthermore, achieving only gold medals across every stage will show a topless version instead, this easter egg was usually censored or removed in subsequent rereleases. Using a continue at any point during the first loop disqualifies these easter eggs and the name is shown as simply '''????'''.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The primary scoring trick in ''Strikers'' games involves collecting '''Gold Bars'''[[File:S1945_Item_Gold_2x.gif]] that are left behind by some ground enemies and destructible objects.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold is worth '''200''', '''500''', '''1,000''' or '''2,000pts''' depending on what frame of animation it is on. In ''Strikers 1945'', one animation frame lasts for 7 frames each.&amp;lt;br&amp;gt;&lt;br /&gt;
For ideal score play, the player wants to collect the gold bars on the frame that they flash '''white''', as this will always reward the player with 2000pts.&lt;br /&gt;
&lt;br /&gt;
Aside from that, scoring revolves primarily around maximizing enemy destruction and item collection. Excess bombs and power-ups reward bonus points, but can be risky to hold onto due to the ferocity of enemy attacks and bullet speeds later on in the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Strategy]] for '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Stages]] for a detailed information on the stages in Strikers 1945.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Bosses]] for a detailed discussion on the boss fights in Strikers 1945.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Gunbird Train ===&lt;br /&gt;
&lt;br /&gt;
[[File:Train1.jpg|200px|left|thumb|'''1.''' Don't destroy the tanks marked with red dots.]] [[File:Train2.jpg|200px|right|thumb|'''2.''' Hover over one of these trees, depending on the stage number you are on.]]&lt;br /&gt;
In the Germany stage, it is possible to make a train appear that was previously seen in one of the random stages of ''[[Gunbird]]''. It's very lucrative for scoring, as each of its three parts is worth 8,000 pts. Moreover, since the train parts hold two power up items each, it can also be useful to boost your power level to max early on. If the items are picked up when already at max power, this makes an additional 24,000 pts.&lt;br /&gt;
&lt;br /&gt;
In order to trigger the train, the player has to avoid destroying a couple of tanks and trucks during the opening part of the stage. These vehicles are not firing at the player and are marked with red dots in the image on the left. Notice that you can still carefully take out the two tanks that are firing at you, as the upper one also holds a gold bar.&lt;br /&gt;
&lt;br /&gt;
In the next step, the player has to hover over a specific tree when the stage music makes a jingle noise. Depending on whether the Germany stage is played as stage 1, 2, 3 or 4 the player has to hover over a different tree. The trees are marked accordingly on the image to the right.&lt;br /&gt;
&lt;br /&gt;
While being exceedingly more difficult, it's likewise possible to trigger the train in the second loop under the same conditions.&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 Boss Manipulation ===&lt;br /&gt;
&lt;br /&gt;
The midboss and boss of the seventh stage is determined by player position leading up to the encounter.&lt;br /&gt;
&lt;br /&gt;
The alien midboss gives the most points out of the 3 midbosses (6000pts, then 10000pts for defeating the trenchcoat guy). To make it appear consistently the correct position is placing your ship over the third bomb in stock.&lt;br /&gt;
&lt;br /&gt;
Matching your ships position to the images below will spawn the boss shown in the image.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tanegashima !! Macha !! Varus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Strikers1945 s7 boss1.webp | 300px]] || [[File:Strikers1945 s7 boss2.webp | 300px]] || [[File:Strikers1945 s7 boss3.webp | 300px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For scoring, the ideal boss is Macha as it gives 30000pts in total. In a survival context is it recommended to face Tanegashima as its second phase has a very consistent timeout strategy.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
At the end of World War II, world peace seemingly returned to mankind, until an organization known as C.A.N.Y. rose to take over the world with a new breed of superweapons of mass destruction. A team of ace pilots known as the &amp;quot;STRIKERS&amp;quot; were formed in order to destroy this new foe and stop their plan for world conquest.&lt;br /&gt;
&lt;br /&gt;
=====Ending=====&lt;br /&gt;
Later on, it is revealed that the organization was created by aliens who specialize in brainwashing human brains, intending to invade planet Earth. The leader of the organization, also called CANY, is destroyed by the Strikers, alongside the alien base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
TBD&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
'''World Version (vs. Japan Version)'''&lt;br /&gt;
* The easter egg revealing the identities of the Strikers pilots does not occur.&lt;br /&gt;
* The Japanese text on the high score table does not appear.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In the I/O test menu in service mode, there appears to be remnants of a possible 4 player mode, as evidenced by the 3P and 4P controls being &amp;quot;disconnected&amp;quot;. It is unknown if it was confirmed or simply a leftover from another Psikyo game. &lt;br /&gt;
* The P-38 Lightning and J7W Shinden make a cameo in [[Space Bomber]] as hidden bonus items. The ships can be captured for 100,000 points by shooting certain background graphics at specific times.&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 [[Strikers 1945/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;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page text, info, and formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additional info provided by [[User:Plasmo|Plasmo]]&lt;br /&gt;
# Special thanks to '''STG Rev. 2020 Discord''' for fact-checking.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Strikers_1945&amp;diff=38159</id>
		<title>Strikers 1945</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Strikers_1945&amp;diff=38159"/>
		<updated>2026-05-24T23:04:09Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:s1945_Logo.png|center|300px]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Strikers 1945&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = s1945_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 = [[Psikyo]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masaki Izutani&lt;br /&gt;
|&lt;br /&gt;
|program = Person B&lt;br /&gt;
|&lt;br /&gt;
|art = Person C&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' June 1995&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n26/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''Astro City Mini:''' July 28, 2022 &amp;lt;br&amp;gt; '''PlayStation:''' July 19, 1996&amp;lt;ref&amp;gt;[https://psxdatacenter.com/games/J/S/SLPS-00407.html PSX Data Center]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''Sega Saturn:''' June 28, 1996 &amp;lt;br&amp;gt; '''Switch:''' August 3, 2017 &amp;lt;br&amp;gt; '''PC''' &amp;lt;br&amp;gt; April 30, 2020 &amp;lt;br&amp;gt; December 30, 2025 (Relisting)&lt;br /&gt;
|previousgame = [[Gunbird]]&lt;br /&gt;
|nextgame = [[Sengoku Blade]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Strikers 1945 ==&lt;br /&gt;
'''''Strikers 1945''''' is a 1995 manic shooter developed by [[Psikyo]]. It is the first in the ''Strikers'' series of shooting games, followed by ''[[Strikers 1945 II]]'' (+ ''Strikers 1945 Plus'') and ''[[Strikers 1999]]'' (''Strikers 1945 III'').&amp;lt;br&amp;gt;&lt;br /&gt;
It follows a post-World War II plot where a mysterious organization known as C.A.N.Y. tries to take over the world with new super-weapons, and the &amp;quot;Strikers&amp;quot; team blast off to destroy the new threat. Like many Psikyo titles, it is known for its high bullet speeds and aggressive bosses.&lt;br /&gt;
&lt;br /&gt;
''Strikers 1945'' was ported to the Sega Saturn, PlayStation, Android platforms, Nintendo Switch, and PC. The game is also included in the Sega Astro City Mini V platform, released in 2022.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:S1945_ShipSelect.png|thumb|right|250px|The ship select screen in ''Strikers 1945''.]] ''Strikers 1945'' contains '''eight''' stages of play, with the first four stages played in a random order. There is a '''second loop''' that can be played simply by completing the first eight stages, for a total of 16 stages. The actual stages in ''Strikers 1945'' are often quite brief, with some being shorter than 60 seconds, with the bosses often taking up more time than the stages themselves. A single loop takes about 15 to 20 minutes on average.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Six ships are available to select, each one with its own shot type, option type, special weapon, and bomb attack.&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Button&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 330px;&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''A (Tap)'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Shot'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Fire the player's Shot weapon.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''A (Hold)'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Super-Shot'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Charge up the Super Shot. Release to fire.&amp;lt;br&amp;gt;Can only be performed when the player has [[options]] with them.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''B'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Bomb'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Releases a screen-clearing Bomb.&amp;lt;br&amp;gt;Bomb functionality varies between ships.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;''Note: Ship stats are rough guesstimates until more concrete data is found. Research needed. Speed is measured by the number of frames it takes the ship from going from one corner to the other, the smaller the number, the faster the ship is (90F would mean it takes the ship 90 frames or one second and a half for example)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#3184BD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;P-38 Lightning&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_P38.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Fastest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [90F] Slow&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a straight shot with a low shot limit. Options fire homing missiles.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options stay in place and fire concentrated straight shots.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault and drops a screen-covering explosive. Ship cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Lightning'' is a very solid ship in both stages and bosses thanks to its homing capabilities and heavily increased damage when performing shotgun strats. It has the fastest Super-Shot charge,which is a really desirable trait no matter the Stage, as it allows it to quickly switch between Normal and Super-Shot very quickly, without much downtime. Its main weaknesses are slow turning speed and really poor damage if the player is forced to hug the screen border'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#4A5A42; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;P-51 Mustang&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_P51.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Slowest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [83F] Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options fire straight-shot missiles that deal high damage.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options deploy around the ship and spin in a circle, then slowly move upwards. The options destroy enemy fire and deal constant collision damage.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  A squad of heavy aircraft flies in and performs a bombing run.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Mustang'' has the potential to trivialize certain portions of the game thanks to its high damage and great Super-Shot. Erasing the bullets that come from certain parts of the screen while dealing damage is great for routing and to practically negate some boss attacks. Its weakness come in the form of low main shot damage, meaning that mistiming your Super-Shot comes in a severe drop of damage, and its Super-Shot, while great, has a very slow start-up, so it is a major commitment you must go through in order to make use of it.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#5A6B94; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Spitfire Mk.VII&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Spitfire.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Fast&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Action&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [74F] Fast&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options trail ship movement, firing drill missiles that slow down and deal constant damage to targets.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options deploy in front of the ship and fire concentrated splits shots at a slight angle.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Releases a massive, narrow flame beam. The beam destroys enemy fire. Ship movement is slowed while beam is present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Spitfire's'' options can be used have both good screen coverage and high concentrated damage depending on the situation. It being fast helps with lining up the options quickly. Its charge shot is really valuable in stage portions as well, and to top it all of, it sports a bomb that has invul very quickly into the animation. Its main weaknesses are serviceable but not remarkable damage output, and having to previously set up your options to be as effective, which can't be always be done. Also, against some small bosses that zip around the screen (Stage 7 midboss, Stage 6 and 8 Boss' last pattern, to name a few), Spitfire will easily deal the least amount of damage of any ship due to how the options function.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#E7BD39; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Messerschmitt Bf-109&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Bf109.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [83F] Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a straight shot with a high shot limit. Options lock on automatically and target enemies.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options group up and fire a concentrated volley of shots while crawling up the screen.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault as support aircraft performs a bombing run. Ship cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Messerschmitt (Bf-109)'' is a very versatile ship in how it approaches enemy formations. It can either choose to have its options be rapid-firing homing bullets, or a stationary turret with a high concentrated barrage in front of them. It is truly the jack of all trades, with average stats across the board, and with ways to comfortably with the different stage layouts. It doesn't have as big of a weakness as the other ships, more so it doesn't push its strengths as much as the rest, which is to expected for a Balance type.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#42735A; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Zero Fighter&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Zero.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Very Fast&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [92F] Slowest &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options fires bombs/mines that explode on contact with enemies, or shortly after being fired.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options lock on to nearby enemies and fire concentrated shots up close. &lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Summons a massive lightning storm that instantly destroys enemy fire and deals constant damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Zero Fighter'' is a ship that rewards players that already have knowledge of the game due to the way its options operate. It has amongst the highest shotgun damage, but also the shortest range of all ships, although its Super-Shot is amongst the best in the game to compensate, charging up really quickly and instantly locking into any available enemies, which it really necessitates in stages due to its poor spread and effective range. Just like with Lightning, its main weaknesses are slow speed and taking a severe drop in damage if its too far from enemies, although this can be circumvented with its Super-Shot to a degree.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#316342; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;J7W SHINDEN &amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Shinden.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Slow&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Action&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [70F] Fastest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a narrow shot with a high shot limit. Options fires straight-shot missiles that deal high damage. Options stay directly behind ship.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options line up in the front of the ship and then crawl upwards, shooting concentrated shots to the sides.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault and fires a fast blast of energy shaped like the ship. High damage, but narrow and short. Cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Shinden'' fulfills the &amp;quot;low spread, powerful speedster&amp;quot; role found in many shmups. It has really good concentrated damage, the fastest speed in the game, and an invincible bomb, making it one of the best ships for boss killing, or any enemy with high HP in general. It has poor spread in both the main and sub shots, and while its Super-Shot can be useful depending on the Stage (Stage 6 being one of the main ones), it is quite a weak one when compared to the rest of the roster.'''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_PowerUp_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Power-up item. Dropped by red planes and specific stage objects.&amp;lt;br&amp;gt;Collecting one increases the power of the ship's main weapon by 1, and adds one option.&amp;lt;br&amp;gt;A maximum of 4 can be acquired at once, with excess P icons worth 4000pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_Bomb_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Bomb Item'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Bomb item. Adds a bomb to the stock.&amp;lt;br&amp;gt;Six bombs can be held at once, with every following bomb pickup being worth 10,000pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_Gold_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Gold Bar'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Primary score item. Dropped by grounded enemies and objects.&amp;lt;br&amp;gt;Worth 200, 500, 1,000 or 2,000pts. See [[Strikers 1945#Scoring]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank increases or decreases based on the ship's current power level. It mostly influences the speed of bullets fired by enemies. Rank is adjusted immediately upon the power level of the player ship changing.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, the first four stages have different difficulty depending on the order of stages, with the &amp;quot;hard&amp;quot; version of each stage being 1-3 and 1-4.&lt;br /&gt;
&lt;br /&gt;
Rank is lowered by death (causing your player ship to drop back down to level 1), or by colliding with an airborne enemy, which lowers the player's current power level by 1.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
''Strikers 1945'' features a second loop with denser and faster bullet patterns. Additionally, enemies that are destroyed will release clusters of revenge bullets.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no conditions to enter the second loop, and like the first loop, the second loop's first four stages are in a random order. Unlike the first loop, the game's rank is already at max, so the four stages do not vary in difficulty.&lt;br /&gt;
&lt;br /&gt;
At the end of the first loop, the player's performance in each stage is qualified under the following criteria: '''Time''', '''Gold''' and '''Shoot Down'''. The ratings can be a gold medal, a silver medal or nothing. Clearing the first loop in a single credit will reveal the pilot's face and name. Furthermore, achieving only gold medals across every stage will show a topless version instead, this easter egg was usually censored or removed in subsequent rereleases. Using a continue at any point during the first loop disqualifies these easter eggs and the name is shown as simply '''????'''.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The primary scoring trick in ''Strikers'' games involves collecting '''Gold Bars'''[[File:S1945_Item_Gold_2x.gif]] that are left behind by some ground enemies and destructible objects.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold is worth '''200''', '''500''', '''1,000''' or '''2,000pts''' depending on what frame of animation it is on. In ''Strikers 1945'', one animation frame lasts for 7 frames each.&amp;lt;br&amp;gt;&lt;br /&gt;
For ideal score play, the player wants to collect the gold bars on the frame that they flash '''white''', as this will always reward the player with 2000pts.&lt;br /&gt;
&lt;br /&gt;
Aside from that, scoring revolves primarily around maximizing enemy destruction and item collection. Excess bombs and power-ups reward bonus points, but can be risky to hold onto due to the ferocity of enemy attacks and bullet speeds later on in the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Strategy]] for '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Stages]] for a detailed information on the stages in Strikers 1945.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Bosses]] for a detailed discussion on the boss fights in Strikers 1945.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Gunbird Train ===&lt;br /&gt;
&lt;br /&gt;
[[File:Train1.jpg|200px|left|thumb|'''1.''' Don't destroy the tanks marked with red dots.]] [[File:Train2.jpg|200px|right|thumb|'''2.''' Hover over one of these trees, depending on the stage number you are on.]]&lt;br /&gt;
In the Germany stage, it is possible to make a train appear that was previously seen in one of the random stages of ''[[Gunbird]]''. It's very lucrative for scoring, as each of its three parts is worth 8,000 pts. Moreover, since the train parts hold two power up items each, it can also be useful to boost your power level to max early on. If the items are picked up when already at max power, this makes an additional 24,000 pts.&lt;br /&gt;
&lt;br /&gt;
In order to trigger the train, the player has to avoid destroying a couple of tanks and trucks during the opening part of the stage. These vehicles are not firing at the player and are marked with red dots in the image on the left. Notice that you can still carefully take out the two tanks that are firing at you, as the upper one also holds a gold bar.&lt;br /&gt;
&lt;br /&gt;
In the next step, the player has to hover over a specific tree when the stage music makes a jingle noise. Depending on whether the Germany stage is played as stage 1, 2, 3 or 4 the player has to hover over a different tree. The trees are marked accordingly on the image to the right.&lt;br /&gt;
&lt;br /&gt;
While being exceedingly more difficult, it's likewise possible to trigger the train in the second loop under the same conditions.&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 Boss Manipulation ===&lt;br /&gt;
&lt;br /&gt;
The midboss and boss of the seventh stage is determined by player position leading up to the encounter.&lt;br /&gt;
&lt;br /&gt;
The alien midboss gives the most points out of the 3 midbosses (6000pts, then 10000pts for defeating the trenchcoat guy). To make it appear consistently the correct position is placing your ship over the third bomb in stock.&lt;br /&gt;
&lt;br /&gt;
Matching your ships position to the images below will spawn the boss shown in the image.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tanegashima !! Macha !! Varus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Strikers1945 s7 boss1.webp | 300px]] || [[File:Strikers1945 s7 boss2.webp | 300px]] || [[File:Strikers1945 s7 boss3.webp | 300px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For scoring, the ideal boss is Macha as it gives 30000pts in total. In a survival context is it recommended to face Tanegashima as its second phase has a very consistent timeout strategy.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
At the end of World War II, world peace seemingly returned to mankind, until an organization known as C.A.N.Y. rose to take over the world with a new breed of superweapons of mass destruction. A team of ace pilots known as the &amp;quot;STRIKERS&amp;quot; were formed in order to destroy this new foe and stop their plan for world conquest.&lt;br /&gt;
&lt;br /&gt;
=====Ending=====&lt;br /&gt;
Later on, it is revealed that the organization was created by aliens who specialize in brainwashing human brains, intending to invade planet Earth. The leader of the organization, also called CANY, is destroyed by the Strikers, alongside the alien base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
TBD&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
'''World Version (vs. Japan Version)'''&lt;br /&gt;
* The easter egg revealing the identities of the Strikers pilots does not occur.&lt;br /&gt;
* The Japanese text on the high score table does not appear.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In the I/O test menu in service mode, there appears to be remnants of a possible 4 player mode, as evidenced by the 3P and 4P controls being &amp;quot;disconnected&amp;quot;. It is unknown if it was confirmed or simply a leftover from another Psikyo game. &lt;br /&gt;
* The P-38 Lightning appears to make a cameo alongside other ships in the series in [[Space Bomber]]. The ship can be captured for 100,000 points by shooting certain background graphics at specific times.&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 [[Strikers 1945/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;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page text, info, and formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additional info provided by [[User:Plasmo|Plasmo]]&lt;br /&gt;
# Special thanks to '''STG Rev. 2020 Discord''' for fact-checking.&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Strikers_1945&amp;diff=38135</id>
		<title>Strikers 1945</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Strikers_1945&amp;diff=38135"/>
		<updated>2026-05-24T05:17:21Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Stage 7 Boss Manipulation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:s1945_Logo.png|center|300px]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Strikers 1945&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = s1945_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 = [[Psikyo]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masaki Izutani&lt;br /&gt;
|&lt;br /&gt;
|program = Person B&lt;br /&gt;
|&lt;br /&gt;
|art = Person C&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1995&lt;br /&gt;
|previousgame = [[Gunbird]]&lt;br /&gt;
|nextgame = [[Sengoku Blade]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Strikers 1945 ==&lt;br /&gt;
'''''Strikers 1945''''' is a 1995 manic shooter developed by [[Psikyo]]. It is the first in the ''Strikers'' series of shooting games, followed by ''[[Strikers 1945 II]]'' (+ ''Strikers 1945 Plus'') and ''[[Strikers 1999]]'' (''Strikers 1945 III'').&amp;lt;br&amp;gt;&lt;br /&gt;
It follows a post-World War II plot where a mysterious organization known as C.A.N.Y. tries to take over the world with new super-weapons, and the &amp;quot;Strikers&amp;quot; team blast off to destroy the new threat. Like many Psikyo titles, it is known for its high bullet speeds and aggressive bosses.&lt;br /&gt;
&lt;br /&gt;
''Strikers 1945'' was ported to the Sega Saturn, PlayStation, Android platforms, Nintendo Switch, and PC. The game is also included in the Sega Astro City Mini V platform, released in 2022.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:S1945_ShipSelect.png|thumb|right|250px|The ship select screen in ''Strikers 1945''.]] ''Strikers 1945'' contains '''eight''' stages of play, with the first four stages played in a random order. There is a '''second loop''' that can be played simply by completing the first eight stages, for a total of 16 stages. The actual stages in ''Strikers 1945'' are often quite brief, with some being shorter than 60 seconds, with the bosses often taking up more time than the stages themselves. A single loop takes about 15 to 20 minutes on average.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Six ships are available to select, each one with its own shot type, option type, special weapon, and bomb attack.&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Button&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 330px;&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''A (Tap)'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Shot'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Fire the player's Shot weapon.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''A (Hold)'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Super-Shot'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Charge up the Super Shot. Release to fire.&amp;lt;br&amp;gt;Can only be performed when the player has [[options]] with them.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''B'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Bomb'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Releases a screen-clearing Bomb.&amp;lt;br&amp;gt;Bomb functionality varies between ships.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;''Note: Ship stats are rough guesstimates until more concrete data is found. Research needed. Speed is measured by the number of frames it takes the ship from going from one corner to the other, the smaller the number, the faster the ship is (90F would mean it takes the ship 90 frames or one second and a half for example)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#3184BD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;P-38 Lightning&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_P38.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Fastest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [90F] Slow&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a straight shot with a low shot limit. Options fire homing missiles.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options stay in place and fire concentrated straight shots.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault and drops a screen-covering explosive. Ship cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Lightning'' is a very solid ship in both stages and bosses thanks to its homing capabilities and heavily increased damage when performing shotgun strats. It has the fastest Super-Shot charge,which is a really desirable trait no matter the Stage, as it allows it to quickly switch between Normal and Super-Shot very quickly, without much downtime. Its main weaknesses are slow turning speed and really poor damage if the player is forced to hug the screen border'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#4A5A42; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;P-51 Mustang&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_P51.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Slowest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [83F] Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options fire straight-shot missiles that deal high damage.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options deploy around the ship and spin in a circle, then slowly move upwards. The options destroy enemy fire and deal constant collision damage.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  A squad of heavy aircraft flies in and performs a bombing run.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Mustang'' has the potential to trivialize certain portions of the game thanks to its high damage and great Super-Shot. Erasing the bullets that come from certain parts of the screen while dealing damage is great for routing and to practically negate some boss attacks. Its weakness come in the form of low main shot damage, meaning that mistiming your Super-Shot comes in a severe drop of damage, and its Super-Shot, while great, has a very slow start-up, so it is a major commitment you must go through in order to make use of it.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#5A6B94; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Spitfire Mk.VII&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Spitfire.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Fast&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Action&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [74F] Fast&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options trail ship movement, firing drill missiles that slow down and deal constant damage to targets.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options deploy in front of the ship and fire concentrated splits shots at a slight angle.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Releases a massive, narrow flame beam. The beam destroys enemy fire. Ship movement is slowed while beam is present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Spitfire's'' options can be used have both good screen coverage and high concentrated damage depending on the situation. It being fast helps with lining up the options quickly. Its charge shot is really valuable in stage portions as well, and to top it all of, it sports a bomb that has invul very quickly into the animation. Its main weaknesses are serviceable but not remarkable damage output, and having to previously set up your options to be as effective, which can't be always be done. Also, against some small bosses that zip around the screen (Stage 7 midboss, Stage 6 and 8 Boss' last pattern, to name a few), Spitfire will easily deal the least amount of damage of any ship due to how the options function.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#E7BD39; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Messerschmitt Bf-109&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Bf109.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [83F] Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a straight shot with a high shot limit. Options lock on automatically and target enemies.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options group up and fire a concentrated volley of shots while crawling up the screen.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault as support aircraft performs a bombing run. Ship cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Messerschmitt (Bf-109)'' is a very versatile ship in how it approaches enemy formations. It can either choose to have its options be rapid-firing homing bullets, or a stationary turret with a high concentrated barrage in front of them. It is truly the jack of all trades, with average stats across the board, and with ways to comfortably with the different stage layouts. It doesn't have as big of a weakness as the other ships, more so it doesn't push its strengths as much as the rest, which is to expected for a Balance type.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#42735A; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Zero Fighter&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Zero.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Very Fast&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [92F] Slowest &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options fires bombs/mines that explode on contact with enemies, or shortly after being fired.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options lock on to nearby enemies and fire concentrated shots up close. &lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Summons a massive lightning storm that instantly destroys enemy fire and deals constant damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Zero Fighter'' is a ship that rewards players that already have knowledge of the game due to the way its options operate. It has amongst the highest shotgun damage, but also the shortest range of all ships, although its Super-Shot is amongst the best in the game to compensate, charging up really quickly and instantly locking into any available enemies, which it really necessitates in stages due to its poor spread and effective range. Just like with Lightning, its main weaknesses are slow speed and taking a severe drop in damage if its too far from enemies, although this can be circumvented with its Super-Shot to a degree.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#316342; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;J7W SHINDEN &amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Shinden.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Slow&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Action&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [70F] Fastest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a narrow shot with a high shot limit. Options fires straight-shot missiles that deal high damage. Options stay directly behind ship.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options line up in the front of the ship and then crawl upwards, shooting concentrated shots to the sides.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault and fires a fast blast of energy shaped like the ship. High damage, but narrow and short. Cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Shinden'' fulfills the &amp;quot;low spread, powerful speedster&amp;quot; role found in many shmups. It has really good concentrated damage, the fastest speed in the game, and an invincible bomb, making it one of the best ships for boss killing, or any enemy with high HP in general. It has poor spread in both the main and sub shots, and while its Super-Shot can be useful depending on the Stage (Stage 6 being one of the main ones), it is quite a weak one when compared to the rest of the roster.'''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_PowerUp_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Power-up item. Dropped by red planes and specific stage objects.&amp;lt;br&amp;gt;Collecting one increases the power of the ship's main weapon by 1, and adds one option.&amp;lt;br&amp;gt;A maximum of 4 can be acquired at once, with excess P icons worth 4000pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_Bomb_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Bomb Item'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Bomb item. Adds a bomb to the stock.&amp;lt;br&amp;gt;Six bombs can be held at once, with every following bomb pickup being worth 10,000pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_Gold_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Gold Bar'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Primary score item. Dropped by grounded enemies and objects.&amp;lt;br&amp;gt;Worth 200, 500, 1,000 or 2,000pts. See [[Strikers 1945#Scoring]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank increases or decreases based on the ship's current power level. It mostly influences the speed of bullets fired by enemies. Rank is adjusted immediately upon the power level of the player ship changing.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, the first four stages have different difficulty depending on the order of stages, with the &amp;quot;hard&amp;quot; version of each stage being 1-3 and 1-4.&lt;br /&gt;
&lt;br /&gt;
Rank is lowered by death (causing your player ship to drop back down to level 1), or by colliding with an airborne enemy, which lowers the player's current power level by 1.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
''Strikers 1945'' features a second loop with denser and faster bullet patterns. Additionally, enemies that are destroyed will release clusters of revenge bullets.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no conditions to enter the second loop, and like the first loop, the second loop's first four stages are in a random order. Unlike the first loop, the game's rank is already at max, so the four stages do not vary in difficulty.&lt;br /&gt;
&lt;br /&gt;
At the end of the first loop, the player's performance in each stage is qualified under the following criteria: '''Time''', '''Gold''' and '''Shoot Down'''. The ratings can be a gold medal, a silver medal or nothing. Clearing the first loop in a single credit will reveal the pilot's face and name. Furthermore, achieving only gold medals across every stage will show a topless version instead, this easter egg was usually censored or removed in subsequent rereleases. Using a continue at any point during the first loop disqualifies these easter eggs and the name is shown as simply '''????'''.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The primary scoring trick in ''Strikers'' games involves collecting '''Gold Bars'''[[File:S1945_Item_Gold_2x.gif]] that are left behind by some ground enemies and destructible objects.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold is worth '''200''', '''500''', '''1,000''' or '''2,000pts''' depending on what frame of animation it is on. In ''Strikers 1945'', one animation frame lasts for 7 frames each.&amp;lt;br&amp;gt;&lt;br /&gt;
For ideal score play, the player wants to collect the gold bars on the frame that they flash '''white''', as this will always reward the player with 2000pts.&lt;br /&gt;
&lt;br /&gt;
Aside from that, scoring revolves primarily around maximizing enemy destruction and item collection. Excess bombs and power-ups reward bonus points, but can be risky to hold onto due to the ferocity of enemy attacks and bullet speeds later on in the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Strategy]] for '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Stages]] for a detailed information on the stages in Strikers 1945.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Bosses]] for a detailed discussion on the boss fights in Strikers 1945.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Gunbird Train ===&lt;br /&gt;
&lt;br /&gt;
[[File:Train1.jpg|200px|left|thumb|'''1.''' Don't destroy the tanks marked with red dots.]] [[File:Train2.jpg|200px|right|thumb|'''2.''' Hover over one of these trees, depending on the stage number you are on.]]&lt;br /&gt;
In the Germany stage, it is possible to make a train appear that was previously seen in one of the random stages of ''[[Gunbird]]''. It's very lucrative for scoring, as each of its three parts is worth 8,000 pts. Moreover, since the train parts hold two power up items each, it can also be useful to boost your power level to max early on. If the items are picked up when already at max power, this makes an additional 24,000 pts.&lt;br /&gt;
&lt;br /&gt;
In order to trigger the train, the player has to avoid destroying a couple of tanks and trucks during the opening part of the stage. These vehicles are not firing at the player and are marked with red dots in the image on the left. Notice that you can still carefully take out the two tanks that are firing at you, as the upper one also holds a gold bar.&lt;br /&gt;
&lt;br /&gt;
In the next step, the player has to hover over a specific tree when the stage music makes a jingle noise. Depending on whether the Germany stage is played as stage 1, 2, 3 or 4 the player has to hover over a different tree. The trees are marked accordingly on the image to the right.&lt;br /&gt;
&lt;br /&gt;
While being exceedingly more difficult, it's likewise possible to trigger the train in the second loop under the same conditions.&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 Boss Manipulation ===&lt;br /&gt;
&lt;br /&gt;
The midboss and boss of the seventh stage is determined by player position leading up to the encounter.&lt;br /&gt;
&lt;br /&gt;
The alien midboss gives the most points out of the 3 midbosses (6000pts, then 10000pts for defeating the trenchcoat guy). To make it appear consistently the correct position is placing your ship over the third bomb in stock.&lt;br /&gt;
&lt;br /&gt;
Matching your ships position to the images below will spawn the boss shown in the image.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tanegashima !! Macha !! Varus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Strikers1945 s7 boss1.webp | 300px]] || [[File:Strikers1945 s7 boss2.webp | 300px]] || [[File:Strikers1945 s7 boss3.webp | 300px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For scoring, the ideal boss is Macha as it gives 30000pts in total. In a survival context is it recommended to face Tanegashima as its second phase has a very consistent timeout strategy.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
At the end of World War II, world peace seemingly returned to mankind, until an organization known as C.A.N.Y. rose to take over the world with a new breed of superweapons of mass destruction. A team of ace pilots known as the &amp;quot;STRIKERS&amp;quot; were formed in order to destroy this new foe and stop their plan for world conquest.&lt;br /&gt;
&lt;br /&gt;
=====Ending=====&lt;br /&gt;
Later on, it is revealed that the organization was created by aliens who specialize in brainwashing human brains, intending to invade planet Earth. The leader of the organization, also called CANY, is destroyed by the Strikers, alongside the alien base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
TBD&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
'''World Version (vs. Japan Version)'''&lt;br /&gt;
* The easter egg revealing the identities of the Strikers pilots does not occur.&lt;br /&gt;
* The Japanese text on the high score table does not appear.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In the I/O test menu in service mode, there appears to be remnants of a possible 4 player mode, as evidenced by the 3P and 4P controls being &amp;quot;disconnected&amp;quot;. It is unknown if it was confirmed or simply a leftover from another Psikyo game. &lt;br /&gt;
* The P-38 Lightning appears to make a cameo alongside other ships in the series in [[Space Bomber]]. The ship can be captured for 100,000 points by shooting certain background graphics at specific times.&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 [[Strikers 1945/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;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page text, info, and formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additional info provided by [[User:Plasmo|Plasmo]]&lt;br /&gt;
# Special thanks to '''STG Rev. 2020 Discord''' for fact-checking.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Strikers_1945&amp;diff=38132</id>
		<title>Strikers 1945</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Strikers_1945&amp;diff=38132"/>
		<updated>2026-05-24T04:26:34Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Loops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:s1945_Logo.png|center|300px]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Strikers 1945&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = s1945_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 = [[Psikyo]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masaki Izutani&lt;br /&gt;
|&lt;br /&gt;
|program = Person B&lt;br /&gt;
|&lt;br /&gt;
|art = Person C&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1995&lt;br /&gt;
|previousgame = [[Gunbird]]&lt;br /&gt;
|nextgame = [[Sengoku Blade]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Strikers 1945 ==&lt;br /&gt;
'''''Strikers 1945''''' is a 1995 manic shooter developed by [[Psikyo]]. It is the first in the ''Strikers'' series of shooting games, followed by ''[[Strikers 1945 II]]'' (+ ''Strikers 1945 Plus'') and ''[[Strikers 1999]]'' (''Strikers 1945 III'').&amp;lt;br&amp;gt;&lt;br /&gt;
It follows a post-World War II plot where a mysterious organization known as C.A.N.Y. tries to take over the world with new super-weapons, and the &amp;quot;Strikers&amp;quot; team blast off to destroy the new threat. Like many Psikyo titles, it is known for its high bullet speeds and aggressive bosses.&lt;br /&gt;
&lt;br /&gt;
''Strikers 1945'' was ported to the Sega Saturn, PlayStation, Android platforms, Nintendo Switch, and PC. The game is also included in the Sega Astro City Mini V platform, released in 2022.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:S1945_ShipSelect.png|thumb|right|250px|The ship select screen in ''Strikers 1945''.]] ''Strikers 1945'' contains '''eight''' stages of play, with the first four stages played in a random order. There is a '''second loop''' that can be played simply by completing the first eight stages, for a total of 16 stages. The actual stages in ''Strikers 1945'' are often quite brief, with some being shorter than 60 seconds, with the bosses often taking up more time than the stages themselves. A single loop takes about 15 to 20 minutes on average.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Six ships are available to select, each one with its own shot type, option type, special weapon, and bomb attack.&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Button&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 330px;&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''A (Tap)'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Shot'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Fire the player's Shot weapon.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''A (Hold)'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Super-Shot'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Charge up the Super Shot. Release to fire.&amp;lt;br&amp;gt;Can only be performed when the player has [[options]] with them.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''B'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Bomb'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Releases a screen-clearing Bomb.&amp;lt;br&amp;gt;Bomb functionality varies between ships.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;''Note: Ship stats are rough guesstimates until more concrete data is found. Research needed. Speed is measured by the number of frames it takes the ship from going from one corner to the other, the smaller the number, the faster the ship is (90F would mean it takes the ship 90 frames or one second and a half for example)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#3184BD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;P-38 Lightning&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_P38.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Fastest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [90F] Slow&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a straight shot with a low shot limit. Options fire homing missiles.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options stay in place and fire concentrated straight shots.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault and drops a screen-covering explosive. Ship cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Lightning'' is a very solid ship in both stages and bosses thanks to its homing capabilities and heavily increased damage when performing shotgun strats. It has the fastest Super-Shot charge,which is a really desirable trait no matter the Stage, as it allows it to quickly switch between Normal and Super-Shot very quickly, without much downtime. Its main weaknesses are slow turning speed and really poor damage if the player is forced to hug the screen border'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#4A5A42; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;P-51 Mustang&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_P51.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Slowest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [83F] Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options fire straight-shot missiles that deal high damage.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options deploy around the ship and spin in a circle, then slowly move upwards. The options destroy enemy fire and deal constant collision damage.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  A squad of heavy aircraft flies in and performs a bombing run.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Mustang'' has the potential to trivialize certain portions of the game thanks to its high damage and great Super-Shot. Erasing the bullets that come from certain parts of the screen while dealing damage is great for routing and to practically negate some boss attacks. Its weakness come in the form of low main shot damage, meaning that mistiming your Super-Shot comes in a severe drop of damage, and its Super-Shot, while great, has a very slow start-up, so it is a major commitment you must go through in order to make use of it.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#5A6B94; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Spitfire Mk.VII&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Spitfire.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Fast&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Action&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [74F] Fast&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options trail ship movement, firing drill missiles that slow down and deal constant damage to targets.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options deploy in front of the ship and fire concentrated splits shots at a slight angle.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Releases a massive, narrow flame beam. The beam destroys enemy fire. Ship movement is slowed while beam is present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Spitfire's'' options can be used have both good screen coverage and high concentrated damage depending on the situation. It being fast helps with lining up the options quickly. Its charge shot is really valuable in stage portions as well, and to top it all of, it sports a bomb that has invul very quickly into the animation. Its main weaknesses are serviceable but not remarkable damage output, and having to previously set up your options to be as effective, which can't be always be done. Also, against some small bosses that zip around the screen (Stage 7 midboss, Stage 6 and 8 Boss' last pattern, to name a few), Spitfire will easily deal the least amount of damage of any ship due to how the options function.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#E7BD39; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Messerschmitt Bf-109&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Bf109.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [83F] Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a straight shot with a high shot limit. Options lock on automatically and target enemies.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options group up and fire a concentrated volley of shots while crawling up the screen.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault as support aircraft performs a bombing run. Ship cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Messerschmitt (Bf-109)'' is a very versatile ship in how it approaches enemy formations. It can either choose to have its options be rapid-firing homing bullets, or a stationary turret with a high concentrated barrage in front of them. It is truly the jack of all trades, with average stats across the board, and with ways to comfortably with the different stage layouts. It doesn't have as big of a weakness as the other ships, more so it doesn't push its strengths as much as the rest, which is to expected for a Balance type.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#42735A; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Zero Fighter&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Zero.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Very Fast&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [92F] Slowest &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options fires bombs/mines that explode on contact with enemies, or shortly after being fired.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options lock on to nearby enemies and fire concentrated shots up close. &lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Summons a massive lightning storm that instantly destroys enemy fire and deals constant damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Zero Fighter'' is a ship that rewards players that already have knowledge of the game due to the way its options operate. It has amongst the highest shotgun damage, but also the shortest range of all ships, although its Super-Shot is amongst the best in the game to compensate, charging up really quickly and instantly locking into any available enemies, which it really necessitates in stages due to its poor spread and effective range. Just like with Lightning, its main weaknesses are slow speed and taking a severe drop in damage if its too far from enemies, although this can be circumvented with its Super-Shot to a degree.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#316342; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;J7W SHINDEN &amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Shinden.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Slow&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Action&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [70F] Fastest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a narrow shot with a high shot limit. Options fires straight-shot missiles that deal high damage. Options stay directly behind ship.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options line up in the front of the ship and then crawl upwards, shooting concentrated shots to the sides.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault and fires a fast blast of energy shaped like the ship. High damage, but narrow and short. Cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Shinden'' fulfills the &amp;quot;low spread, powerful speedster&amp;quot; role found in many shmups. It has really good concentrated damage, the fastest speed in the game, and an invincible bomb, making it one of the best ships for boss killing, or any enemy with high HP in general. It has poor spread in both the main and sub shots, and while its Super-Shot can be useful depending on the Stage (Stage 6 being one of the main ones), it is quite a weak one when compared to the rest of the roster.'''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_PowerUp_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Power-up item. Dropped by red planes and specific stage objects.&amp;lt;br&amp;gt;Collecting one increases the power of the ship's main weapon by 1, and adds one option.&amp;lt;br&amp;gt;A maximum of 4 can be acquired at once, with excess P icons worth 4000pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_Bomb_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Bomb Item'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Bomb item. Adds a bomb to the stock.&amp;lt;br&amp;gt;Six bombs can be held at once, with every following bomb pickup being worth 10,000pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_Gold_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Gold Bar'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Primary score item. Dropped by grounded enemies and objects.&amp;lt;br&amp;gt;Worth 200, 500, 1,000 or 2,000pts. See [[Strikers 1945#Scoring]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank increases or decreases based on the ship's current power level. It mostly influences the speed of bullets fired by enemies. Rank is adjusted immediately upon the power level of the player ship changing.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, the first four stages have different difficulty depending on the order of stages, with the &amp;quot;hard&amp;quot; version of each stage being 1-3 and 1-4.&lt;br /&gt;
&lt;br /&gt;
Rank is lowered by death (causing your player ship to drop back down to level 1), or by colliding with an airborne enemy, which lowers the player's current power level by 1.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
''Strikers 1945'' features a second loop with denser and faster bullet patterns. Additionally, enemies that are destroyed will release clusters of revenge bullets.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no conditions to enter the second loop, and like the first loop, the second loop's first four stages are in a random order. Unlike the first loop, the game's rank is already at max, so the four stages do not vary in difficulty.&lt;br /&gt;
&lt;br /&gt;
At the end of the first loop, the player's performance in each stage is qualified under the following criteria: '''Time''', '''Gold''' and '''Shoot Down'''. The ratings can be a gold medal, a silver medal or nothing. Clearing the first loop in a single credit will reveal the pilot's face and name. Furthermore, achieving only gold medals across every stage will show a topless version instead, this easter egg was usually censored or removed in subsequent rereleases. Using a continue at any point during the first loop disqualifies these easter eggs and the name is shown as simply '''????'''.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The primary scoring trick in ''Strikers'' games involves collecting '''Gold Bars'''[[File:S1945_Item_Gold_2x.gif]] that are left behind by some ground enemies and destructible objects.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold is worth '''200''', '''500''', '''1,000''' or '''2,000pts''' depending on what frame of animation it is on. In ''Strikers 1945'', one animation frame lasts for 7 frames each.&amp;lt;br&amp;gt;&lt;br /&gt;
For ideal score play, the player wants to collect the gold bars on the frame that they flash '''white''', as this will always reward the player with 2000pts.&lt;br /&gt;
&lt;br /&gt;
Aside from that, scoring revolves primarily around maximizing enemy destruction and item collection. Excess bombs and power-ups reward bonus points, but can be risky to hold onto due to the ferocity of enemy attacks and bullet speeds later on in the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Strategy]] for '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Stages]] for a detailed information on the stages in Strikers 1945.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Bosses]] for a detailed discussion on the boss fights in Strikers 1945.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Gunbird Train ===&lt;br /&gt;
&lt;br /&gt;
[[File:Train1.jpg|200px|left|thumb|'''1.''' Don't destroy the tanks marked with red dots.]] [[File:Train2.jpg|200px|right|thumb|'''2.''' Hover over one of these trees, depending on the stage number you are on.]]&lt;br /&gt;
In the Germany stage, it is possible to make a train appear that was previously seen in one of the random stages of ''[[Gunbird]]''. It's very lucrative for scoring, as each of its three parts is worth 8,000 pts. Moreover, since the train parts hold two power up items each, it can also be useful to boost your power level to max early on. If the items are picked up when already at max power, this makes an additional 24,000 pts.&lt;br /&gt;
&lt;br /&gt;
In order to trigger the train, the player has to avoid destroying a couple of tanks and trucks during the opening part of the stage. These vehicles are not firing at the player and are marked with red dots in the image on the left. Notice that you can still carefully take out the two tanks that are firing at you, as the upper one also holds a gold bar.&lt;br /&gt;
&lt;br /&gt;
In the next step, the player has to hover over a specific tree when the stage music makes a jingle noise. Depending on whether the Germany stage is played as stage 1, 2, 3 or 4 the player has to hover over a different tree. The trees are marked accordingly on the image to the right.&lt;br /&gt;
&lt;br /&gt;
While being exceedingly more difficult, it's likewise possible to trigger the train in the second loop under the same conditions.&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 Boss Manipulation ===&lt;br /&gt;
&lt;br /&gt;
The boss of the seventh stage is determined by player position leading up to the encounter.&lt;br /&gt;
&lt;br /&gt;
Matching your ships position to the images below will spawn the boss shown in the image.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tanegashima !! Macha !! Varus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Strikers1945 s7 boss1.webp | 300px]] || [[File:Strikers1945 s7 boss2.webp | 300px]] || [[File:Strikers1945 s7 boss3.webp | 300px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
At the end of World War II, world peace seemingly returned to mankind, until an organization known as C.A.N.Y. rose to take over the world with a new breed of superweapons of mass destruction. A team of ace pilots known as the &amp;quot;STRIKERS&amp;quot; were formed in order to destroy this new foe and stop their plan for world conquest.&lt;br /&gt;
&lt;br /&gt;
=====Ending=====&lt;br /&gt;
Later on, it is revealed that the organization was created by aliens who specialize in brainwashing human brains, intending to invade planet Earth. The leader of the organization, also called CANY, is destroyed by the Strikers, alongside the alien base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
TBD&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
'''World Version (vs. Japan Version)'''&lt;br /&gt;
* The easter egg revealing the identities of the Strikers pilots does not occur.&lt;br /&gt;
* The Japanese text on the high score table does not appear.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In the I/O test menu in service mode, there appears to be remnants of a possible 4 player mode, as evidenced by the 3P and 4P controls being &amp;quot;disconnected&amp;quot;. It is unknown if it was confirmed or simply a leftover from another Psikyo game. &lt;br /&gt;
* The P-38 Lightning appears to make a cameo alongside other ships in the series in [[Space Bomber]]. The ship can be captured for 100,000 points by shooting certain background graphics at specific times.&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 [[Strikers 1945/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;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page text, info, and formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additional info provided by [[User:Plasmo|Plasmo]]&lt;br /&gt;
# Special thanks to '''STG Rev. 2020 Discord''' for fact-checking.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Strikers_1945&amp;diff=38129</id>
		<title>Strikers 1945</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Strikers_1945&amp;diff=38129"/>
		<updated>2026-05-24T02:03:58Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Strikers 1945 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:s1945_Logo.png|center|300px]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Strikers 1945&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = s1945_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 = [[Psikyo]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masaki Izutani&lt;br /&gt;
|&lt;br /&gt;
|program = Person B&lt;br /&gt;
|&lt;br /&gt;
|art = Person C&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1995&lt;br /&gt;
|previousgame = [[Gunbird]]&lt;br /&gt;
|nextgame = [[Sengoku Blade]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Strikers 1945 ==&lt;br /&gt;
'''''Strikers 1945''''' is a 1995 manic shooter developed by [[Psikyo]]. It is the first in the ''Strikers'' series of shooting games, followed by ''[[Strikers 1945 II]]'' (+ ''Strikers 1945 Plus'') and ''[[Strikers 1999]]'' (''Strikers 1945 III'').&amp;lt;br&amp;gt;&lt;br /&gt;
It follows a post-World War II plot where a mysterious organization known as C.A.N.Y. tries to take over the world with new super-weapons, and the &amp;quot;Strikers&amp;quot; team blast off to destroy the new threat. Like many Psikyo titles, it is known for its high bullet speeds and aggressive bosses.&lt;br /&gt;
&lt;br /&gt;
''Strikers 1945'' was ported to the Sega Saturn, PlayStation, Android platforms, Nintendo Switch, and PC. The game is also included in the Sega Astro City Mini V platform, released in 2022.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:S1945_ShipSelect.png|thumb|right|250px|The ship select screen in ''Strikers 1945''.]] ''Strikers 1945'' contains '''eight''' stages of play, with the first four stages played in a random order. There is a '''second loop''' that can be played simply by completing the first eight stages, for a total of 16 stages. The actual stages in ''Strikers 1945'' are often quite brief, with some being shorter than 60 seconds, with the bosses often taking up more time than the stages themselves. A single loop takes about 15 to 20 minutes on average.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Six ships are available to select, each one with its own shot type, option type, special weapon, and bomb attack.&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Button&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 330px;&amp;quot; | Function&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''A (Tap)'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Shot'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Fire the player's Shot weapon.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''A (Hold)'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Super-Shot'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Charge up the Super Shot. Release to fire.&amp;lt;br&amp;gt;Can only be performed when the player has [[options]] with them.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''B'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;'''Bomb'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Releases a screen-clearing Bomb.&amp;lt;br&amp;gt;Bomb functionality varies between ships.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;''Note: Ship stats are rough guesstimates until more concrete data is found. Research needed. Speed is measured by the number of frames it takes the ship from going from one corner to the other, the smaller the number, the faster the ship is (90F would mean it takes the ship 90 frames or one second and a half for example)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#3184BD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;P-38 Lightning&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_P38.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Fastest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [90F] Slow&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a straight shot with a low shot limit. Options fire homing missiles.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options stay in place and fire concentrated straight shots.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault and drops a screen-covering explosive. Ship cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Lightning'' is a very solid ship in both stages and bosses thanks to its homing capabilities and heavily increased damage when performing shotgun strats. It has the fastest Super-Shot charge,which is a really desirable trait no matter the Stage, as it allows it to quickly switch between Normal and Super-Shot very quickly, without much downtime. Its main weaknesses are slow turning speed and really poor damage if the player is forced to hug the screen border'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#4A5A42; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;P-51 Mustang&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_P51.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Slowest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [83F] Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options fire straight-shot missiles that deal high damage.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options deploy around the ship and spin in a circle, then slowly move upwards. The options destroy enemy fire and deal constant collision damage.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  A squad of heavy aircraft flies in and performs a bombing run.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Mustang'' has the potential to trivialize certain portions of the game thanks to its high damage and great Super-Shot. Erasing the bullets that come from certain parts of the screen while dealing damage is great for routing and to practically negate some boss attacks. Its weakness come in the form of low main shot damage, meaning that mistiming your Super-Shot comes in a severe drop of damage, and its Super-Shot, while great, has a very slow start-up, so it is a major commitment you must go through in order to make use of it.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#5A6B94; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Spitfire Mk.VII&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Spitfire.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Fast&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Action&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [74F] Fast&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options trail ship movement, firing drill missiles that slow down and deal constant damage to targets.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options deploy in front of the ship and fire concentrated splits shots at a slight angle.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Releases a massive, narrow flame beam. The beam destroys enemy fire. Ship movement is slowed while beam is present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Spitfire's'' options can be used have both good screen coverage and high concentrated damage depending on the situation. It being fast helps with lining up the options quickly. Its charge shot is really valuable in stage portions as well, and to top it all of, it sports a bomb that has invul very quickly into the animation. Its main weaknesses are serviceable but not remarkable damage output, and having to previously set up your options to be as effective, which can't be always be done. Also, against some small bosses that zip around the screen (Stage 7 midboss, Stage 6 and 8 Boss' last pattern, to name a few), Spitfire will easily deal the least amount of damage of any ship due to how the options function.'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#E7BD39; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Messerschmitt Bf-109&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Bf109.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [83F] Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a straight shot with a high shot limit. Options lock on automatically and target enemies.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options group up and fire a concentrated volley of shots while crawling up the screen.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault as support aircraft performs a bombing run. Ship cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Messerschmitt (Bf-109)'' is a very versatile ship in how it approaches enemy formations. It can either choose to have its options be rapid-firing homing bullets, or a stationary turret with a high concentrated barrage in front of them. It is truly the jack of all trades, with average stats across the board, and with ways to comfortably with the different stage layouts. It doesn't have as big of a weakness as the other ships, more so it doesn't push its strengths as much as the rest, which is to expected for a Balance type.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#42735A; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Zero Fighter&amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Zero.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Very Fast&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [92F] Slowest &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a wide shot with a low shot limit. Options fires bombs/mines that explode on contact with enemies, or shortly after being fired.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options lock on to nearby enemies and fire concentrated shots up close. &lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Summons a massive lightning storm that instantly destroys enemy fire and deals constant damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Zero Fighter'' is a ship that rewards players that already have knowledge of the game due to the way its options operate. It has amongst the highest shotgun damage, but also the shortest range of all ships, although its Super-Shot is amongst the best in the game to compensate, charging up really quickly and instantly locking into any available enemies, which it really necessitates in stages due to its poor spread and effective range. Just like with Lightning, its main weaknesses are slow speed and taking a severe drop in damage if its too far from enemies, although this can be circumvented with its Super-Shot to a degree.'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 40%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background-color:#316342; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;J7W SHINDEN &amp;lt;/big&amp;gt;&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Bomb&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Movement&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:S1945_Ship_Shinden.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Slow&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Action&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [70F] Fastest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;font-size:85%;&amp;quot; | &lt;br /&gt;
'''Main Shot:'''  Fires a narrow shot with a high shot limit. Options fires straight-shot missiles that deal high damage. Options stay directly behind ship.&lt;br /&gt;
&lt;br /&gt;
'''Super-Shot:'''  Options line up in the front of the ship and then crawl upwards, shooting concentrated shots to the sides.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:'''  Performs an invincible somersault and fires a fast blast of energy shaped like the ship. High damage, but narrow and short. Cannot move while bombing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''' ''Shinden'' fulfills the &amp;quot;low spread, powerful speedster&amp;quot; role found in many shmups. It has really good concentrated damage, the fastest speed in the game, and an invincible bomb, making it one of the best ships for boss killing, or any enemy with high HP in general. It has poor spread in both the main and sub shots, and while its Super-Shot can be useful depending on the Stage (Stage 6 being one of the main ones), it is quite a weak one when compared to the rest of the roster.'''&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_PowerUp_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Power-up item. Dropped by red planes and specific stage objects.&amp;lt;br&amp;gt;Collecting one increases the power of the ship's main weapon by 1, and adds one option.&amp;lt;br&amp;gt;A maximum of 4 can be acquired at once, with excess P icons worth 4000pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_Bomb_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Bomb Item'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Bomb item. Adds a bomb to the stock.&amp;lt;br&amp;gt;Six bombs can be held at once, with every following bomb pickup being worth 10,000pts.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:S1945_Item_Gold_2x.gif|center]] &amp;lt;div style='text-align: center;'&amp;gt;'''Gold Bar'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Primary score item. Dropped by grounded enemies and objects.&amp;lt;br&amp;gt;Worth 200, 500, 1,000 or 2,000pts. See [[Strikers 1945#Scoring]].&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank increases or decreases based on the ship's current power level. It mostly influences the speed of bullets fired by enemies. Rank is adjusted immediately upon the power level of the player ship changing.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, the first four stages have different difficulty depending on the order of stages, with the &amp;quot;hard&amp;quot; version of each stage being 1-3 and 1-4.&lt;br /&gt;
&lt;br /&gt;
Rank is lowered by death (causing your player ship to drop back down to level 1), or by colliding with an airborne enemy, which lowers the player's current power level by 1.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
''Strikers 1945'' features a second loop with denser and faster bullet patterns. Additionally, enemies that are destroyed will release clusters of revenge bullets.&amp;lt;br&amp;gt;&lt;br /&gt;
There are no conditions to enter the second loop, and like the first loop, the second loop's first four stages are in a random order. Unlike the first loop, the game's rank is already at max, so the four stages do not vary in difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The primary scoring trick in ''Strikers'' games involves collecting '''Gold Bars'''[[File:S1945_Item_Gold_2x.gif]] that are left behind by some ground enemies and destructible objects.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold is worth '''200''', '''500''', '''1,000''' or '''2,000pts''' depending on what frame of animation it is on. In ''Strikers 1945'', one animation frame lasts for 7 frames each.&amp;lt;br&amp;gt;&lt;br /&gt;
For ideal score play, the player wants to collect the gold bars on the frame that they flash '''white''', as this will always reward the player with 2000pts.&lt;br /&gt;
&lt;br /&gt;
Aside from that, scoring revolves primarily around maximizing enemy destruction and item collection. Excess bombs and power-ups reward bonus points, but can be risky to hold onto due to the ferocity of enemy attacks and bullet speeds later on in the game.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Strategy]] for '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Stages]] for a detailed information on the stages in Strikers 1945.'' &amp;lt;/br&amp;gt;&lt;br /&gt;
''See [[Strikers 1945/Bosses]] for a detailed discussion on the boss fights in Strikers 1945.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Gunbird Train ===&lt;br /&gt;
&lt;br /&gt;
[[File:Train1.jpg|200px|left|thumb|'''1.''' Don't destroy the tanks marked with red dots.]] [[File:Train2.jpg|200px|right|thumb|'''2.''' Hover over one of these trees, depending on the stage number you are on.]]&lt;br /&gt;
In the Germany stage, it is possible to make a train appear that was previously seen in one of the random stages of ''[[Gunbird]]''. It's very lucrative for scoring, as each of its three parts is worth 8,000 pts. Moreover, since the train parts hold two power up items each, it can also be useful to boost your power level to max early on. If the items are picked up when already at max power, this makes an additional 24,000 pts.&lt;br /&gt;
&lt;br /&gt;
In order to trigger the train, the player has to avoid destroying a couple of tanks and trucks during the opening part of the stage. These vehicles are not firing at the player and are marked with red dots in the image on the left. Notice that you can still carefully take out the two tanks that are firing at you, as the upper one also holds a gold bar.&lt;br /&gt;
&lt;br /&gt;
In the next step, the player has to hover over a specific tree when the stage music makes a jingle noise. Depending on whether the Germany stage is played as stage 1, 2, 3 or 4 the player has to hover over a different tree. The trees are marked accordingly on the image to the right.&lt;br /&gt;
&lt;br /&gt;
While being exceedingly more difficult, it's likewise possible to trigger the train in the second loop under the same conditions.&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 Boss Manipulation ===&lt;br /&gt;
&lt;br /&gt;
The boss of the seventh stage is determined by player position leading up to the encounter.&lt;br /&gt;
&lt;br /&gt;
Matching your ships position to the images below will spawn the boss shown in the image.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tanegashima !! Macha !! Varus&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Strikers1945 s7 boss1.webp | 300px]] || [[File:Strikers1945 s7 boss2.webp | 300px]] || [[File:Strikers1945 s7 boss3.webp | 300px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
At the end of World War II, world peace seemingly returned to mankind, until an organization known as C.A.N.Y. rose to take over the world with a new breed of superweapons of mass destruction. A team of ace pilots known as the &amp;quot;STRIKERS&amp;quot; were formed in order to destroy this new foe and stop their plan for world conquest.&lt;br /&gt;
&lt;br /&gt;
=====Ending=====&lt;br /&gt;
Later on, it is revealed that the organization was created by aliens who specialize in brainwashing human brains, intending to invade planet Earth. The leader of the organization, also called CANY, is destroyed by the Strikers, alongside the alien base.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
TBD&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
'''World Version (vs. Japan Version)'''&lt;br /&gt;
* The easter egg revealing the identities of the Strikers pilots does not occur.&lt;br /&gt;
* The Japanese text on the high score table does not appear.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In the I/O test menu in service mode, there appears to be remnants of a possible 4 player mode, as evidenced by the 3P and 4P controls being &amp;quot;disconnected&amp;quot;. It is unknown if it was confirmed or simply a leftover from another Psikyo game. &lt;br /&gt;
* The P-38 Lightning appears to make a cameo alongside other ships in the series in [[Space Bomber]]. The ship can be captured for 100,000 points by shooting certain background graphics at specific times.&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 [[Strikers 1945/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;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Page text, info, and formatting by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Additional info provided by [[User:Plasmo|Plasmo]]&lt;br /&gt;
# Special thanks to '''STG Rev. 2020 Discord''' for fact-checking.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Space_Bomber&amp;diff=38128</id>
		<title>Space Bomber</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Space_Bomber&amp;diff=38128"/>
		<updated>2026-05-24T01:57:44Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:sb_logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #d80101&lt;br /&gt;
|innerbordercolor = #d5d5d5&lt;br /&gt;
|title = Space Bomber&lt;br /&gt;
|background = #dbecf5&lt;br /&gt;
|image = sb_title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Start screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[Psikyo]]&amp;lt;ref name=&amp;quot;psikyomoby&amp;quot;&amp;gt;&amp;quot;[https://www.mobygames.com/company/x-nautpsikyo X-Naut.Psikyo]&amp;quot; at Mobygames. Retrieved 2022.12.10.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|releasedate = '''Arcade''': 1998&amp;lt;ref name=&amp;quot;strikersarc&amp;quot;&amp;gt;&amp;quot;[https://www.arcade-museum.com/game_detail.php?game_id=9643 Space Bomber]&amp;quot; at Arcade Museum. Retrieved 2022.12.10.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|previousgame = [[Pilot Kids]]&lt;br /&gt;
|nextgame = [[Strikers 1999]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Space Bomber''''' is a fixed-screen [[shooting game]] developed and published in arcades by [[Psikyo]] in 1998. The game is noted for it's comedic, irreverent tone, and it's signature capture claw mechanic, which lets you capture enemies and launch them back into other foes for big damage.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
Space Bomber is a 2 button game and consists of 24 stages, organised into 6 worlds of 4 stages each. Stages are cleared when all enemies have been either defeated or captured.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A Button:''' Shot&lt;br /&gt;
* '''B Button:''' Activate Capture Claw&lt;br /&gt;
* '''Hold A Button, then Release:''' Deploy captured enemy&lt;br /&gt;
* '''Hold A Button, then Press B:''' Launch captured enemy&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:sb_screen.png|175px|thumb|right|Player ship deploys the capture claw]]&lt;br /&gt;
'''Main Shot'''&lt;br /&gt;
&lt;br /&gt;
Basic attack performed by pressing the shot button. This attack is upgraded by collecting Power-Up items, and reaches max power after 2 items have been collected. &lt;br /&gt;
&lt;br /&gt;
'''Capture Claw'''&lt;br /&gt;
&lt;br /&gt;
The capture claw is the game's central mechanic, and is used to retreive point items and to capture enemies. A maximum of 3 captured enemies can be held in stock at a given time. Captured enemies can be either deployed in front of the player, where they will block bullets and attack with preset patterns, or they can be launched up the screen, producing a large explosion when they contact with an enemy. The player is awarded with bonus points depending on how many enemies are destroyed in the explosion.&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:sb_default.png|center]] || '''Default Ship''' &amp;lt;br&amp;gt;Basic ship with a linear shot.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:sb_hidden.png|center]] [[File:SB hidden 2.png|center]] || '''Hidden Ship''' &amp;lt;br&amp;gt;Unlocked by pressing '''Right x3''', '''Left x3''', '''Right x7''' on the title screen after inserting a credit. Has a stronger wave-beam type shot than the default ship. &amp;lt;br&amp;gt; At max power, the 2P version of this ship gains 2 additional side shots that are fired diagonally.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:sb_tetris.png|center]] || '''Tetromino''' &amp;lt;br&amp;gt;Unlocked by pressing '''Up x3''', '''Down x3''', '''Up x7''' on the title screen after inserting a credit. Has a spread shot, and a drill attack instead of the usual capture claw.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A jingle will be heard when the codes are inputted correctly.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:sb_pow.png|center]] || '''Power Up''' &amp;lt;br&amp;gt;Increases your shot power (max power after the 2nd item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:sb_bigmoney.png|center]] || '''Large Moneybag''' &amp;lt;br&amp;gt;2000 point score item&lt;br /&gt;
|-&lt;br /&gt;
| [[File:sb_smallmoney.png|center]] || '''Small Moneybag''' &amp;lt;br&amp;gt;500 point score item&lt;br /&gt;
|-&lt;br /&gt;
| [[File:sb_lightning.png|center]] || '''Hidden Striker''' &amp;lt;br&amp;gt;100,000 point score item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
The main source of score comes from launching captured enemies into other groups of enemies, which awards a large point bonus. The size of the bonus is 1000pts x n&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, where n is the number of enemies destroyed. The bonus is capped at a maximum of 100,000pts when 10 or more enemies are destroyed.&lt;br /&gt;
&lt;br /&gt;
Enemies destroyed in this fashion also drop moneybags which award 2000pts when collected.&lt;br /&gt;
&lt;br /&gt;
Some stages also contain hidden ships from the [[Strikers 1945]] series which can be captured for 100,000 points each. These ships are spawned by shooting certain parts of the background at specific times.&lt;br /&gt;
&lt;br /&gt;
Enemies destroyed by projectiles from deployed enemies will drop small moneybags worth 500pts each.&lt;br /&gt;
&lt;br /&gt;
If playing as the hidden tetromino ship, the capture claw is replaced by a drill. Enemies destroyed by the drill give the same bonus as the capture claw (1000pts x n&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;), but they will not drop moneybags.&lt;br /&gt;
&lt;br /&gt;
=== Endgame Bonus ===&lt;br /&gt;
&lt;br /&gt;
25,000 points are awarded for each life remaining at the end of the game. If the player has no lives remaining, a 10,000 point bonus is still awarded.&lt;br /&gt;
&lt;br /&gt;
== Extends ==&lt;br /&gt;
&lt;br /&gt;
One extra life is awarded at 3,000,000 points.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:SB_hidden_2.png&amp;diff=38127</id>
		<title>File:SB hidden 2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:SB_hidden_2.png&amp;diff=38127"/>
		<updated>2026-05-24T01:56:05Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Guwange/Video_Index&amp;diff=37552</id>
		<title>Guwange/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Guwange/Video_Index&amp;diff=37552"/>
		<updated>2026-03-25T03:16:31Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Kosame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Guwange thm.png|thumb]]&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Arcade ==&lt;br /&gt;
&lt;br /&gt;
=== Shishin ===&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:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Toshiyuki&lt;br /&gt;
| 99,999,999&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/_4pezwxEwDs Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Yuru&lt;br /&gt;
| 99,999,999&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/9TkpSMnXRGc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Toshiyuki&lt;br /&gt;
| 98,911,457&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/7D7goSXUI40 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Toshiyuki&lt;br /&gt;
| 70,196,120&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/qg7ULOklTl0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| H.J&lt;br /&gt;
| 59,561,611&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/0J79Wo6H3MY Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Toshiyuki&lt;br /&gt;
| 54,761,987&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/3N8QW-axlAg Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CLP&lt;br /&gt;
| 51,865,395&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/e74YgYDnO80 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TooMuchDog&lt;br /&gt;
| 51,365,091&lt;br /&gt;
| Arcade (FBNeo)&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/HHm57RwjR68 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| TooMuchDog&lt;br /&gt;
| 48,464,970&lt;br /&gt;
| Arcade (FBNeo)&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/BApwS9Gof3c Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| CloudyMusic&lt;br /&gt;
| 16,460,758&lt;br /&gt;
| Arcade&lt;br /&gt;
| Stage 6&lt;br /&gt;
| [https://youtu.be/DNpLSyu3aHM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Yami&lt;br /&gt;
| 10,336,723&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/vuaBTF93nSc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| MOTO&lt;br /&gt;
| 9,824,094&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/VhXmBF92PRI Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Juanman&lt;br /&gt;
| 9,390,420&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/SFv6vDF29kw Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Snoop&lt;br /&gt;
| 6,258,858&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/aZdetgmIqj8 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Kosame ===&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:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Yuru&lt;br /&gt;
| 99,999,999&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/T28wky2UqL0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Yusemi SWY&lt;br /&gt;
| 99,999,999&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/Pdec4vruWyY Youtube]&lt;br /&gt;
| Superplay VHS&lt;br /&gt;
|-&lt;br /&gt;
| 山中将人&lt;br /&gt;
| 95,644,967&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/Cxoa_2b8deE Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| ProMeTheus&lt;br /&gt;
| 49,804,980&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/M5CKDRe4gR0 Youtube 1] [https://youtu.be/LzG886yV83M 2] [https://youtu.be/EXDeE_KCK8s 3] [https://youtu.be/rmpO8qIdWhc 4]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aquas&lt;br /&gt;
| 36,342,208&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/PU2gencUl2M Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 尼伯龙根之戒&lt;br /&gt;
| 33,893,604&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://www.bilibili.com/video/av6910381 Bilibili]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aquas&lt;br /&gt;
| 28,856,038&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/TaZeBG1Hut0 Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| gohat0&lt;br /&gt;
| 17,955,342&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/FmvgWFjcZe4 Youtube 1] [https://youtu.be/LdMvewFavDg 2] [https://youtu.be/opxHx2uzmvM 3]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Aquas&lt;br /&gt;
| 10,469,562&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/0zc2xLCIG6U Youtube]&lt;br /&gt;
| Includes live commentary (English)&lt;br /&gt;
|-&lt;br /&gt;
| Pearl&lt;br /&gt;
| 7,141,139&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/QbNnWhnno7k Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Gensuke ===&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:10%;&amp;quot; | Stage&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Video&lt;br /&gt;
! style=&amp;quot;width:50%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| ぼあぼあ&lt;br /&gt;
| 99,999,999&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/oDVO-uqasWs Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| sddkaede&lt;br /&gt;
| 99,999,999&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/YrScA_wHPpc Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Yuru&lt;br /&gt;
| 99,999,999&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/QpW3nUv5Amk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Yuru&lt;br /&gt;
| 99,631,726&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/2IsfcoUYLuA Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| trev1976&lt;br /&gt;
| 18,485,841&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/uErB48ld9Vg Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| PNSR&lt;br /&gt;
| 12,213,490&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/6CTUE7gf2pk Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Kappa&lt;br /&gt;
| 6,605,025&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/usj14eJRrPQ Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| COS&lt;br /&gt;
| 6,202,606&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/4w7rNoYgzII Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Buffi&lt;br /&gt;
| 6,051,273&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/wHeOnNN97eM Youtube]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| 5,810,116&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/aL1-iug7My4 Youtube]&lt;br /&gt;
| Shot Only&lt;br /&gt;
|-&lt;br /&gt;
| TRB&lt;br /&gt;
| 5,745,423&lt;br /&gt;
| Arcade&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/3dIzPWYHfks Youtube]&lt;br /&gt;
| The final score screen is missing, so it should be slightly higher than indicated&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guides &amp;amp; Commentaries ==&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:10%;&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;
! style=&amp;quot;width:40%;&amp;quot; | Comment&lt;br /&gt;
|-&lt;br /&gt;
| Aquas&lt;br /&gt;
| 28,856,038&lt;br /&gt;
| Arcade&lt;br /&gt;
| Kosame&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/XQJs5gjrQxY Youtube]&lt;br /&gt;
| STG Weekly #13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Sonic_Wings_2/Video_Index&amp;diff=37501</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=37501"/>
		<updated>2026-03-22T19:16:49Z</updated>

		<summary type="html">&lt;p&gt;ADR: &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;
[[Category:Video_Index]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37357</id>
		<title>R-Type II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37357"/>
		<updated>2026-03-15T22:26:00Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rtype2_logo.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #A2AAAA&lt;br /&gt;
|background = #E3FBFB&lt;br /&gt;
|innerbordercolor = #A2AAAA&lt;br /&gt;
|width =&lt;br /&gt;
|title = R-Type II&lt;br /&gt;
|image = rtype2_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' November 1989 &amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n15/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''US:''' April 1990&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n164/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PlayStation''' &amp;lt;br&amp;gt; '''JP:''' February 5, 1998 &amp;lt;br&amp;gt; '''JP:''' October 25, 2001 (Reprint) &amp;lt;br&amp;gt; '''US:''' February 28, 1999 &amp;lt;br&amp;gt; '''EU:''' September 20, 1998 &amp;lt;br&amp;gt; '''Xbox 360:''' 2009&lt;br /&gt;
|previousgame = [[Dragon Breed]]&lt;br /&gt;
|nextgame = [[X Multiply]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Yoshihito Tagami&lt;br /&gt;
|music = Masahiko Ishida&amp;lt;ref&amp;gt;[https://shmuplations.com/rtypeishida/ Masahiko Ishida – 2014 Composer Interview]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|program = Takeo Sumita&lt;br /&gt;
|art = Akio Oyabu&amp;lt;ref&amp;gt;[https://shmuplations.com/imadethat/ “I made that!” – 1991 Developer Interviews]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; Yoshio Shimizu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type II''' is a horizontal scrolling shoot em up developed by [[Irem]] in the year 1989. It is the first sequel to the original [[R-Type]] and the second game in the series. Just like its predecessor, ''R-Type II'' has had several ports, more often than not downscaled in some way to make up for the different hardware (most notable one is ''Super R-Type'' for the Super Nintendo). The Arcade version has been ported to PlayStation as part of the R-Types compilation and R-Type Dimensions release.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages with a second loop in ''R-Type II''. Extends are granted at 200k, 350k, 500k and 700k points respectively.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Charges the Wave Cannon.&lt;br /&gt;
*'''B button (Press):''' Controls the Force Pod.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
====Wave Cannon====&lt;br /&gt;
&lt;br /&gt;
This is always available without the need of any power-ups. By holding the A button, the player can fire larger single shots, represented by the bar at the bottom of the screen. About a second after fully charged, the bar will go from light blue to gold, allowing the usage of several overlapping shots. There is a small window to use this, afterwards it will keep looping from blue to gold. &lt;br /&gt;
&lt;br /&gt;
====Force Pod====&lt;br /&gt;
&lt;br /&gt;
The Force Pod is obtained by collecting any laser items. It can block projectiles and deal contact damage. The pod works differently when it's attached or detached. While attached, it fires the respective laser weapon the player has in the direction it's currently facing. Pressing the B button will release the pod, making it fire bullets forward. This can be upgraded to a &amp;lt; shaped arc of bullets and it can additionally fire up and down when maxed.&lt;br /&gt;
&lt;br /&gt;
The Force can be reattached by pressing the B button or simply flying close to it.&lt;br /&gt;
&lt;br /&gt;
====Laser====&lt;br /&gt;
&lt;br /&gt;
They are the upgrade to the main shot. Initially, picking up a laser item just makes the Force pod appear, level 2 makes the player fire the respective laser that was picked up and the third upgrade grants the strongest version of it.&lt;br /&gt;
&lt;br /&gt;
====Missile====&lt;br /&gt;
&lt;br /&gt;
Used alongisde the player's main shot. Unlike other weapons, they don't have any subsequent upgrades after the initial pick up. There are 2 different types of missiles available.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
The bits are option items that follow the player. The first one is attached to the top of the player's ship and the second underneath. They can deal contact damage and fire while using the red laser.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue.png|center]] || '''Rebound Laser''' &amp;lt;br&amp;gt; Fires 2 lasers at 45° angles and one directly forward. They bounce off terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_yellow.png|center]] || '''Counter-Ground Laser''' &amp;lt;br&amp;gt; Fires 2 lasers at 90° angles that travel across the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red.png|center]] || '''Counter-Air Laser''' &amp;lt;br&amp;gt; Usually called the &amp;quot;DNA shot&amp;quot;. Fires intertwined shots forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_green.png|center]] || '''Search Laser''' &amp;lt;br&amp;gt; 2 thin lasers that move diagonally (including terrain) while tracking enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_gray.png|center]] || '''Shotgun Laser''' &amp;lt;br&amp;gt; Fires special rounds that explode after a short distance. &amp;lt;br&amp;gt; At full power, they can travel about half a screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue_missile.png|center]] || '''Scatter Bombs''' &amp;lt;br&amp;gt; Travels across the ground releasing explosions on its way.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red_missile.png|center]] || '''Homing Missile''' &amp;lt;br&amp;gt; Flies forward and tracks enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_bit.png|center]] || '''Bit''' &amp;lt;br&amp;gt; Adds a bit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_speedup.png|center]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loops==&lt;br /&gt;
&lt;br /&gt;
At the start of the second loop the player retains their missile and current movement speed, other upgrades are removed. Due to the higher difficulty bullets move faster, enemies fire more and most of them have higher HP.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
&lt;br /&gt;
Near the halfway point of stage 2, several egg-like enemies will appear and drift upwards. Destroying them grants 200 points, but when they collide with the ceiling or other part of the stage's scenery they will spread into 3 smaller versions that slowly chase the player, each worth 100 points. For scoring purposes it's more benefitial to avoid defeating these until after they have spread.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint Milking===&lt;br /&gt;
&lt;br /&gt;
Since there aren't endgame bonuses after clearing it's common for very high scoring runs to sacrifice lives during the run for more points. This is done on the second checkpoint of 2-6.&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
&lt;br /&gt;
===World Version===&lt;br /&gt;
&lt;br /&gt;
This is the international release of the Arcade version. It is considered easier than its Japanese counterpart.&lt;br /&gt;
&lt;br /&gt;
====Stage Differences====&lt;br /&gt;
&lt;br /&gt;
'''Stage 1:'''&lt;br /&gt;
*A red enemy at the start has removed.&lt;br /&gt;
*Many of the yellow enemies that rise from the water have been removed, including one that shoots from behind.&lt;br /&gt;
*When the second snake appears, the hatch that is facing right releases enemies slightly later.&lt;br /&gt;
*No walkers coming from behind after the large enemy with the laser appears.&lt;br /&gt;
&lt;br /&gt;
'''Stage 2:'''&lt;br /&gt;
*The third wave of kamikaze enemies that appears from behind is removed.&lt;br /&gt;
*Right as the first bit drop appears, one enemy coming from behind has been removed.&lt;br /&gt;
*Kamikaze enemies coming from behind near the end have been removed.&lt;br /&gt;
&lt;br /&gt;
'''Stage 3:'''&lt;br /&gt;
*After the Shotgun Laser drop, the missile item from one of the POW Armors has been changed from Homing Missile to Scatter Bomb.&lt;br /&gt;
&lt;br /&gt;
'''Stage 4:'''&lt;br /&gt;
*The second wave of wheel enemies that comes from behind now appears from the right side of the screen.&lt;br /&gt;
*Right before the first section with the flying tanks, the laser item dropped from the POW Armor has been changed from Search Laser to Rebound Laser.&lt;br /&gt;
*During the same section, a set of wheel enemies coming from behind has been removed alongside walker enemies appearing from both sides of the screen.&lt;br /&gt;
*Wheel enemies appearing from both sides of the screen during the second wave of flying tanks have been removed.&lt;br /&gt;
*The item from the last POW Armor has been changed from a Speed-up to a Counter-Air Laser drop.&lt;br /&gt;
&lt;br /&gt;
'''Stage 5:'''&lt;br /&gt;
*One of the last laser items in the stage has been changed from a Shotgun Laser to a Counter-Air Laser drop.&lt;br /&gt;
&lt;br /&gt;
'''Stage 6:'''&lt;br /&gt;
*After the large worm enemy that appears from behind, there is an additional POW Armor that drops a Scatter Bomb item.&lt;br /&gt;
&lt;br /&gt;
===R-Types===&lt;br /&gt;
&lt;br /&gt;
This was a compilation including both R-Type and R-Type II released for the PlayStation. Both games run at 60Hz instead of 55.&lt;br /&gt;
&lt;br /&gt;
===R-Type Dimensions===&lt;br /&gt;
&lt;br /&gt;
*Based on the '''World''' release.&lt;br /&gt;
*The game can be played with its original look or 3D graphics. The 3D mode supports simultaneous co-op play, player 2 controls a black colored R9C with a green windshield and Force Pod.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37356</id>
		<title>R-Type II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37356"/>
		<updated>2026-03-15T22:24:25Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rtype2_logo.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #A2AAAA&lt;br /&gt;
|background = #E3FBFB&lt;br /&gt;
|innerbordercolor = #A2AAAA&lt;br /&gt;
|width =&lt;br /&gt;
|title = R-Type II&lt;br /&gt;
|image = rtype2_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' November 1989 &amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n15/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''US:''' April 1990&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n164/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PlayStation''' &amp;lt;br&amp;gt; '''JP:''' February 5, 1998 &amp;lt;br&amp;gt; '''JP:''' October 25, 2001 (Reprint) &amp;lt;br&amp;gt; '''US:''' February 28, 1999 &amp;lt;br&amp;gt; '''EU:''' September 20, 1998 &amp;lt;br&amp;gt; '''Xbox 360:''' 2009&lt;br /&gt;
|previousgame = [[Dragon Breed]]&lt;br /&gt;
|nextgame = [[X Multiply]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Yoshihito Tagami&lt;br /&gt;
|music = Masahiko Ishida&amp;lt;ref&amp;gt;[https://shmuplations.com/rtypeishida/ Masahiko Ishida – 2014 Composer Interview]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|program = Takeo Sumita&lt;br /&gt;
|art = Akio Oyabu&amp;lt;ref&amp;gt;[https://shmuplations.com/imadethat/ “I made that!” – 1991 Developer Interviews]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; Yoshio Shimizu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type II''' is a horizontal scrolling shoot em up developed by [[Irem]] in the year 1989. It is the first sequel to the original [[R-Type]] and the second game in the series. Just like its predecessor, ''R-Type II'' has had several ports, more often than not downscaled in some way to make up for the different hardware (most notable one is ''Super R-Type'' for the Super Nintendo). The Arcade version has been ported to PlayStation as part of the R-Types compilation and R-Type Dimensions release.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages with a second loop in ''R-Type II''. Extends are granted at 200k, 350k, 500k and 700k points respectively.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Charges the Wave Cannon.&lt;br /&gt;
*'''B button (Press):''' Controls the Force Pod.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
====Wave Cannon====&lt;br /&gt;
&lt;br /&gt;
This is always available without the need of any power-ups. By holding the A button, the player can fire larger single shots, represented by the bar at the bottom of the screen. About a second after fully charged, the bar will go from light blue to gold, allowing the usage of several overlapping shots. There is a small window to use this, afterwards it will keep looping from blue to gold. &lt;br /&gt;
&lt;br /&gt;
====Force Pod====&lt;br /&gt;
&lt;br /&gt;
The Force Pod is obtained by collecting any laser items. It can block projectiles and deal contact damage. The pod works differently when it's attached or detached. While attached, it fires the respective laser weapon the player has in the direction it's currently facing. Pressing the B button will release the pod, making it fire bullets forward. This can be upgraded to a &amp;lt; shaped arc of bullets and it can additionally fire up and down when maxed.&lt;br /&gt;
&lt;br /&gt;
The Force can be reattached by pressing the B button or simply flying close to it.&lt;br /&gt;
&lt;br /&gt;
====Laser====&lt;br /&gt;
&lt;br /&gt;
They are the upgrade to the main shot. Initially, picking up a laser item just makes the Force pod appear, level 2 makes the player fire the respective laser that was picked up and the third upgrade grants the strongest version of it.&lt;br /&gt;
&lt;br /&gt;
====Missile====&lt;br /&gt;
&lt;br /&gt;
Used alongisde the player's main shot. Unlike other weapons, they don't have any subsequent upgrades after the initial pick up. There are 2 different types of missiles available.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
The bits are option items that follow the player. The first one is attached to the top of the player's ship and the second underneath. They can deal contact damage and fire while using the red laser.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue.png|center]] || '''Rebound Laser''' &amp;lt;br&amp;gt; Fires 2 lasers at 45° angles and one directly forward. They bounce off terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_yellow.png|center]] || '''Counter-Ground Laser''' &amp;lt;br&amp;gt; Fires 2 laser at 90° angles that travel across the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red.png|center]] || '''Counter-Air Laser''' &amp;lt;br&amp;gt; Usually called the &amp;quot;DNA shot&amp;quot;. Fires intertwined shots forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_green.png|center]] || '''Search Laser''' &amp;lt;br&amp;gt; 2 thin lasers that move diagonally (including terrain) while tracking enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_gray.png|center]] || '''Shotgun Laser''' &amp;lt;br&amp;gt; Fires special rounds that explode after a short distance. &amp;lt;br&amp;gt; At full power, they can travel about half a screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue_missile.png|center]] || '''Scatter Bombs''' &amp;lt;br&amp;gt; Travels across the ground releasing explosions on its way.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red_missile.png|center]] || '''Homing Missile''' &amp;lt;br&amp;gt; Flies forward and tracks enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_bit.png|center]] || '''Bit''' &amp;lt;br&amp;gt; Adds a bit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_speedup.png|center]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loops==&lt;br /&gt;
&lt;br /&gt;
At the start of the second loop the player retains their missile and current movement speed, other upgrades are removed. Due to the higher difficulty bullets move faster, enemies fire more and most of them have higher HP.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
&lt;br /&gt;
Near the halfway point of stage 2, several egg-like enemies will appear and drift upwards. Destroying them grants 200 points, but when they collide with the ceiling or other part of the stage's scenery they will spread into 3 smaller versions that slowly chase the player, each worth 100 points. For scoring purposes it's more benefitial to avoid defeating these until after they have spread.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint Milking===&lt;br /&gt;
&lt;br /&gt;
Since there aren't endgame bonuses after clearing it's common for very high scoring runs to sacrifice lives during the run for more points. This is done on the second checkpoint of 2-6.&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
&lt;br /&gt;
===World Version===&lt;br /&gt;
&lt;br /&gt;
This is the international release of the Arcade version. It is considered easier than its Japanese counterpart.&lt;br /&gt;
&lt;br /&gt;
====Stage Differences====&lt;br /&gt;
&lt;br /&gt;
'''Stage 1:'''&lt;br /&gt;
*A red enemy at the start has removed.&lt;br /&gt;
*Many of the yellow enemies that rise from the water have been removed, including one that shoots from behind.&lt;br /&gt;
*When the second snake appears, the hatch that is facing right releases enemies slightly later.&lt;br /&gt;
*No walkers coming from behind after the large enemy with the laser appears.&lt;br /&gt;
&lt;br /&gt;
'''Stage 2:'''&lt;br /&gt;
*The third wave of kamikaze enemies that appears from behind is removed.&lt;br /&gt;
*Right as the first bit drop appears, one enemy coming from behind has been removed.&lt;br /&gt;
*Kamikaze enemies coming from behind near the end have been removed.&lt;br /&gt;
&lt;br /&gt;
'''Stage 3:'''&lt;br /&gt;
*After the Shotgun Laser drop, the missile item from one of the POW Armors has been changed from Homing Missile to Scatter Bomb.&lt;br /&gt;
&lt;br /&gt;
'''Stage 4:'''&lt;br /&gt;
*The second wave of wheel enemies that comes from behind now appears from the right side of the screen.&lt;br /&gt;
*Right before the first section with the flying tanks, the laser item dropped from the POW Armor has been changed from Search Laser to Rebound Laser.&lt;br /&gt;
*During the same section, a set of wheel enemies coming from behind has been removed alongside walker enemies appearing from both sides of the screen.&lt;br /&gt;
*Wheel enemies appearing from both sides of the screen during the second wave of flying tanks have been removed.&lt;br /&gt;
*The item from the last POW Armor has been changed from a Speed-up to a Counter-Air Laser drop.&lt;br /&gt;
&lt;br /&gt;
'''Stage 5:'''&lt;br /&gt;
*One of the last laser items in the stage has been changed from a Shotgun Laser to a Counter-Air Laser drop.&lt;br /&gt;
&lt;br /&gt;
'''Stage 6:'''&lt;br /&gt;
*After the large worm enemy that appears from behind, there is an additional POW Armor that drops a Scatter Bomb item.&lt;br /&gt;
&lt;br /&gt;
===R-Types===&lt;br /&gt;
&lt;br /&gt;
This was a compilation including both R-Type and R-Type II released for the PlayStation. Both games run at 60Hz instead of 55.&lt;br /&gt;
&lt;br /&gt;
===R-Type Dimensions===&lt;br /&gt;
&lt;br /&gt;
*Based on the '''World''' release.&lt;br /&gt;
*The game can be played with its original look or 3D graphics. The 3D mode supports simultaneous co-op play, player 2 controls a black colored R9C with a green windshield and Force Pod.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37355</id>
		<title>R-Type II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37355"/>
		<updated>2026-03-15T22:05:14Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Version Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rtype2_logo.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #A2AAAA&lt;br /&gt;
|background = #E3FBFB&lt;br /&gt;
|innerbordercolor = #A2AAAA&lt;br /&gt;
|width =&lt;br /&gt;
|title = R-Type II&lt;br /&gt;
|image = rtype2_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' November 1989 &amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n15/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''US:''' April 1990&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n164/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PlayStation''' &amp;lt;br&amp;gt; '''JP:''' February 5, 1998 &amp;lt;br&amp;gt; '''JP:''' October 25, 2001 (Reprint) &amp;lt;br&amp;gt; '''US:''' February 28, 1999 &amp;lt;br&amp;gt; '''EU:''' September 20, 1998 &amp;lt;br&amp;gt; '''Xbox 360:''' 2009&lt;br /&gt;
|previousgame = [[Dragon Breed]]&lt;br /&gt;
|nextgame = [[X Multiply]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Yoshihito Tagami&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiko Ishida&lt;br /&gt;
|&lt;br /&gt;
|program = Takeo Sumita&lt;br /&gt;
|&lt;br /&gt;
|art = Akio Oyabu &amp;lt;br&amp;gt; Yoshio Shimizu&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type II''' is a horizontal scrolling shoot em up developed by [[Irem]] in the year 1989. It is the first sequel to the original [[R-Type]] and the second game in the series. Just like its predecessor, ''R-Type II'' has had several ports, more often than not downscaled in some way to make up for the different hardware (most notable one is ''Super R-Type'' for the Super Nintendo). The Arcade version has been ported to PlayStation as part of the R-Types compilation and R-Type Dimensions release.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages with a second loop in ''R-Type II''. Extends are granted at 200k, 350k, 500k and 700k points respectively.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Charges the Wave Cannon.&lt;br /&gt;
*'''B button (Press):''' Controls the Force Pod.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
====Wave Cannon====&lt;br /&gt;
&lt;br /&gt;
This is always available without the need of any power-ups. By holding the A button, the player can fire larger single shots, represented by the bar at the bottom of the screen. About a second after fully charged, the bar will go from light blue to gold, allowing the usage of several overlapping shots. There is a small window to use this, afterwards it will keep looping from blue to gold. &lt;br /&gt;
&lt;br /&gt;
====Force Pod====&lt;br /&gt;
&lt;br /&gt;
The Force Pod is obtained by collecting any laser items. It can block projectiles and deal contact damage. The pod works differently when it's attached or detached. While attached, it fires the respective laser weapon the player has in the direction it's currently facing. Pressing the B button will release the pod, making it fire bullets forward. This can be upgraded to a &amp;lt; shaped arc of bullets and it can additionally fire up and down when maxed.&lt;br /&gt;
&lt;br /&gt;
The Force can be reattached by pressing the B button or simply flying close to it.&lt;br /&gt;
&lt;br /&gt;
====Laser====&lt;br /&gt;
&lt;br /&gt;
They are the upgrade to the main shot. Initially, picking up a laser item just makes the Force pod appear, level 2 makes the player fire the respective laser that was picked up and the third upgrade grants the strongest version of it.&lt;br /&gt;
&lt;br /&gt;
====Missile====&lt;br /&gt;
&lt;br /&gt;
Used alongisde the player's main shot. Unlike other weapons, they don't have any subsequent upgrades after the initial pick up. There are 2 different types of missiles available.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
The bits are option items that follow the player. The first one is attached to the top of the player's ship and the second underneath. They can deal contact damage and fire while using the red laser.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue.png|center]] || '''Rebound Laser''' &amp;lt;br&amp;gt; Fires 2 lasers at 45° angles and one directly forward. They bounce off terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_yellow.png|center]] || '''Counter-Ground Laser''' &amp;lt;br&amp;gt; Fires 2 laser at 90° angles that travel across the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red.png|center]] || '''Counter-Air Laser''' &amp;lt;br&amp;gt; Usually called the &amp;quot;DNA shot&amp;quot;. Fires intertwined shots forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_green.png|center]] || '''Search Laser''' &amp;lt;br&amp;gt; 2 thin lasers that move diagonally (including terrain) while tracking enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_gray.png|center]] || '''Shotgun Laser''' &amp;lt;br&amp;gt; Fires special rounds that explode after a short distance. &amp;lt;br&amp;gt; At full power, they can travel about half a screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue_missile.png|center]] || '''Scatter Bombs''' &amp;lt;br&amp;gt; Travels across the ground releasing explosions on its way.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red_missile.png|center]] || '''Homing Missile''' &amp;lt;br&amp;gt; Flies forward and tracks enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_bit.png|center]] || '''Bit''' &amp;lt;br&amp;gt; Adds a bit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_speedup.png|center]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loops==&lt;br /&gt;
&lt;br /&gt;
At the start of the second loop the player retains their missile and current movement speed, other upgrades are removed. Due to the higher difficulty bullets move faster, enemies fire more and most of them have higher HP.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
&lt;br /&gt;
Near the halfway point of stage 2, several egg-like enemies will appear and drift upwards. Destroying them grants 200 points, but when they collide with the ceiling or other part of the stage's scenery they will spread into 3 smaller versions that slowly chase the player, each worth 100 points. For scoring purposes it's more benefitial to avoid defeating these until after they have spread.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint Milking===&lt;br /&gt;
&lt;br /&gt;
Since there aren't endgame bonuses after clearing it's common for very high scoring runs to sacrifice lives during the run for more points. This is done on the second checkpoint of 2-6.&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
&lt;br /&gt;
===World Version===&lt;br /&gt;
&lt;br /&gt;
This is the international release of the Arcade version. It is considered easier than its Japanese counterpart.&lt;br /&gt;
&lt;br /&gt;
====Stage Differences====&lt;br /&gt;
&lt;br /&gt;
'''Stage 1:'''&lt;br /&gt;
*A red enemy at the start has removed.&lt;br /&gt;
*Many of the yellow enemies that rise from the water have been removed, including one that shoots from behind.&lt;br /&gt;
*When the second snake appears, the hatch that is facing right releases enemies slightly later.&lt;br /&gt;
*No walkers coming from behind after the large enemy with the laser appears.&lt;br /&gt;
&lt;br /&gt;
'''Stage 2:'''&lt;br /&gt;
*The third wave of kamikaze enemies that appears from behind is removed.&lt;br /&gt;
*Right as the first bit drop appears, one enemy coming from behind has been removed.&lt;br /&gt;
*Kamikaze enemies coming from behind near the end have been removed.&lt;br /&gt;
&lt;br /&gt;
'''Stage 3:'''&lt;br /&gt;
*After the Shotgun Laser drop, the missile item from one of the POW Armors has been changed from Homing Missile to Scatter Bomb.&lt;br /&gt;
&lt;br /&gt;
'''Stage 4:'''&lt;br /&gt;
*The second wave of wheel enemies that comes from behind now appears from the right side of the screen.&lt;br /&gt;
*Right before the first section with the flying tanks, the laser item dropped from the POW Armor has been changed from Search Laser to Rebound Laser.&lt;br /&gt;
*During the same section, a set of wheel enemies coming from behind has been removed alongside walker enemies appearing from both sides of the screen.&lt;br /&gt;
*Wheel enemies appearing from both sides of the screen during the second wave of flying tanks have been removed.&lt;br /&gt;
*The item from the last POW Armor has been changed from a Speed-up to a Counter-Air Laser drop.&lt;br /&gt;
&lt;br /&gt;
'''Stage 5:'''&lt;br /&gt;
*One of the last laser items in the stage has been changed from a Shotgun Laser to a Counter-Air Laser drop.&lt;br /&gt;
&lt;br /&gt;
'''Stage 6:'''&lt;br /&gt;
*After the large worm enemy that appears from behind, there is an additional POW Armor that drops a Scatter Bomb item.&lt;br /&gt;
&lt;br /&gt;
===R-Types===&lt;br /&gt;
&lt;br /&gt;
This was a compilation including both R-Type and R-Type II released for the PlayStation. Both games run at 60Hz instead of 55.&lt;br /&gt;
&lt;br /&gt;
===R-Type Dimensions===&lt;br /&gt;
&lt;br /&gt;
*Based on the '''World''' release.&lt;br /&gt;
*The game can be played with its original look or 3D graphics. The 3D mode supports simultaneous co-op play, player 2 controls a black colored R9C with a green windshield and Force Pod.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37230</id>
		<title>R-Type II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37230"/>
		<updated>2026-03-11T23:15:21Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rtype2_logo.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #A2AAAA&lt;br /&gt;
|background = #E3FBFB&lt;br /&gt;
|innerbordercolor = #A2AAAA&lt;br /&gt;
|width =&lt;br /&gt;
|title = R-Type II&lt;br /&gt;
|image = rtype2_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' November 1989 &amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n15/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''US:''' April 1990&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n164/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PlayStation''' &amp;lt;br&amp;gt; '''JP:''' February 5, 1998 &amp;lt;br&amp;gt; '''JP:''' October 25, 2001 (Reprint) &amp;lt;br&amp;gt; '''US:''' February 28, 1999 &amp;lt;br&amp;gt; '''EU:''' September 20, 1998 &amp;lt;br&amp;gt; '''Xbox 360:''' 2009&lt;br /&gt;
|previousgame = [[Dragon Breed]]&lt;br /&gt;
|nextgame = [[X Multiply]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Yoshihito Tagami&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiko Ishida&lt;br /&gt;
|&lt;br /&gt;
|program = Takeo Sumita&lt;br /&gt;
|&lt;br /&gt;
|art = Akio Oyabu &amp;lt;br&amp;gt; Yoshio Shimizu&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type II''' is a horizontal scrolling shoot em up developed by [[Irem]] in the year 1989. It is the first sequel to the original [[R-Type]] and the second game in the series. Just like its predecessor, ''R-Type II'' has had several ports, more often than not downscaled in some way to make up for the different hardware (most notable one is ''Super R-Type'' for the Super Nintendo). The Arcade version has been ported to PlayStation as part of the R-Types compilation and R-Type Dimensions release.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages with a second loop in ''R-Type II''. Extends are granted at 200k, 350k, 500k and 700k points respectively.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Charges the Wave Cannon.&lt;br /&gt;
*'''B button (Press):''' Controls the Force Pod.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
====Wave Cannon====&lt;br /&gt;
&lt;br /&gt;
This is always available without the need of any power-ups. By holding the A button, the player can fire larger single shots, represented by the bar at the bottom of the screen. About a second after fully charged, the bar will go from light blue to gold, allowing the usage of several overlapping shots. There is a small window to use this, afterwards it will keep looping from blue to gold. &lt;br /&gt;
&lt;br /&gt;
====Force Pod====&lt;br /&gt;
&lt;br /&gt;
The Force Pod is obtained by collecting any laser items. It can block projectiles and deal contact damage. The pod works differently when it's attached or detached. While attached, it fires the respective laser weapon the player has in the direction it's currently facing. Pressing the B button will release the pod, making it fire bullets forward. This can be upgraded to a &amp;lt; shaped arc of bullets and it can additionally fire up and down when maxed.&lt;br /&gt;
&lt;br /&gt;
The Force can be reattached by pressing the B button or simply flying close to it.&lt;br /&gt;
&lt;br /&gt;
====Laser====&lt;br /&gt;
&lt;br /&gt;
They are the upgrade to the main shot. Initially, picking up a laser item just makes the Force pod appear, level 2 makes the player fire the respective laser that was picked up and the third upgrade grants the strongest version of it.&lt;br /&gt;
&lt;br /&gt;
====Missile====&lt;br /&gt;
&lt;br /&gt;
Used alongisde the player's main shot. Unlike other weapons, they don't have any subsequent upgrades after the initial pick up. There are 2 different types of missiles available.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
The bits are option items that follow the player. The first one is attached to the top of the player's ship and the second underneath. They can deal contact damage and fire while using the red laser.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue.png|center]] || '''Rebound Laser''' &amp;lt;br&amp;gt; Fires 2 lasers at 45° angles and one directly forward. They bounce off terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_yellow.png|center]] || '''Counter-Ground Laser''' &amp;lt;br&amp;gt; Fires 2 laser at 90° angles that travel across the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red.png|center]] || '''Counter-Air Laser''' &amp;lt;br&amp;gt; Usually called the &amp;quot;DNA shot&amp;quot;. Fires intertwined shots forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_green.png|center]] || '''Search Laser''' &amp;lt;br&amp;gt; 2 thin lasers that move diagonally (including terrain) while tracking enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_gray.png|center]] || '''Shotgun Laser''' &amp;lt;br&amp;gt; Fires special rounds that explode after a short distance. &amp;lt;br&amp;gt; At full power, they can travel about half a screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue_missile.png|center]] || '''Scatter Bombs''' &amp;lt;br&amp;gt; Travels across the ground releasing explosions on its way.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red_missile.png|center]] || '''Homing Missile''' &amp;lt;br&amp;gt; Flies forward and tracks enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_bit.png|center]] || '''Bit''' &amp;lt;br&amp;gt; Adds a bit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_speedup.png|center]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loops==&lt;br /&gt;
&lt;br /&gt;
At the start of the second loop the player retains their missile and current movement speed, other upgrades are removed. Due to the higher difficulty bullets move faster, enemies fire more and most of them have higher HP.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
&lt;br /&gt;
Near the halfway point of stage 2, several egg-like enemies will appear and drift upwards. Destroying them grants 200 points, but when they collide with the ceiling or other part of the stage's scenery they will spread into 3 smaller versions that slowly chase the player, each worth 100 points. For scoring purposes it's more benefitial to avoid defeating these until after they have spread.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint Milking===&lt;br /&gt;
&lt;br /&gt;
Since there aren't endgame bonuses after clearing it's common for very high scoring runs to sacrifice lives during the run for more points. This is done on the second checkpoint of 2-6.&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
&lt;br /&gt;
===World Version===&lt;br /&gt;
&lt;br /&gt;
This is the international release of the Arcade version. It is considered easier than its Japanese counterpart.&lt;br /&gt;
&lt;br /&gt;
====Stage Differences====&lt;br /&gt;
&lt;br /&gt;
'''Stage 1:'''&lt;br /&gt;
*A red enemy at the start has removed.&lt;br /&gt;
*Many of the yellow enemies that rise from the water have been removed, including one that shoots from behind.&lt;br /&gt;
*When the second snake appears, the hatch that is facing right releases enemies slightly later.&lt;br /&gt;
*No walkers coming from behind after the large enemy with the laser appears.&lt;br /&gt;
&lt;br /&gt;
'''Stage 2:'''&lt;br /&gt;
*The third wave of kamikaze enemies that appears from behind is removed.&lt;br /&gt;
*Right as the first bit drop appears, one enemy coming from behind has been removed.&lt;br /&gt;
*Kamikaze enemies coming from behind near the end have been removed.&lt;br /&gt;
&lt;br /&gt;
'''Stage 3:'''&lt;br /&gt;
*After the Shotgun Laser drop, the missile item from one of the POW Armors has been changed from Homing Missile to Scatter Bomb.&lt;br /&gt;
&lt;br /&gt;
'''Stage 4:'''&lt;br /&gt;
*The second wave of wheel enemies that comes from behind now appears from the right side of the screen.&lt;br /&gt;
*Right before the first section with the flying tanks, the laser item dropped from the POW Armor has been changed from Search Laser to Rebound Laser.&lt;br /&gt;
*During the same section, a set of wheel enemies coming from behind has been removed alongside walker enemies appearing from both sides of the screen.&lt;br /&gt;
*Wheel enemies appearing from both sides of the screen during the second wave of flying tanks have been removed.&lt;br /&gt;
*The item from the last POW Armor has been changed from a Speed-up to a Counter-Air Laser drop.&lt;br /&gt;
&lt;br /&gt;
'''Stage 5:'''&lt;br /&gt;
&lt;br /&gt;
'''Stage 6:'''&lt;br /&gt;
&lt;br /&gt;
===R-Types===&lt;br /&gt;
&lt;br /&gt;
This was a compilation including both R-Type and R-Type II released for the PlayStation. Both games run at 60Hz instead of 55.&lt;br /&gt;
&lt;br /&gt;
===R-Type Dimensions===&lt;br /&gt;
&lt;br /&gt;
*Based on the '''World''' release.&lt;br /&gt;
*The game can be played with its original look or 3D graphics. The 3D mode supports simultaneous co-op play, player 2 controls a black colored R9C with a green windshield and Force Pod.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37229</id>
		<title>R-Type II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37229"/>
		<updated>2026-03-11T21:51:25Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rtype2_logo.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #A2AAAA&lt;br /&gt;
|background = #E3FBFB&lt;br /&gt;
|innerbordercolor = #A2AAAA&lt;br /&gt;
|width =&lt;br /&gt;
|title = R-Type II&lt;br /&gt;
|image = rtype2_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' November 1989 &amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n15/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''US:''' April 1990&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n164/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PlayStation''' &amp;lt;br&amp;gt; '''JP:''' February 5, 1998 &amp;lt;br&amp;gt; '''JP:''' October 25, 2001 (Reprint) &amp;lt;br&amp;gt; '''US:''' February 28, 1999 &amp;lt;br&amp;gt; '''EU:''' September 20, 1998 &amp;lt;br&amp;gt; '''Xbox 360:''' 2009&lt;br /&gt;
|previousgame = [[Dragon Breed]]&lt;br /&gt;
|nextgame = [[X Multiply]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Yoshihito Tagami&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiko Ishida&lt;br /&gt;
|&lt;br /&gt;
|program = Takeo Sumita&lt;br /&gt;
|&lt;br /&gt;
|art = Akio Oyabu &amp;lt;br&amp;gt; Yoshio Shimizu&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type II''' is a horizontal scrolling shoot em up developed by [[Irem]] in the year 1989. It is the first sequel to the original [[R-Type]] and the second game in the series. Just like its predecessor, ''R-Type II'' has had several ports, more often than not downscaled in some way to make up for the different hardware (most notable one is ''Super R-Type'' for the Super Nintendo). The Arcade version has been ported to PlayStation as part of the R-Types compilation and R-Type Dimensions release.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages with a second loop in ''R-Type II''. Extends are granted at 200k, 350k, 500k and 700k points respectively.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Charges the Wave Cannon.&lt;br /&gt;
*'''B button (Press):''' Controls the Force Pod.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
====Wave Cannon====&lt;br /&gt;
&lt;br /&gt;
This is always available without the need of any power-ups. By holding the A button, the player can fire larger single shots, represented by the bar at the bottom of the screen. About a second after fully charged, the bar will go from light blue to gold, allowing the usage of several overlapping shots. There is a small window to use this, afterwards it will keep looping from blue to gold. &lt;br /&gt;
&lt;br /&gt;
====Force Pod====&lt;br /&gt;
&lt;br /&gt;
The Force Pod is obtained by collecting any laser items. It can block projectiles and deal contact damage. The pod works differently when it's attached or detached. While attached, it fires the respective laser weapon the player has in the direction it's currently facing. Pressing the B button will release the pod, making it fire bullets forward. This can be upgraded to a &amp;lt; shaped arc of bullets and it can additionally fire up and down when maxed.&lt;br /&gt;
&lt;br /&gt;
The Force can be reattached by pressing the B button or simply flying close to it.&lt;br /&gt;
&lt;br /&gt;
====Laser====&lt;br /&gt;
&lt;br /&gt;
They are the upgrade to the main shot. Initially, picking up a laser item just makes the Force pod appear, level 2 makes the player fire the respective laser that was picked up and the third upgrade grants the strongest version of it.&lt;br /&gt;
&lt;br /&gt;
====Missile====&lt;br /&gt;
&lt;br /&gt;
Used alongisde the player's main shot. Unlike other weapons, they don't have any subsequent upgrades after the initial pick up. There are 2 different types of missiles available.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
The bits are option items that follow the player. The first one is attached to the top of the player's ship and the second underneath. They can deal contact damage and fire while using the red laser.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue.png|center]] || '''Rebound Laser''' &amp;lt;br&amp;gt; Fires 2 lasers at 45° angles and one directly forward. They bounce off terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_yellow.png|center]] || '''Counter-Ground Laser''' &amp;lt;br&amp;gt; Fires 2 laser at 90° angles that travel across the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red.png|center]] || '''Counter-Air Laser''' &amp;lt;br&amp;gt; Usually called the &amp;quot;DNA shot&amp;quot;. Fires intertwined shots forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_green.png|center]] || '''Search Laser''' &amp;lt;br&amp;gt; 2 thin lasers that move diagonally (including terrain) while tracking enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_gray.png|center]] || '''Shotgun Laser''' &amp;lt;br&amp;gt; Fires special rounds that explode after a short distance. &amp;lt;br&amp;gt; At full power, they can travel about half a screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue_missile.png|center]] || '''Scatter Bombs''' &amp;lt;br&amp;gt; Travels across the ground releasing explosions on its way.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red_missile.png|center]] || '''Homing Missile''' &amp;lt;br&amp;gt; Flies forward and tracks enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_bit.png|center]] || '''Bit''' &amp;lt;br&amp;gt; Adds a bit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_speedup.png|center]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loops==&lt;br /&gt;
&lt;br /&gt;
At the start of the second loop the player retains their missile and current movement speed, other upgrades are removed. Due to the higher difficulty bullets move faster, enemies fire more and most of them have higher HP.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
===Stage 2===&lt;br /&gt;
&lt;br /&gt;
Near the halfway point of stage 2, several egg-like enemies will appear and drift upwards. Destroying them grants 200 points, but when they collide with the ceiling or other part of the stage's scenery they will spread into 3 smaller versions that slowly chase the player, each worth 100 points. For scoring purposes it's more benefitial to avoid defeating these until after they have spread.&lt;br /&gt;
&lt;br /&gt;
===Checkpoint Milking===&lt;br /&gt;
&lt;br /&gt;
Since there aren't endgame bonuses after clearing it's common for very high scoring runs to sacrifice lives during the run for more points. This is done on the second checkpoint of 2-6.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37191</id>
		<title>R-Type II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37191"/>
		<updated>2026-03-09T02:18:53Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rtype2_logo.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #A2AAAA&lt;br /&gt;
|background = #E3FBFB&lt;br /&gt;
|innerbordercolor = #A2AAAA&lt;br /&gt;
|width =&lt;br /&gt;
|title = R-Type II&lt;br /&gt;
|image = rtype2_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' November 1989 &amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n15/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''US:''' April 1990&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n164/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PlayStation''' &amp;lt;br&amp;gt; '''JP:''' February 5, 1998 &amp;lt;br&amp;gt; '''JP:''' October 25, 2001 (Reprint) &amp;lt;br&amp;gt; '''US:''' February 28, 1999 &amp;lt;br&amp;gt; '''EU:''' September 20, 1998 &amp;lt;br&amp;gt; '''Xbox 360:''' 2009&lt;br /&gt;
|previousgame = [[Dragon Breed]]&lt;br /&gt;
|nextgame = [[X Multiply]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Tara-chan&amp;lt;ref name=&amp;quot;imadethat&amp;quot;&amp;gt;[https://shmuplations.com/imadethat/ “I made that!” – 1991 Developer Interviews]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|music = Masahiko Ishida&amp;lt;ref&amp;gt;[https://shmuplations.com/rtypeishida/ Masahiko Ishida – 2014 Composer Interview]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|art = Akio&amp;lt;ref name=&amp;quot;imadethat /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type II''' is a horizontal scrolling shoot em up developed by [[Irem]] in the year 1989. It is the first sequel to the original [[R-Type]] and the second game in the series. Just like its predecessor, ''R-Type II'' has had several ports, more often than not downscaled in some way to make up for the different hardware (most notable one is ''Super R-Type'' for the Super Nintendo). The Arcade version has been ported to PlayStation as part of the R-Types compilation and R-Type Dimensions release.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages with a second loop in ''R-Type II''. Extends are granted at 200k, 350k, 500k and 700k points respectively.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Charges the Wave Cannon.&lt;br /&gt;
*'''B button (Press):''' Controls the Force Pod.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
====Wave Cannon====&lt;br /&gt;
&lt;br /&gt;
This is always available without the need of any power-ups. By holding the A button, the player can fire larger single shots, represented by the bar at the bottom of the screen. About a second after fully charged, the bar will go from light blue to gold, allowing the usage of several overlapping shots. There is a small window to use this, afterwards it will keep looping from blue to gold. &lt;br /&gt;
&lt;br /&gt;
====Force Pod====&lt;br /&gt;
&lt;br /&gt;
The Force Pod is obtained by collecting any laser items. It can block projectiles and deal contact damage. The pod works differently when it's attached or detached. While attached, it fires the respective laser weapon the player has in the direction it's currently facing. Pressing the B button will release the pod, making it fire bullets forward. This can be upgraded to a &amp;lt; shaped arc of bullets and it can additionally fire up and down when maxed.&lt;br /&gt;
&lt;br /&gt;
The Force can be reattached by pressing the B button or simply flying close to it.&lt;br /&gt;
&lt;br /&gt;
====Laser====&lt;br /&gt;
&lt;br /&gt;
They are the upgrade to the main shot. Initially, picking up a laser item just makes the Force pod appear, level 2 makes the player fire the respective laser that was picked up and the third upgrade grants the strongest version of it.&lt;br /&gt;
&lt;br /&gt;
====Missile====&lt;br /&gt;
&lt;br /&gt;
Used alongisde the player's main shot. Unlike other weapons, they don't have any subsequent upgrades after the initial pick up. There are 2 different types of missiles available.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
The bits are option items that follow the player. The first one is attached to the top of the player's ship and the second underneath. They can deal contact damage and fire while using the red laser.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue.png|center]] || '''Rebound Laser''' &amp;lt;br&amp;gt; Fires 2 lasers at 45° angles and one directly forward. They bounce off terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_yellow.png|center]] || '''Counter-Ground Laser''' &amp;lt;br&amp;gt; Fires 2 laser at 90° angles that travel across the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red.png|center]] || '''Counter-Air Laser''' &amp;lt;br&amp;gt; Usually called the &amp;quot;DNA shot&amp;quot;. Fires intertwined shots forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_green.png|center]] || '''Search Laser''' &amp;lt;br&amp;gt; 2 thin lasers that move diagonally (including terrain) while tracking enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_gray.png|center]] || '''Shotgun Laser''' &amp;lt;br&amp;gt; Fires special rounds that explode after a short distance. &amp;lt;br&amp;gt; At full power, they can travel about half a screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue_missile.png|center]] || '''Scatter Bombs''' &amp;lt;br&amp;gt; Travels across the ground releasing explosions on its way.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red_missile.png|center]] || '''Homing Missile''' &amp;lt;br&amp;gt; Flies forward and tracks enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_bit.png|center]] || '''Bit''' &amp;lt;br&amp;gt; Adds a bit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_speedup.png|center]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loops==&lt;br /&gt;
&lt;br /&gt;
At the start of the second loop the player retains their missile and current movement speed, other upgrades are removed. Due to the higher difficulty bullets move faster, enemies fire more and most of them have higher HP.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37190</id>
		<title>R-Type II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37190"/>
		<updated>2026-03-09T02:00:04Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rtype2_logo.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #A2AAAA&lt;br /&gt;
|background = #E3FBFB&lt;br /&gt;
|innerbordercolor = #A2AAAA&lt;br /&gt;
|width =&lt;br /&gt;
|title = R-Type II&lt;br /&gt;
|image = rtype2_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' November 1989 &amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n15/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''US:''' April 1990&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n164/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PlayStation''' &amp;lt;br&amp;gt; '''JP:''' February 5, 1998 &amp;lt;br&amp;gt; '''JP:''' October 25, 2001 (Reprint) &amp;lt;br&amp;gt; '''US:''' February 28, 1999 &amp;lt;br&amp;gt; '''EU:''' September 20, 1998 &amp;lt;br&amp;gt; '''Xbox 360:''' 2009&lt;br /&gt;
|previousgame = [[Dragon Breed]]&lt;br /&gt;
|nextgame = [[X Multiply]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Tara-chan&amp;lt;ref name=&amp;quot;imadethat&amp;quot;&amp;gt;[https://shmuplations.com/imadethat/ “I made that!” – 1991 Developer Interviews]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|music = Masahiko Ishida&amp;lt;ref&amp;gt;[https://shmuplations.com/rtypeishida/ Masahiko Ishida – 2014 Composer Interview]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|art = Akio&amp;lt;ref name=&amp;quot;imadethat /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type II''' is a horizontal scrolling shoot em up developed by [[Irem]] in the year 1989. It is the first sequel to the original [[R-Type]] and the second game in the series. Just like its predecessor, ''R-Type II'' has had several ports, more often than not downscaled in some way to make up for the different hardware (most notable one is ''Super R-Type'' for the Super Nintendo). The Arcade version has been ported to PlayStation as part of the R-Types compilation and R-Type Dimensions release.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages with a second loop in ''R-Type II''. Extends are granted at 200k, 350k, 500k and 700k points respectively.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Charges the Wave Cannon.&lt;br /&gt;
*'''B button (Press):''' Controls the Force Pod.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
====Wave Cannon====&lt;br /&gt;
&lt;br /&gt;
This is always available without the need of any power-ups. By holding the A button, the player can fire larger single shots, represented by the bar at the bottom of the screen. About a second after fully charged, the bar will go from light blue to gold, allowing the usage of several overlapping shots. There is a small window to use this, afterwards it will keep looping from blue to gold. &lt;br /&gt;
&lt;br /&gt;
====Force Pod====&lt;br /&gt;
&lt;br /&gt;
The Force Pod is obtained by collecting any laser items. It can block projectiles and deal contact damage. The pod works differently when it's attached or detached. While attached, it fires the respective laser weapon the player has in the direction it's currently facing. Pressing the B button will release the pod, making it fire bullets forward. This can be upgraded to a &amp;lt; shaped arc of bullets and it can additionally fire up and down when maxed.&lt;br /&gt;
&lt;br /&gt;
The Force can be reattached by pressing the B button or simply flying close to it.&lt;br /&gt;
&lt;br /&gt;
====Laser====&lt;br /&gt;
&lt;br /&gt;
They are the upgrade to the main shot. Initially, picking up a laser item just makes the Force pod appear, level 2 makes the player fire the respective laser that was picked up and the third upgrade grants the strongest version of it.&lt;br /&gt;
&lt;br /&gt;
====Missile====&lt;br /&gt;
&lt;br /&gt;
Used alongisde the player's main shot. Unlike other weapons, they don't have any subsequent upgrades after the initial pick up. There are 2 different types of missiles available.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
The bits are option items that follow the player. The first one is attached to the top of the player's ship and the second underneath. They can deal contact damage and fire while using the red laser.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue.png|center]] || '''Rebound Laser''' &amp;lt;br&amp;gt; Fires 2 lasers at 45° angles and one directly forward. They bounce off terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_yellow.png|center]] || '''Counter-Ground Laser''' &amp;lt;br&amp;gt; Fires 2 laser at 90° angles that travel across the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red.png|center]] || '''Counter-Air Laser''' &amp;lt;br&amp;gt; Usually called the &amp;quot;DNA shot&amp;quot;. Fires intertwined shots forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_green.png|center]] || '''Search Laser''' &amp;lt;br&amp;gt; 2 thin lasers that move diagonally (including terrain) while tracking enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_gray.png|center]] || '''Shotgun Laser''' &amp;lt;br&amp;gt; Fires special rounds that explode after a short distance. &amp;lt;br&amp;gt; At full power, they can travel about half a screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue_missile.png|center]] || '''Scatter Bombs''' &amp;lt;br&amp;gt; Travels across the ground releasing explosions on its way.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red_missile.png|center]] || '''Homing Missile''' &amp;lt;br&amp;gt; Flies forward and tracks enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_bit.png|center]] || '''Bit''' &amp;lt;br&amp;gt; Adds a bit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_speedup.png|center]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37188</id>
		<title>R-Type II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37188"/>
		<updated>2026-03-09T01:17:05Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Gameplay Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rtype2_logo.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #A2AAAA&lt;br /&gt;
|background = #E3FBFB&lt;br /&gt;
|innerbordercolor = #A2AAAA&lt;br /&gt;
|width =&lt;br /&gt;
|title = R-Type II&lt;br /&gt;
|image = rtype2_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' November 1989 &amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n15/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''US:''' April 1990&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n164/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PlayStation''' &amp;lt;br&amp;gt; '''JP:''' February 5, 1998 &amp;lt;br&amp;gt; '''JP:''' October 25, 2001 (Reprint) &amp;lt;br&amp;gt; '''US:''' February 28, 1999 &amp;lt;br&amp;gt; '''EU:''' September 20, 1998 &amp;lt;br&amp;gt; '''Xbox 360:''' 2009&lt;br /&gt;
|previousgame = [[Dragon Breed]]&lt;br /&gt;
|nextgame = [[X Multiply]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Tara-chan&amp;lt;ref name=&amp;quot;imadethat&amp;quot;&amp;gt;[https://shmuplations.com/imadethat/ “I made that!” – 1991 Developer Interviews]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|music = Masahiko Ishida&amp;lt;ref&amp;gt;[https://shmuplations.com/rtypeishida/ Masahiko Ishida – 2014 Composer Interview]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|art = Akio&amp;lt;ref name=&amp;quot;imadethat /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type II''' is a horizontal scrolling shoot em up developed by [[Irem]] in the year 1989. It is the first sequel to the original [[R-Type]] and the second game in the series. Just like its predecessor, ''R-Type II'' has had several ports, more often than not downscaled in some way to make up for the different hardware (most notable one is ''Super R-Type'' for the Super Nintendo). The Arcade version has been ported to PlayStation as part of the R-Types compilation and R-Type Dimensions release.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages with a second loop in ''R-Type II''. Extends are granted at 200k, 350k, 500k and 700k points respectively.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Charges the Wave Cannon.&lt;br /&gt;
*'''B button (Press):''' Controls the Force Pod.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
====Wave Cannon====&lt;br /&gt;
&lt;br /&gt;
This is always available without the need of any power-ups. By holding the A button, the player can fire larger single shots, represented by the bar at the bottom of the screen. About a second after fully charge, the bar will go from light blue to gold, allowing the usage of several overlapping shots. There is a small window to use this, afterwards it will keep looping from blue to gold. &lt;br /&gt;
&lt;br /&gt;
====Force Pod====&lt;br /&gt;
&lt;br /&gt;
The Force Pod is obtained by collecting any laser items. It can block projectiles and does contact damage. Pressing the B button will release the Force, where it can fire in multiple directions. The Force can be reattached by pressing the B button or simply flying close to it.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
The bits are option items attached to the top and bottom of the ship. They can deal contact damage and fire when using the red laser.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue.png|center]] || '''Rebound Laser''' &amp;lt;br&amp;gt; Fires 2 lasers at 45° angles and one directly forward. They bounce off terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_yellow.png|center]] || '''Counter-Ground Laser''' &amp;lt;br&amp;gt; Fires 2 laser at 90° angles that travel across the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red.png|center]] || '''Counter-Air Laser''' &amp;lt;br&amp;gt; Usually called the &amp;quot;DNA shot&amp;quot;. Fires intertwined shots forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_green.png|center]] || '''Search Laser''' &amp;lt;br&amp;gt; 2 thin lasers that move diagonally (including terrain) while tracking enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_gray.png|center]] || '''Shotgun Laser''' &amp;lt;br&amp;gt; Fires special rounds that explode after a short distance. &amp;lt;br&amp;gt; At full power, they can travel about half a screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue_missile.png|center]] || '''Scatter Bombs''' &amp;lt;br&amp;gt; Travels across the ground releasing explosions on its way.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red_missile.png|center]] || '''Homing Missile''' &amp;lt;br&amp;gt; Flies forward and tracks enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_bit.png|center]] || '''Bit''' &amp;lt;br&amp;gt; Adds a bit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_speedup.png|center]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37178</id>
		<title>R-Type II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37178"/>
		<updated>2026-03-07T04:03:49Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rtype2_logo.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #A2AAAA&lt;br /&gt;
|background = #E3FBFB&lt;br /&gt;
|innerbordercolor = #A2AAAA&lt;br /&gt;
|width =&lt;br /&gt;
|title = R-Type II&lt;br /&gt;
|image = rtype2_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' November 1989 &amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n15/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''US:''' April 1990&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n164/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PlayStation''' &amp;lt;br&amp;gt; '''JP:''' February 5, 1998 &amp;lt;br&amp;gt; '''JP:''' October 25, 2001 (Reprint) &amp;lt;br&amp;gt; '''US:''' February 28, 1999 &amp;lt;br&amp;gt; '''EU:''' September 20, 1998 &amp;lt;br&amp;gt; '''Xbox 360:''' 2009&lt;br /&gt;
|previousgame = [[Dragon Breed]]&lt;br /&gt;
|nextgame = [[X Multiply]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Tara-chan&amp;lt;ref name=&amp;quot;imadethat&amp;quot;&amp;gt;[https://shmuplations.com/imadethat/ “I made that!” – 1991 Developer Interviews]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|music = Masahiko Ishida&amp;lt;ref&amp;gt;[https://shmuplations.com/rtypeishida/ Masahiko Ishida – 2014 Composer Interview]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|art = Akio&amp;lt;ref name=&amp;quot;imadethat /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type II''' is a horizontal scrolling shoot em up developed by [[Irem]] in the year 1989. It is the first sequel to the original [[R-Type]] and the second game in the series. Just like its predecessor, ''R-Type II'' has had several ports, more often than not downscaled in some way to make up for the different hardware (most notable one is ''Super R-Type'' for the Super Nintendo). The Arcade version has been ported to PlayStation as part of the R-Types compilation and R-Type Dimensions release.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages with a second loop in ''R-Type II''.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Charges the Wave Cannon.&lt;br /&gt;
*'''B button (Press):''' Controls the Force Pod.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
====Wave Cannon====&lt;br /&gt;
&lt;br /&gt;
This is always available without the need of any power-ups. By holding the A button, the player can fire larger single shots, represented by the bar at the bottom of the screen. About a second after fully charge, the bar will go from light blue to gold, allowing the usage of several overlapping shots. There is a small window to use this, afterwards it will keep looping from blue to gold. &lt;br /&gt;
&lt;br /&gt;
====Force Pod====&lt;br /&gt;
&lt;br /&gt;
The Force Pod is obtained by collecting any laser items. It can block projectiles and does contact damage. Pressing the B button will release the Force, where it can fire in multiple directions. The Force can be reattached by pressing the B button or simply flying close to it.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
The bits are option items attached to the top and bottom of the ship. They can deal contact damage and fire when using the red laser.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue.png|center]] || '''Rebound Laser''' &amp;lt;br&amp;gt; Fires 2 lasers at 45° angles and one directly forward. They bounce off terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_yellow.png|center]] || '''Counter-Ground Laser''' &amp;lt;br&amp;gt; Fires 2 laser at 90° angles that travel across the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red.png|center]] || '''Counter-Air Laser''' &amp;lt;br&amp;gt; Usually called the &amp;quot;DNA shot&amp;quot;. Fires intertwined shots forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_green.png|center]] || '''Search Laser''' &amp;lt;br&amp;gt; 2 thin lasers that move diagonally (including terrain) while tracking enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_gray.png|center]] || '''Shotgun Laser''' &amp;lt;br&amp;gt; Fires special rounds that explode after a short distance. &amp;lt;br&amp;gt; At full power, they can travel about half a screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue_missile.png|center]] || '''Scatter Bombs''' &amp;lt;br&amp;gt; Travels across the ground releasing explosions on its way.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red_missile.png|center]] || '''Homing Missile''' &amp;lt;br&amp;gt; Flies forward and tracks enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_bit.png|center]] || '''Bit''' &amp;lt;br&amp;gt; Adds a bit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_speedup.png|center]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37176</id>
		<title>R-Type II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37176"/>
		<updated>2026-03-07T01:00:11Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rtype2_logo.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #A2AAAA&lt;br /&gt;
|background = #E3FBFB&lt;br /&gt;
|innerbordercolor = #A2AAAA&lt;br /&gt;
|width =&lt;br /&gt;
|title = R-Type II&lt;br /&gt;
|image = rtype2_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' November 1989 &amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n15/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''US:''' April 1990&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n164/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PlayStation''' &amp;lt;br&amp;gt; '''JP:''' February 5, 1998 &amp;lt;br&amp;gt; '''JP:''' October 25, 2001 (Reprint) &amp;lt;br&amp;gt; '''US:''' February 28, 1998 &amp;lt;br&amp;gt; '''EU:''' September 20, 1998 &amp;lt;br&amp;gt; '''Xbox 360:''' 2009&lt;br /&gt;
|previousgame = [[Dragon Breed]]&lt;br /&gt;
|nextgame = [[X Multiply]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Tara-chan&amp;lt;ref name=&amp;quot;imadethat&amp;quot;&amp;gt;[https://shmuplations.com/imadethat/ “I made that!” – 1991 Developer Interviews]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|music = Masahiko Ishida&amp;lt;ref&amp;gt;[https://shmuplations.com/rtypeishida/ Masahiko Ishida – 2014 Composer Interview]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|art = Akio&amp;lt;ref name=&amp;quot;imadethat /&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type II''' is a horizontal scrolling shoot em up developed by [[Irem]] in the year 1989. It is the first sequel to the original [[R-Type]] and the second game in the series. Just like its predecessor, ''R-Type II'' has had several ports, more often than not downscaled in some way to make up for the different hardware (most notable one is ''Super R-Type'' for the Super Nintendo). The Arcade version has been ported to PlayStation as part of the R-Types compilation and R-Type Dimensions release.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages with a second loop in ''R-Type II''.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Charges the Wave Cannon.&lt;br /&gt;
*'''B button (Press):''' Controls the Force Pod.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
====Wave Cannon====&lt;br /&gt;
&lt;br /&gt;
This is always available without the need of any power-ups. By holding the A button, the player can fire larger single shots, represented by the bar at the bottom of the screen. About a second after fully charge, the bar will go from light blue to gold, allowing the usage of several overlapping shots. There is a small window to use this, afterwards it will keep looping from blue to gold. &lt;br /&gt;
&lt;br /&gt;
====Force Pod====&lt;br /&gt;
&lt;br /&gt;
The Force Pod is obtained by collecting any laser items. It can block projectiles and does contact damage. Pressing the B button will release the Force, where it can fire in multiple directions. The Force can be reattached by pressing the B button or simply flying close to it.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
The bits are option items attached to the top and bottom of the ship. They can deal contact damage and fire when using the red laser.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue.png|center]] || '''Rebound Laser''' &amp;lt;br&amp;gt; Fires 2 lasers at 45° angles and one directly forward. They bounce off terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_yellow.png|center]] || '''Counter-Ground Laser''' &amp;lt;br&amp;gt; Fires 2 laser at 90° angles that travel across the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red.png|center]] || '''Counter-Air Laser''' &amp;lt;br&amp;gt; Usually called the &amp;quot;DNA shot&amp;quot;. Fires intertwined shots forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_green.png|center]] || '''Search Laser''' &amp;lt;br&amp;gt; 2 thin lasers that move diagonally (including terrain) while tracking enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_gray.png|center]] || '''Shotgun Laser''' &amp;lt;br&amp;gt; Fires special rounds that explode after a short distance. &amp;lt;br&amp;gt; At full power, they can travel about half a screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue_missile.png|center]] || '''Scatter Bombs''' &amp;lt;br&amp;gt; Travels across the ground releasing explosions on its way.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red_missile.png|center]] || '''Homing Missile''' &amp;lt;br&amp;gt; Flies forward and tracks enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_bit.png|center]] || '''Bit''' &amp;lt;br&amp;gt; Adds a bit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_speedup.png|center]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37175</id>
		<title>R-Type II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37175"/>
		<updated>2026-03-06T20:17:19Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rtype2_logo.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #A2AAAA&lt;br /&gt;
|background = #E3FBFB&lt;br /&gt;
|innerbordercolor = #A2AAAA&lt;br /&gt;
|width =&lt;br /&gt;
|title = R-Type II&lt;br /&gt;
|image = rtype2_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
|previousgame = [[Dragon Breed]]&lt;br /&gt;
|nextgame = [[X Multiply]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|music = Masahiko Ishida&lt;br /&gt;
|art = Akio&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type II''' is a horizontal scrolling shoot em up developed by [[Irem]] in the year 1989. It is the first sequel to the original [[R-Type]] and the second game in the series. Just like its predecessor, ''R-Type II'' has had several ports, more often than not downscaled in some way to make up for the different hardware (most notable one is ''Super R-Type'' for the Super Nintendo). The Arcade version has been ported to PlayStation as part of the R-Types compilation and R-Type Dimensions release.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages with a second loop in ''R-Type II''.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Charges the Wave Cannon.&lt;br /&gt;
*'''B button (Press):''' Controls the Force Pod.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
====Wave Cannon====&lt;br /&gt;
&lt;br /&gt;
This is always available without the need of any power-ups. By holding the A button, the player can fire larger single shots, represented by the bar at the bottom of the screen. About a second after fully charge, the bar will go from light blue to gold, allowing the usage of several overlapping shots. There is a small window to use this, afterwards it will keep looping from blue to gold. &lt;br /&gt;
&lt;br /&gt;
====Force Pod====&lt;br /&gt;
&lt;br /&gt;
The Force Pod is obtained by collecting any laser items. It can block projectiles and does contact damage. Pressing the B button will release the Force, where it can fire in multiple directions. The Force can be reattached by pressing the B button or simply flying close to it.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
The bits are option items attached to the top and bottom of the ship. They can deal contact damage and fire when using the red laser.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue.png|center]] || '''Rebound Laser''' &amp;lt;br&amp;gt; Fires 2 lasers at 45° angles and one directly forward. They bounce off terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_yellow.png|center]] || '''Counter-Ground Laser''' &amp;lt;br&amp;gt; Fires 2 laser at 90° angles that travel across the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red.png|center]] || '''Counter-Air Laser''' &amp;lt;br&amp;gt; Usually called the &amp;quot;DNA shot&amp;quot;. Fires intertwined shots forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_green.png|center]] || '''Search Laser''' &amp;lt;br&amp;gt; 2 thin lasers that move diagonally (including terrain) while tracking enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_gray.png|center]] || '''Shotgun Laser''' &amp;lt;br&amp;gt; Fires special rounds that explode after a short distance. &amp;lt;br&amp;gt; At full power, they can travel about half a screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue_missile.png|center]] || '''Scatter Bombs''' &amp;lt;br&amp;gt; Travels across the ground releasing explosions on its way.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red_missile.png|center]] || '''Homing Missile''' &amp;lt;br&amp;gt; Flies forward and tracks enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_bit.png|center]] || '''Bit''' &amp;lt;br&amp;gt; Adds a bit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_speedup.png|center]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37167</id>
		<title>R-Type II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37167"/>
		<updated>2026-03-05T19:21:13Z</updated>

		<summary type="html">&lt;p&gt;ADR: Created page with &amp;quot;center ---- {{GameInfobox |bordercolor = black |background = white |innerbordercolor =  |width =  |title = R-Type II |image = rtype2_title_screen.png...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rtype2_logo.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = white&lt;br /&gt;
|innerbordercolor = &lt;br /&gt;
|width = &lt;br /&gt;
|title = R-Type II&lt;br /&gt;
|image = rtype2_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
|previousgame = [[Dragon Breed]]&lt;br /&gt;
|nextgame = [[X Multiply]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|music = Masahiko Ishida&lt;br /&gt;
|art = Akio&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type II''' is a horizontal scrolling shoot em up developed by [[Irem]] in the year 1989. It is the first sequel to the original [[R-Type]] and the second game in the series. Just like its predecessor, ''R-Type II'' has had several ports, more often than not downscaled in some way to make up for the different hardware (most notable one is ''Super R-Type'' for the Super Nintendo). The Arcade version has been ported to PlayStation as part of the R-Types compilation and R-Type Dimensions release.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages with a second loop in ''R-Type II''.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Charges the Wave Cannon.&lt;br /&gt;
*'''B button (Press):''' Controls the Force Pod.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
====Wave Cannon====&lt;br /&gt;
&lt;br /&gt;
This is always available without the need of any power-ups. By holding the A button, the player can fire larger single shots, represented by the bar at the bottom of the screen. About a second after fully charge, the bar will go from light blue to gold, allowing the usage of several overlapping shots. There is a small window to use this, afterwards it will keep looping from blue to gold. &lt;br /&gt;
&lt;br /&gt;
====Force Pod====&lt;br /&gt;
&lt;br /&gt;
The Force Pod is obtained by collecting any laser items. It can block projectiles and does contact damage. Pressing the B button will release the Force, where it can fire in multiple directions. The Force can be reattached by pressing the B button or simply flying close to it.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
The bits are option items attached to the top and bottom of the ship. They can deal contact damage and fire when using the red laser.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue.png|center]] || '''Rebound Laser''' &amp;lt;br&amp;gt; Fires 2 lasers at 45° angles and one directly forward. They bounce off terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_yellow.png|center]] || '''Counter-Ground Laser''' &amp;lt;br&amp;gt; Fires 2 laser at 90° angles that travel across the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red.png|center]] || '''Counter-Air Laser''' &amp;lt;br&amp;gt; Usually called the &amp;quot;DNA shot&amp;quot;. Fires intertwined shots forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_green.png|center]] || '''Search Laser''' &amp;lt;br&amp;gt; 2 thin lasers that move diagonally (including terrain) while tracking enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_gray.png|center]] || '''Shotgun Laser''' &amp;lt;br&amp;gt; Fires special rounds that explode after a short distance. &amp;lt;br&amp;gt; At full power, they can travel about half a screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue_missile.png|center]] || '''Scatter Bombs''' &amp;lt;br&amp;gt; Travels across the ground releasing explosions on its way.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red_missile.png|center]] || '''Homing Missile''' &amp;lt;br&amp;gt; Flies forward and tracks enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_bit.png|center]] || '''Bit''' &amp;lt;br&amp;gt; Adds a bit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_speedup.png|center]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Rtype2_yellow.png&amp;diff=37166</id>
		<title>File:Rtype2 yellow.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Rtype2_yellow.png&amp;diff=37166"/>
		<updated>2026-03-05T19:05:44Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Rtype2_speedup.png&amp;diff=37165</id>
		<title>File:Rtype2 speedup.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Rtype2_speedup.png&amp;diff=37165"/>
		<updated>2026-03-05T19:05:28Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Rtype2_red_missile.png&amp;diff=37164</id>
		<title>File:Rtype2 red missile.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Rtype2_red_missile.png&amp;diff=37164"/>
		<updated>2026-03-05T19:04:14Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Rtype2_red.png&amp;diff=37163</id>
		<title>File:Rtype2 red.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Rtype2_red.png&amp;diff=37163"/>
		<updated>2026-03-05T19:04:04Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Rtype2_green.png&amp;diff=37162</id>
		<title>File:Rtype2 green.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Rtype2_green.png&amp;diff=37162"/>
		<updated>2026-03-05T19:03:45Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Rtype2_gray.png&amp;diff=37161</id>
		<title>File:Rtype2 gray.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Rtype2_gray.png&amp;diff=37161"/>
		<updated>2026-03-05T19:03:19Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Rtype2_blue_missile.png&amp;diff=37160</id>
		<title>File:Rtype2 blue missile.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Rtype2_blue_missile.png&amp;diff=37160"/>
		<updated>2026-03-05T19:03:07Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Rtype2_blue.png&amp;diff=37159</id>
		<title>File:Rtype2 blue.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Rtype2_blue.png&amp;diff=37159"/>
		<updated>2026-03-05T19:02:53Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Rtype2_bit.png&amp;diff=37158</id>
		<title>File:Rtype2 bit.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Rtype2_bit.png&amp;diff=37158"/>
		<updated>2026-03-05T19:02:40Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Rtype2_logo.png&amp;diff=37157</id>
		<title>File:Rtype2 logo.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Rtype2_logo.png&amp;diff=37157"/>
		<updated>2026-03-05T19:01:27Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Rtype2_title_screen.png&amp;diff=37156</id>
		<title>File:Rtype2 title screen.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Rtype2_title_screen.png&amp;diff=37156"/>
		<updated>2026-03-05T18:58:51Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_Leo&amp;diff=37147</id>
		<title>R-Type Leo</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_Leo&amp;diff=37147"/>
		<updated>2026-03-03T04:27:45Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rtypeleo_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = white&lt;br /&gt;
|innerbordercolor = &lt;br /&gt;
|width = &lt;br /&gt;
|title = R-Type Leo&lt;br /&gt;
|image = rtypeleo_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|releasedate = 1992&lt;br /&gt;
|previousgame = [[Mahou Keibitai Gun Hohki]]&lt;br /&gt;
|nextgame = [[Fire Barrel]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Hirogon &amp;lt;br&amp;gt; Akikaze&lt;br /&gt;
|music = Hiroshi &amp;lt;br&amp;gt; Aiai&lt;br /&gt;
|program = Denden &amp;lt;br&amp;gt; Yuki &amp;lt;br&amp;gt; Drunker &amp;lt;br&amp;gt; Shaka&lt;br /&gt;
|art = Sakotan &amp;lt;br&amp;gt; U.W.F. &amp;lt;br&amp;gt; Maccoy &amp;lt;br&amp;gt; Kimi &amp;lt;br&amp;gt; Hidarin &amp;lt;br&amp;gt; Kakapo &amp;lt;br&amp;gt; Yassy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type Leo''' (JP: ''アールタイプ・レオ'') is a horizontal scrolling shoot em up developed and published by [[Irem]] in the year 1992. Despite being a part of the R-Type series it is considerably different from the other entries.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages (called Areas in-game) in ''R-Type Leo'', ending after a single loop. Extends are granted at 300k and 700k points respectively.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Makes the player's bits track enemies.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
The most noticeable difference is the absence of the Force Pod. However, most of the weapons are somewhat similar to previous entries.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
2 bits are attached to the top and bottom of the player when they first collect a weapon item. They can be controlled to shoot backwards when tapping right or forward by tapping left and block most projectiles upon contact. Furthermore, by holding the A button the bits will track any enemies on the screen, dealing damage to them. This can't be used indefinitely as the bits will enter a cooldown after a brief period, represented by the meter above the player's current score.&lt;br /&gt;
&lt;br /&gt;
When first powered up the player fires regular bullets, subsequent power-ups fire the respective laser weapon that was picked up.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtypeleo_claw.png|100px]] || '''Red''' &amp;lt;br&amp;gt; Fires a concentrated beam.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtypeleo_searchlrg.png|100px]] || '''Green''' &amp;lt;br&amp;gt; Lasers that go up or down to track enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtypeleo_mirror.png|100px]] || '''Blue''' &amp;lt;br&amp;gt; Bouncing lasers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtypeleo_missile.png|100px]] || '''Missile'''&amp;lt;br&amp;gt; 2 missiles that go forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtypeleo_speedup.png|100px]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
After defeating the final boss, every remaining life is worth 1,000,000 points.&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
&lt;br /&gt;
In the international release there are the following differences:&lt;br /&gt;
&lt;br /&gt;
*The game now uses 2 buttons instead of one. Pressing the B button makes the bits charge at enemies, allowing the player to fire normally while this is happening. However, this always drains the entire meter unlike the Japanese version where it's determined by how long the A button is held down.&lt;br /&gt;
*No checkpoints after dying. A weapon item is released every time the player loses a life.&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_Leo&amp;diff=37146</id>
		<title>R-Type Leo</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_Leo&amp;diff=37146"/>
		<updated>2026-03-03T04:25:02Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = white&lt;br /&gt;
|innerbordercolor = &lt;br /&gt;
|width = &lt;br /&gt;
|title = R-Type Leo&lt;br /&gt;
|image = rtypeleo_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|releasedate = 1992&lt;br /&gt;
|previousgame = [[Mahou Keibitai Gun Hohki]]&lt;br /&gt;
|nextgame = [[Fire Barrel]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Hirogon &amp;lt;br&amp;gt; Akikaze&lt;br /&gt;
|music = Hiroshi &amp;lt;br&amp;gt; Aiai&lt;br /&gt;
|program = Denden &amp;lt;br&amp;gt; Yuki &amp;lt;br&amp;gt; Drunker &amp;lt;br&amp;gt; Shaka&lt;br /&gt;
|art = Sakotan &amp;lt;br&amp;gt; U.W.F. &amp;lt;br&amp;gt; Maccoy &amp;lt;br&amp;gt; Kimi &amp;lt;br&amp;gt; Hidarin &amp;lt;br&amp;gt; Kakapo &amp;lt;br&amp;gt; Yassy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type Leo''' (JP: ''アールタイプ・レオ'') is a horizontal scrolling shoot em up developed and published by [[Irem]] in the year 1992. Despite being a part of the R-Type series it is considerably different from the other entries.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages (called Areas in-game) in ''R-Type Leo'', ending after a single loop. Extends are granted at 300k and 700k points respectively.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Makes the player's bits track enemies.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
The most noticeable difference is the absence of the Force Pod. However, most of the weapons are somewhat similar to previous entries.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
2 bits are attached to the top and bottom of the player when they first collect a weapon item. They can be controlled to shoot backwards when tapping right or forward by tapping left and block most projectiles upon contact. Furthermore, by holding the A button the bits will track any enemies on the screen, dealing damage to them. This can't be used indefinitely as the bits will enter a cooldown after a brief period, represented by the meter above the player's current score.&lt;br /&gt;
&lt;br /&gt;
When first powered up the player fires regular bullets, subsequent power-ups fire the respective laser weapon that was picked up.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtypeleo_claw.png|100px]] || '''Red''' &amp;lt;br&amp;gt; Fires a concentrated beam.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtypeleo_searchlrg.png|100px]] || '''Green''' &amp;lt;br&amp;gt; Lasers that go up or down to track enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtypeleo_mirror.png|100px]] || '''Blue''' &amp;lt;br&amp;gt; Bouncing lasers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtypeleo_missile.png|100px]] || '''Missile'''&amp;lt;br&amp;gt; 2 missiles that go forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtypeleo_speedup.png|100px]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
After defeating the final boss, every remaining life is worth 1,000,000 points.&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
&lt;br /&gt;
In the international release there are the following differences:&lt;br /&gt;
&lt;br /&gt;
*The game now uses 2 buttons instead of one. Pressing the B button makes the bits charge at enemies, allowing the player to fire normally while this is happening. However, this always drains the entire meter unlike the Japanese version where it's determined by how long the A button is held down.&lt;br /&gt;
*No checkpoints after dying. A weapon item is released every time the player loses a life.&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Rtypeleo_missile.png&amp;diff=37145</id>
		<title>File:Rtypeleo missile.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Rtypeleo_missile.png&amp;diff=37145"/>
		<updated>2026-03-03T04:24:03Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Rtypeleo_logo.png&amp;diff=37144</id>
		<title>File:Rtypeleo logo.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Rtypeleo_logo.png&amp;diff=37144"/>
		<updated>2026-03-03T04:23:46Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_Leo&amp;diff=37131</id>
		<title>R-Type Leo</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_Leo&amp;diff=37131"/>
		<updated>2026-03-01T23:10:57Z</updated>

		<summary type="html">&lt;p&gt;ADR: Created page with &amp;quot;{{GameInfobox |bordercolor = black |background = white |innerbordercolor =  |width =  |title = R-Type Leo |image = rtypeleo_title_screen.png |imagecaption = Title screen |rele...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|background = white&lt;br /&gt;
|innerbordercolor = &lt;br /&gt;
|width = &lt;br /&gt;
|title = R-Type Leo&lt;br /&gt;
|image = rtypeleo_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|releasedate = 1992&lt;br /&gt;
|previousgame = [[Mahou Keibitai Gun Hohki]]&lt;br /&gt;
|nextgame = [[Fire Barrel]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Hirogon &amp;lt;br&amp;gt; Akikaze&lt;br /&gt;
|music = Hiroshi &amp;lt;br&amp;gt; Aiai&lt;br /&gt;
|program = Denden &amp;lt;br&amp;gt; Yuki &amp;lt;br&amp;gt; Drunker &amp;lt;br&amp;gt; Shaka&lt;br /&gt;
|art = Sakotan &amp;lt;br&amp;gt; U.W.F. &amp;lt;br&amp;gt; Maccoy &amp;lt;br&amp;gt; Kimi &amp;lt;br&amp;gt; Hidarin &amp;lt;br&amp;gt; Kakapo &amp;lt;br&amp;gt; Yassy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type Leo''' is a horizontally scrolling shoot em-up developed and published by [[Irem]] in the year 1992. Despite being a part of the R-Type series it is considerably different from the other entries.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages (called Areas in-game) in ''R-Type Leo'', ending after a single loop. Extends are granted at 300k and 700k points respectively.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Makes the player's bits track enemies.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
The most noticeable difference is the absence of the Force Pod. However, most of the weapons are somewhat similar to previous entries.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
2 bits are attached to the top and bottom of the player when they first collect a weapon item. They can be controlled to shoot backwards when tapping right or forward by tapping left and block most projectiles upon contact. Furthermore, by holding the A button the bits will track any enemies on the screen, dealing damage to them. This can't be used indefinitely as the bits will enter a cooldown after a brief period, represented by the meter above the player's current score.&lt;br /&gt;
&lt;br /&gt;
When first powered up the player fires regular bullets, subsequent power-ups fire the respective laser weapon that was picked up.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [Placeholder] || '''Red''' &amp;lt;br&amp;gt; Fires a concentrated beam.&lt;br /&gt;
|-&lt;br /&gt;
| [Placeholder] || '''Green''' &amp;lt;br&amp;gt; Lasers that go up or down to track enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [Placeholder] || '''Blue''' &amp;lt;br&amp;gt; Bouncing lasers.&lt;br /&gt;
|-&lt;br /&gt;
| [Placeholder] || '''Missile'''&amp;lt;br&amp;gt; 2 missiles that go forward.&lt;br /&gt;
|-&lt;br /&gt;
| [Placeholder] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
After defeating the final boss, every remaining life is worth 1,000,000 points.&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
&lt;br /&gt;
In the international release there are the following differences:&lt;br /&gt;
&lt;br /&gt;
*The game now uses 2 buttons instead of one. Pressing the B button makes the bits charge at enemies, allowing the player to fire normally while this is happening. However, this always drains the entire meter unlike the Japanese version where it's determined by how long the A button is held down.&lt;br /&gt;
*No checkpoints after dying. A weapon item is released every time the player loses a life.&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Rtypeleo_title_screen.png&amp;diff=37130</id>
		<title>File:Rtypeleo title screen.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Rtypeleo_title_screen.png&amp;diff=37130"/>
		<updated>2026-03-01T22:58:21Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free game screenshot}}&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Fire_Barrel&amp;diff=37091</id>
		<title>Fire Barrel</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Fire_Barrel&amp;diff=37091"/>
		<updated>2026-02-26T23:16:36Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Firebarrel_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Fire Barrel&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Firebarrel_title_screen.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Irem]]&lt;br /&gt;
| music = Rikei Hirashima&lt;br /&gt;
| releasedate = '''Arcade:''' 1993&lt;br /&gt;
| previousgame = [[R-Type Leo]]&lt;br /&gt;
| nextgame = [[Kaitei Daisenso]] ''(In the Hunt)''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fire Barrel''' is a vertical scrolling shooter developed and published by Irem in 1993. It was released overseas under the name '''Air Assault'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
''Fire Barrel'' is a 2 button game with 8 stages. Finishing every stage will start the 2nd loop.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon.&lt;br /&gt;
*'''B button:''' Releases a bomb which erases enemy bullets.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
Weapon powerups max out at level 4. Excess items give a '''5,000 point''' bonus, with the exception of missile and homing items.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel vulcan.png|50px]] || '''Infinite Vulcan''' &amp;lt;br/&amp;gt; Initial shot, gains more spread with power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel wing.png|50px]] || '''Wing Shot''' &amp;lt;br/&amp;gt; 3-way shot, gains more width with power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel laser.png|50px]] || '''Graviton Laser''' &amp;lt;br/&amp;gt; Forward firing laser, gains more strength with power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel grenade.png|50px]] || '''Multiway Grenade''' &amp;lt;br/&amp;gt; Multidirectional shot, gains more range with power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel missile.png|50px]] || '''Missile''' &amp;lt;br/&amp;gt; Set of high power missiles.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel homing.png|50px]] || '''Homing''' &amp;lt;br/&amp;gt; Homing missiles.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel max.png|50px]] || '''Max''' &amp;lt;br/&amp;gt; Maxes out the player's weapon. &amp;lt;br/&amp;gt; Only appears after dying a certain amount of times.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel bomb.png|50px]] || '''Bomb''' &amp;lt;br/&amp;gt; Adds a bomb to the player's stock, can hold up to 10 bombs.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel medal.png|50px]] || '''Medal''' &amp;lt;br/&amp;gt; Score item, worth either '''1,000''' or '''3,000''' points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, extra lives are obtained at '''200,000 points''' and then every '''300,000 points'''.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
''Fire Barrel'' ends at the 3rd loop. The player retains all Power Ups.  With lots of practice and strategies, a 3-ALL clear can be done on 1 credit.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
===Clear Bonus===&lt;br /&gt;
&lt;br /&gt;
After clearing a loop the player is granted 100,000 points for each life remaining. For some reason, this bonus is granted twice when using the player 2 side. This makes 2P objectively better than 1P for scoring purposes.&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Many enemies spawn reinforcements when left alive long enough. Notable examples are the bosses of stages 4 and 5 and other minor enemies.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]] [[Category:Bomb mechanic]] [[Category: Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Firebarrel_max.png&amp;diff=37090</id>
		<title>File:Firebarrel max.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Firebarrel_max.png&amp;diff=37090"/>
		<updated>2026-02-26T23:16:04Z</updated>

		<summary type="html">&lt;p&gt;ADR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Fire_Barrel&amp;diff=37089</id>
		<title>Fire Barrel</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Fire_Barrel&amp;diff=37089"/>
		<updated>2026-02-26T19:58:39Z</updated>

		<summary type="html">&lt;p&gt;ADR: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Firebarrel_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Fire Barrel&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Firebarrel_title_screen.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Irem]]&lt;br /&gt;
| music = Rikei Hirashima&lt;br /&gt;
| releasedate = '''Arcade:''' 1993&lt;br /&gt;
| previousgame = [[R-Type Leo]]&lt;br /&gt;
| nextgame = [[Kaitei Daisenso]] ''(In the Hunt)''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fire Barrel''' is a vertical scrolling shooter developed and published by Irem in 1993. It was released overseas under the name '''Air Assault'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
''Fire Barrel'' is a 2 button game with 8 stages. Finishing every stage will start the 2nd loop.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon.&lt;br /&gt;
*'''B button:''' Releases a bomb which erases enemy bullets.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
Weapon powerups max out at level 4. All the items except for the missiles and homing missiles give a '''5,000 point''' bonus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel vulcan.png|50px]] || '''Infinite Vulcan''' &amp;lt;br/&amp;gt; Initial shot, gains more spread with power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel wing.png|50px]] || '''Wing Shot''' &amp;lt;br/&amp;gt; 3-way shot, gains more width with power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel laser.png|50px]] || '''Graviton Laser''' &amp;lt;br/&amp;gt; Forward firing laser, gains more strength with power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel grenade.png|50px]] || '''Multiway Grenade''' &amp;lt;br/&amp;gt; Multidirectional shot, gains more range with power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel missile.png|50px]] || '''Missile''' &amp;lt;br/&amp;gt; Set of high power missiles.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel homing.png|50px]] || '''Homing''' &amp;lt;br/&amp;gt; Homing missiles.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel bomb.png|50px]] || '''Bomb''' &amp;lt;br/&amp;gt; Adds a bomb to the player's stock, can hold up to 10 bombs.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel medal.png|50px]] || '''Medal''' &amp;lt;br/&amp;gt; Score item, worth either '''1,000''' or '''3,000''' points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, extra lives are obtained at '''200,000 points''' and then every '''300,000 points'''.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
''Fire Barrel'' ends at the 3rd loop. The player retains all Power Ups.  With lots of practice and strategies, a 3-ALL clear can be done on 1 credit.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
===Clear Bonus===&lt;br /&gt;
&lt;br /&gt;
After clearing a loop the player is granted 100,000 points for each life remaining. For some reason, this bonus is granted twice when using the player 2 side. This makes 2P objectively better than 1P for scoring purposes.&lt;br /&gt;
&lt;br /&gt;
===Milking===&lt;br /&gt;
&lt;br /&gt;
Many enemies spawn reinforcements when left alive long enough. Notable examples are the bosses of stages 4 and 5 and other minor enemies.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]] [[Category:Bomb mechanic]] [[Category: Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>ADR</name></author>
		
	</entry>
</feed>