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		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=28867</id>
		<title>DoDonPachi DaiOuJou</title>
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		<summary type="html">&lt;p&gt;CHA-STG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WL Logo.png|190px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #f43838&lt;br /&gt;
|title = DoDonPachi DaiOuJou&lt;br /&gt;
|background = white&lt;br /&gt;
|image = WL Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 230px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Shohei Satoh&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Takashi Ichimura&lt;br /&gt;
|art = Shohei Satoh&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|designer = Akira Wakabayashi&amp;lt;br/&amp;gt;Kengo Arai&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|releasedate = '''Arcade:''' April 5, 2002 / April 20, 2010 (Tamashii)&amp;lt;br/&amp;gt;'''PS2:''' April 10, 2003&amp;lt;br/&amp;gt;'''Xbox 360:''' February 9th, 2009&lt;br /&gt;
|previousgame = [[Progear no Arashi]]&lt;br /&gt;
|nextgame = [[Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions in hexadecimal values (0x40 subpixels = 1 pixel), where Y+,X+ is the top-right corner and Y-,X- is the bottom left corner.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type/Game !! Y+ !! Y- !! X+ !! X- !! Pixel size (X*Y)&lt;br /&gt;
|-&lt;br /&gt;
| Type A (WL) || 0x100 || 0xC0 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (WL) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type A (BL) || 0x80 || 0x100 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type B (BL) || 0x100 || 0x80 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type A (DDP3) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (DDP3) || 0x140 || 0x80 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. &lt;br /&gt;
&lt;br /&gt;
The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
&lt;br /&gt;
When entering the loop, not all resources from the first loop are carried over equally. The following table indicates how resources are carried between the first and second loop:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | &lt;br /&gt;
! White Label&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Life Stock&lt;br /&gt;
| Set to 0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Stock&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Capacity&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Stock&lt;br /&gt;
| Carried over&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Charge&lt;br /&gt;
| Set to 0&lt;br /&gt;
| Any full charged bars are discarded, any partial charge is preserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In White Label, all stocked lives are removed upon entering the loop; however, the player can earn lives back by either no-missing or no-bombing stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Due to a bug, Hyper stocks carried over from the first loop will not work properly in the second loop in White Label until at least one Hyper is earned in the loop.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (80 frames of invulnerability during stages, 120 frames during bosses), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
[[File:DOJ score display glitch.jpg|thumb|200px|right|The 7th score digit is displayed as a semicolon&amp;lt;ref&amp;gt;Occured during fufufu's demonstration at Stunfest 2018: [https://www.youtube.com/watch?v=mUF3299XqLc&amp;amp;t=2910s YouTube]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
==== White Label ====&lt;br /&gt;
&lt;br /&gt;
* If the player carries a hyper over from 1-5 into 2-1, it does not properly activate in 2-1. This glitch is reset after picking up another hyper item in 2-1.&lt;br /&gt;
&lt;br /&gt;
==== White Label'' &amp;amp; ''Black Label ====&lt;br /&gt;
* If a hyper item appears on screen the same frame a midsize enemy is destroyed with the laser, the chain gauge does not refill from the destruction of the enemy and the chain breaks immediately.&lt;br /&gt;
* Bee Medal Overflow Bug: Due to a BCD problem, the score gained from picking up a bee medal is sometimes calculated incorrectly depending on the hit count of the active chain. The user [[User:Trap15|Trap15]] has posted a simulator on his Twitter.&amp;lt;ref&amp;gt;[https://twitter.com/trap0xf/status/1589280723999264768 Trap15's Twitter] (November 6, 2022)&amp;lt;/ref&amp;gt; This bug has then been analyzed from a scoring perspective by Rokukichi.&amp;lt;ref&amp;gt;[https://rokulpg.blogspot.com/2022/11/blog-post.html Rokukichi's Blog] (November 8, 2022)&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Resulting from the Bee Medal Overflow Bug: If the number created is not a valid BCD number, a visual glitch occurs with the 7th score digit causing it to be displayed as a symbol instead of a number, such as '&amp;gt;', '=' or ';'. Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score. This glitch does not have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
* Invulnerability frames after hyper activation during bosses on 2p side is 80 and not the usual 120 as it is the case for 1p side. During stages, there is no difference between 1p and 2p side (both 80 frames).&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=64256 Shmups Forum: Differences between 1P and 2P player sides (various games)]; Additionally confirmed by [[User:Trap15|Trap15]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* If the player hits Stage 2 Boss only after its HP bar fully fills, the player will do a large amount of damage on the first hit. If the boss has been hit, this extra damage does not apply. The normal damage of A-S's laser is 158 (0x9E), and the bugged initial damage is 12287 (0x2FFF). Despite bosses seemingly normally taking damage even while the bar fills, this bug damage only applies on the Stage 2 boss if it hasn't been hit until after it finishes filling. Stage 4 boss and Hibachi are the only other bosses that may be hit before the HP bar fully fills, and the extra damage is not exhibited there, so it is certainly a bug.&amp;lt;ref&amp;gt;[https://discord.com/channels/632397247866339347/632398439556317194/1134401307420131379 Original research by trap15]&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label&amp;lt;ref&amp;gt;[https://www.gamengai.com/#/cmnt-info?id=1966 IKD in Black Label Interview]&amp;lt;/ref&amp;gt;, was released. In 2016, this version was dumped and made widely available. In terms of gameplay, this version is a mix of White Label and Black Label.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*English language for menu's and endings.&lt;br /&gt;
*A maximum of three extra lives can be carried over into the 2nd loop. You gain one life for each loop condition fulfilled, which are:&lt;br /&gt;
**Loses at most 2 lives.&lt;br /&gt;
**Uses at most 3 bombs.&lt;br /&gt;
**Collects all 10 bees in at least 3 stages without dying.&lt;br /&gt;
*Conditions for gaining extra lives in the 2nd loop are changed to no-miss AND no-bomb per stage.&lt;br /&gt;
*Rank carries over to the 2nd loop (this can be bypassed by beating the 1-5 boss while a hyper is active).&lt;br /&gt;
*Kouryuu's 2nd phase (Jetbachi) has their health increased from 143360 to 172032 (this is different from the BL value of 179200).&lt;br /&gt;
*Hyper rank has a higher upper limit (goes past the maximum rank of 15 in WL).&lt;br /&gt;
*Movement speed for Shotia's laser has been increased (same as in BL).&lt;br /&gt;
*Continues can be used in the 2nd loop.&lt;br /&gt;
*Score gain from the Maximum bonus lies between WL and BL.&lt;br /&gt;
&lt;br /&gt;
Bugfixes: &lt;br /&gt;
*You don't lose hyper i-frames if you hyper right after bombing (same fix as in BL).&lt;br /&gt;
*Your bomb slot increases even if you die while in hyper (same fix as in BL).&lt;br /&gt;
*The bug where your bomb button stops working if you die immediately after bombing and activating a hyper (same fix as in BL).&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
* Hitboxes are greatly reduced.&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Tamashii===&lt;br /&gt;
&lt;br /&gt;
In 2016, a slightly altered version of the original game (White Label) was ported to PGM2 hardware for distribution on the Chinese market.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*Chinese language endings.&lt;br /&gt;
*The &amp;quot;WARNING&amp;quot; animation is shortened.&lt;br /&gt;
*Before the ship select, players can choose to play original mode or an easy mode. Both modes have separate highscore tables in the attract cycle.&lt;br /&gt;
*The chain meter depletes entirely while using laser on the first midboss of stage 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:Ddpiiititle.png|DoDonPachi III&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojbltitle.png|DDP DOJ Black Label&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojtamashiititle.png|DDP DOJ Tamashii&amp;lt;br&amp;gt;title screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Re:Incarnation / Rinne Tensei Arrange modes==&lt;br /&gt;
&lt;br /&gt;
2023's M2 ShotTriggers release (DoDonPachi Dai-Ou-Jo Re:Incarnation/Rinne Tensei) adds three new Arrange Modes all of which have one loop only. This port does not include the Xbox 360's port X-mode (and Piper doll).&lt;br /&gt;
&lt;br /&gt;
The arrange modes in the M2STG version ([https://discord.com/channels/632397247866339347/632398439556317194/1184980557776560128 thanks to Jaimers]):&lt;br /&gt;
&lt;br /&gt;
===Arrange S===&lt;br /&gt;
&lt;br /&gt;
* Based on Super Easy mode patterns.&lt;br /&gt;
* You're always in Hyper.&lt;br /&gt;
* Laser and bombs are disabled.&lt;br /&gt;
* Shot is very strong but very narrow.&lt;br /&gt;
* Patterns get faster the more lives you have in stock (rank maxes out in stage 2 if you no-miss).&lt;br /&gt;
* You get lives from beating midbosses and bosses (19 lives max).&lt;br /&gt;
* Concentrating fire on certain medium and big enemies raises the Rinne gauge (not doing that lowers it).&lt;br /&gt;
* Destroying these specific enemies while the Rinne gauge is full makes them drop score items and increases the overall bee multiplier (also resets the gauge).&lt;br /&gt;
* No chaining.&lt;br /&gt;
* No powerup items and you're always at full power.&lt;br /&gt;
* Bullet cancels actually kinda matter a little bit in this mode.&lt;br /&gt;
&lt;br /&gt;
===Arrange L===&lt;br /&gt;
&lt;br /&gt;
* Based on arcade loop 1 patterns and chaining system.&lt;br /&gt;
* Lasering medium and big enemies increases the Tensei gauge (not doing that lowers it).&lt;br /&gt;
* Destroy these enemies while the Tensei gauge is full to cancel all bullets on screen (also resets the gauge).&lt;br /&gt;
* The number of cancelled bullets from Tensei gets added to your current chain.&lt;br /&gt;
* Hypers are extremely short, they only last like 6~7 seconds (1/3rd of arcade).&lt;br /&gt;
* No powerup items and you're always at full power.&lt;br /&gt;
* Hyper gauge increases 3x times faster than arcade, same with bees (a single bee is like a full hyper).&lt;br /&gt;
* Auto-bomb and auto-hyper (auto-hyper only lasts like 3~4 seconds, auto-bomb is weaker).&lt;br /&gt;
* You get lives from beating bosses (9 lives max).&lt;br /&gt;
* You fight loop 2 Kouryuu and Hibachi at the end.&lt;br /&gt;
* The amount of Hits you get is highly dependent on rank (max rank giving way more).&lt;br /&gt;
* Auto-Hyper and auto-bomb severely decrease rank.&lt;br /&gt;
* After a hyper ends you get 2 seconds of i-frames.&lt;br /&gt;
* Getting hit during a hyper with no bombs in stock cancels the hyper and gives you 2 seconds of i-frames (also lowers rank).&lt;br /&gt;
&lt;br /&gt;
===Arrange EX===&lt;br /&gt;
Everything in Arrange L also applies to Arrange EX except for:&lt;br /&gt;
&lt;br /&gt;
* Based on arcade loop 2 patterns and chaining system (bullets are slower than arcade though).&lt;br /&gt;
* Hypers get collected automatically.&lt;br /&gt;
* You get lives from beating midbosses and bosses.&lt;br /&gt;
* You don't lose hyper i-frames if you hyper right after bombing (same fix as in BL).&lt;br /&gt;
* Arrange EX does not have the free hit during hyper without bombs like Arrange L does.&lt;br /&gt;
* No i-frames after a hyper ends either.&lt;br /&gt;
* Duo to maybe an oversight, the loop 2 lives system is still in place. Meaning that if you no-miss or no-bomb a stage, you gain an additional life. &lt;br /&gt;
* It's possible to get 24 lives total in this mode, but it's worth noting that you can only hold 20 lives at a time.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Most sound effects in this game are re-used from DoDonPachi and EspRaDe.&lt;br /&gt;
*The DON-8D Type-A ship appears as a playable cameo ship in DaiFukkatsu Arrange A Mode.&lt;br /&gt;
*When emulating the game on GOTVG, there is an issue that causes the BGM to play too quickly, and some sound effects loop incorrectly.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Star_force&amp;diff=27768</id>
		<title>Star force</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Star_force&amp;diff=27768"/>
		<updated>2024-02-01T23:05:06Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: fixed formatting of page name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Star Force]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Star_Force&amp;diff=27767</id>
		<title>Star Force</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Star_Force&amp;diff=27767"/>
		<updated>2024-02-01T23:04:53Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: Created page with &amp;quot;center  {{GameInfobox |bordercolor = black |title = Star Force |background = #f8f8f8 |image = Star Force Title Screen Arcade.png |width = 324px; |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Star-Force-logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Star Force&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Star Force Title Screen Arcade.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Tehkan (Tecmo)&lt;br /&gt;
|&lt;br /&gt;
|releasedate = September 1984&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Super Star Force]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Star Force''' is a vertical scrolling shooter by Tehkan (Tecmo). Released in 1984, it's the first entry in the Star Force series. While the arcade original was a moderate success, the 1,000,000+ unit sales of the [[Hudson Soft]] Famicom port resulted in the game gaining a substantial audience and high praise in Japan.&lt;br /&gt;
&lt;br /&gt;
Predating the likes of [[1942]] and [[Tiger-Heli]], the game was among the first to feature many mechanics and gameplay elements that would become standard in the genre, including modern auto-fire, agile ship movement, hidden bonuses, and pre-planned enemy patterns. In addition the promotional &amp;quot;Caravan&amp;quot; high score competition hosted by Hudson for the Japanese Famicom port served as one of the earliest examples of a competitive shmup event.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Star Force is a single-button shooter. The game is comprised of 24 areas, each named after a letter of the Greek alphabet. At the end of each level is a Alpha Target, which acts as a end of level boss and is represented by the level's Greek letter. Failing to destroy it will force the player to replay the current stage. Upon completion the game loops infinitely.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A:''' Fire&lt;br /&gt;
* '''A (Hold):''' Auto-fire&lt;br /&gt;
* '''Joystick:''' Movement&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
There is only one ship in Star Force: Final Star. Final Star is noticeably small and agile, being about the same size if not smaller than even basic enemies. This is in contrast to early shmups like Xevious, Super Xevious, or Scramble, and even later contemporaries like Tiger-Heli and 1942.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Final Star's only weapon is two different rates of basic fire. The default rate of fire is slow, but after obtaining the Purser the rate of auto-fire is significantly increased.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
* '''Bonus Target''': Target's marked with either &amp;quot;B&amp;quot; or &amp;quot;b&amp;quot; that award bonus points.&lt;br /&gt;
* '''Cleopatra''': A very rare ground target found only in the Nu Area. &lt;br /&gt;
* '''Hidden''': Rectangular hidden ground targets.&lt;br /&gt;
* '''Magikka''': Small &amp;quot;?&amp;quot; ground targets. Once shot they are overturned, showing either a angry face or a happy face (Kera). Revealing a Kera will earn the player a extra life.&lt;br /&gt;
* '''Purser''': A small external ship attachment that serves as Star Force's primary power-up, increasing fire-rate and the vertical size of the player's hit-box.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
In the year 2010 of Dimension Almanac, there was a mysterious planet named Gordess which was moving in the darkness of the cosmos for the purpose of mass murder and plunder. Everyone gave up fighting against Gordess because of its awesome power. One day a brave soldier riding a space patroller challenged Gordess to fight. People called this space patroller &amp;quot;Final Star&amp;quot;, wishing to be saved. You must bring an end to the murders which have been committees for the past 2000 years.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Some North American variants of the arcade cabinet published by Video Ware are titled &amp;quot;Mega Force&amp;quot;. Later Tehkan published units use the original title.&lt;br /&gt;
* There are two different versions for the NES/Famicom: the Hudson Soft-developed Famicom version released in Japan in 1985, and a Tehkan developed NES version released in North America and Europe in 1987. Despite the obvious surface-level similarities, the Famicom and NES version were developed entirely separately, and feature totally unique assets and code from each other.&lt;br /&gt;
* Hudson released an MSX version in 1985&lt;br /&gt;
* Sega ported Star Force to the SG-1000&lt;br /&gt;
* Dempa Shimbunsha ported Star Force to the X68000&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Despite it's commercial and critical success, Tehkan was dissatisfied with the initial Hudson Soft port of Star Force to the Famicom due to what were seen as numerous audio-visual shortcomings and glitches. As such, after the release of Super Star Force in Japan, Tecmo began internal development of the NES port. The port is arguably more difficult than the Famicom version since it lacks many exploits of the Famicom version, such as the glitch that prevents new enemies from spawning by not shooting the enemies already on screen. At the same time, the NES version is far closer to the arcade original than the Famicom version in terms of audio, visuals, and controls.&lt;br /&gt;
* The success of the Hudson Soft Famicom port directly led to Hudson developing the Star Soldier series as a &amp;quot;spiritual successor&amp;quot; to Star Force, as well as hosting further yearly Caravan events.&lt;br /&gt;
* There´s a Studio SiestA doujin shmup called Soldier Force, which was released in 2006 and directly took Final Star and made them playable in what were primarily remakes of stages from Hudson Soft's first Star Soldier title. Additionally, the music of Star Force is used in place of Star Soldier's themes when playing as Final Star. However, the companies Hudson and Tecmo sued Studio SiestA causing Soldier Force to be officially discontinued, though it can still be found online.&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=26749</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=26749"/>
		<updated>2023-12-24T23:54:03Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* DoDonPachi Daioujou Black Label */ removed redundant info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WL Logo.png|190px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #f43838&lt;br /&gt;
|title = DoDonPachi DaiOuJou&lt;br /&gt;
|background = white&lt;br /&gt;
|image = WL Title.png&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 230px&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|music = Manabu Namiki&amp;lt;br/&amp;gt;Shohei Satoh&lt;br /&gt;
|program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Takashi Ichimura&lt;br /&gt;
|art = Shohei Satoh&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|designer = Akira Wakabayashi&amp;lt;br/&amp;gt;Kengo Arai&amp;lt;br/&amp;gt;Hiroyuki Tanaka&lt;br /&gt;
|releasedate = '''Arcade:''' April 5, 2002 / April 20, 2010 (Tamashii)&amp;lt;br/&amp;gt;'''PS2:''' April 10, 2003&amp;lt;br/&amp;gt;'''Xbox 360:''' February 9th, 2009&lt;br /&gt;
|previousgame = [[Progear no Arashi]]&lt;br /&gt;
|nextgame = [[Ketsui: Kizuna Jigoku Tachi]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndexMulti&lt;br /&gt;
|mode1=White Label&lt;br /&gt;
|page1=DoDonPachi_DaiOuJou&lt;br /&gt;
|mode2=Black Label&lt;br /&gt;
|page2=DoDonPachi_DaiOuJou_Black_Label&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions in hexadecimal values (0x40 subpixels = 1 pixel), where Y+,X+ is the top-right corner and Y-,X- is the bottom left corner.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type/Game !! Y+ !! Y- !! X+ !! X- !! Pixel size (X*Y)&lt;br /&gt;
|-&lt;br /&gt;
| Type A (WL) || 0x100 || 0xC0 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (WL) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type A (BL) || 0x80 || 0x100 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type B (BL) || 0x100 || 0x80 || 0x80 || 0x80 || 4x6&lt;br /&gt;
|-&lt;br /&gt;
| Type A (DDP3) || 0xC0 || 0x100 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|-&lt;br /&gt;
| Type B (DDP3) || 0x140 || 0x80 || 0xC0 || 0xC0 || 6x7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner.&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. &lt;br /&gt;
&lt;br /&gt;
The second loop becomes available if the player completes the first loop and satisfies at least one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
When entering the loop, not all resources from the first loop are carried over equally. The following table indicates how resources are carried between the first and second loop:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | &lt;br /&gt;
! White Label&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Life Stock&lt;br /&gt;
| Set to 0&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Stock&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Bomb Capacity&lt;br /&gt;
| Reset to default&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Stock&lt;br /&gt;
| Carried over&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Carried over&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right; font-weight:bold;&amp;quot; | Hyper Charge&lt;br /&gt;
| Set to 0&lt;br /&gt;
| Any full charged bars are discarded, any partial charge is preserved&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; In White Label, all stocked lives are removed upon entering the loop; however, the player can earn lives back by either no-missing or no-bombing stages.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Due to a bug, Hyper stocks carried over from the first loop will not work properly in the second loop in White Label until at least one Hyper is earned in the loop.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (80 frames of invulnerability during stages, 120 frames during bosses), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
[[File:DOJ score display glitch.jpg|thumb|200px|right|The 7th score digit is displayed as a semicolon&amp;lt;ref&amp;gt;Occured during fufufu's demonstration at Stunfest 2018: [https://www.youtube.com/watch?v=mUF3299XqLc&amp;amp;t=2910s YouTube]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
==== White Label ====&lt;br /&gt;
&lt;br /&gt;
* If the player carries a hyper over from 1-5 into 2-1, it does not properly activate in 2-1. This glitch is reset after picking up another hyper item in 2-1.&lt;br /&gt;
&lt;br /&gt;
==== White Label'' &amp;amp; ''Black Label ====&lt;br /&gt;
* If a hyper item appears on screen the same frame a midsize enemy is destroyed with the laser, the chain gauge does not refill from the destruction of the enemy and the chain breaks immediately.&lt;br /&gt;
* Bee Medal Overflow Bug: Due to a BCD problem, the score gained from picking up a bee medal is sometimes calculated incorrectly depending on the hit count of the active chain. The user [[User:Trap15|Trap15]] has posted a simulator on his Twitter.&amp;lt;ref&amp;gt;[https://twitter.com/trap0xf/status/1589280723999264768 Trap15's Twitter] (November 6, 2022)&amp;lt;/ref&amp;gt; This bug has then been analyzed from a scoring perspective by Rokukichi.&amp;lt;ref&amp;gt;[https://rokulpg.blogspot.com/2022/11/blog-post.html Rokukichi's Blog] (November 8, 2022)&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Resulting from the Bee Medal Overflow Bug: If the number created is not a valid BCD number, a visual glitch occurs with the 7th score digit causing it to be displayed as a symbol instead of a number, such as '&amp;gt;', '=' or ';'. Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score. This glitch does not have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
* Invulnerability frames after hyper activation during bosses on 2p side is 80 and not the usual 120 as it is the case for 1p side. During stages, there is no difference between 1p and 2p side (both 80 frames).&amp;lt;ref&amp;gt;[https://shmups.system11.org/viewtopic.php?t=64256 Shmups Forum: Differences between 1P and 2P player sides (various games)]; Additionally confirmed by [[User:Trap15|Trap15]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* If the player hits Stage 2 Boss only after its HP bar fully fills, the player will do a large amount of damage on the first hit. If the boss has been hit, this extra damage does not apply. The normal damage of A-S's laser is 158 (0x9E), and the bugged initial damage is 12287 (0x2FFF). Despite bosses seemingly normally taking damage even while the bar fills, this bug damage only applies on the Stage 2 boss if it hasn't been hit until after it finishes filling. Stage 4 boss and Hibachi are the only other bosses that may be hit before the HP bar fully fills, and the extra damage is not exhibited there, so it is certainly a bug.&amp;lt;ref&amp;gt;[https://discord.com/channels/632397247866339347/632398439556317194/1134401307420131379 Original research by trap15]&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label&amp;lt;ref&amp;gt;[https://www.gamengai.com/#/cmnt-info?id=1966 IKD in Black Label Interview]&amp;lt;/ref&amp;gt;, was released. In 2016, this version was dumped and made widely available. In terms of gameplay, this version is a mix of White Label and Black Label.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*English language for menu's and endings.&lt;br /&gt;
*A maximum of three extra lives can be carried over into the 2nd loop.&lt;br /&gt;
*Conditions for gaining extra lives in the 2nd loop are changed to no-miss AND no-bomb per stage.&lt;br /&gt;
*Rank carries over to the 2nd loop (this can be bypassed by beating the 1-5 boss while a hyper is active).&lt;br /&gt;
*You don't lose hyper i-frames if you hyper right after bombing (same fix as in BL).&lt;br /&gt;
*Score gain from the Maximum bonus lies between WL and BL.&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
===DoDonPachi Daioujou Tamashii===&lt;br /&gt;
&lt;br /&gt;
In 2016, a slightly altered version of the original game (White Label) was ported to PGM2 hardware for distribution on the Chinese market.&lt;br /&gt;
&lt;br /&gt;
Differences include the following:&lt;br /&gt;
&lt;br /&gt;
*Chinese language endings.&lt;br /&gt;
*Before the ship select, players can choose to play original mode or an easy mode. Both modes have separate highscore tables in the attract cycle.&lt;br /&gt;
*The chain meter depletes entirely while using laser on the first midboss of stage 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
File:Ddpiiititle.png|DoDonPachi III&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojbltitle.png|DDP DOJ Black Label&amp;lt;br&amp;gt;title screen&lt;br /&gt;
File:Dojtamashiititle.png|DDP DOJ Tamashii&amp;lt;br&amp;gt;title screen&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Re:Incarnation Arrange Modes==&lt;br /&gt;
&lt;br /&gt;
2023's M2 ShotTriggers release (DoDonPachi Dai-Ou-Jou/Blissful Death Re:Incarnation) adds three different Arrange Modes, which are based on White Label and are 1 loop each. These are new Arrange modes, and do not include the Xbox 360's port X-mode (and Piper doll).&lt;br /&gt;
&lt;br /&gt;
The arrange modes in the M2 STG version ([https://discord.com/channels/632397247866339347/632398439556317194/1184980557776560128 thanks to Jaimers]):&lt;br /&gt;
&lt;br /&gt;
===Arrange S===&lt;br /&gt;
&lt;br /&gt;
* Based on Super Easy mode patterns.&lt;br /&gt;
* You're always in Hyper.&lt;br /&gt;
* Can't use laser or bombs.&lt;br /&gt;
* Shot is very strong but very narrow.&lt;br /&gt;
* Patterns get faster the more lives you have in stock (rank maxes out in stage 2 if you no-miss).&lt;br /&gt;
* You get lives from beating midbosses and bosses (max 20).&lt;br /&gt;
* Concentrating fire on certain medium and big enemies raises the Rinne gauge (not doing that lowers it).&lt;br /&gt;
* Destroying these specific enemies while the Rinne gauge is full makes them drop score items and increases the overall bee multiplier (also resets the gauge).&lt;br /&gt;
* No chaining.&lt;br /&gt;
* No powerup items and you're always at full power.&lt;br /&gt;
* Bullet cancels actually kinda matter a little bit in this mode.&lt;br /&gt;
&lt;br /&gt;
===Arrange L===&lt;br /&gt;
&lt;br /&gt;
* Based on arcade loop 1 patterns and chaining system.&lt;br /&gt;
* Lasering medium and big enemies increases the Tensei gauge (not doing that lowers it).&lt;br /&gt;
* Destroy these enemies while the Tensei gauge is full to cancel all bullets on screen (also resets the gauge).&lt;br /&gt;
* The number of cancelled bullets from Tensei gets added to your current chain.&lt;br /&gt;
* Hypers are extremely short, they only last like 6~7 seconds (1/3rd of arcade).&lt;br /&gt;
* No powerup items and you're always at full power.&lt;br /&gt;
* Hyper gauge increases 3x times faster than arcade, same with bees (a single bee is like a full hyper).&lt;br /&gt;
* Auto-bomb and auto-hyper (auto-hyper only lasts like 3~4 seconds, auto-bomb is weaker).&lt;br /&gt;
* You get lives from beating bosses (max 10).&lt;br /&gt;
* You fight loop 2 Kouryuu and Hibachi at the end.&lt;br /&gt;
* You don't lose hyper i-frames if you hyper right after bombing (same fix as in BL).&lt;br /&gt;
* The amount of Hits you get is highly dependent on rank (max rank giving way more).&lt;br /&gt;
* Auto-Hyper and auto-bomb severely decrease rank.&lt;br /&gt;
&lt;br /&gt;
===Arrange EX===&lt;br /&gt;
Everything in Arrange L also applies to Arrange EX except for:&lt;br /&gt;
&lt;br /&gt;
* Based on arcade loop 2 patterns and chaining system (bullets are slower than arcade though).&lt;br /&gt;
* Hypers get collected automatically.&lt;br /&gt;
* You get lives from beating midbosses and bosses (max 20).&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Bullet_Sorceress&amp;diff=26487</id>
		<title>Bullet Sorceress</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Bullet_Sorceress&amp;diff=26487"/>
		<updated>2023-12-13T13:51:08Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Blood Carnage (Level) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo_BulletSorceress_2x.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #C0022B&lt;br /&gt;
|title = Bullet Sorceress&lt;br /&gt;
|background = #FE7290&lt;br /&gt;
|image = Title_BulletSorceress.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen (Apr 13 2021)&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = DANGER HEART Entertainment&lt;br /&gt;
|&lt;br /&gt;
|music = n/a&lt;br /&gt;
|&lt;br /&gt;
|program = Chloe Taylor&lt;br /&gt;
|&lt;br /&gt;
|art = [[user:CHA-STG|Lyn-Marie Charlene Excelsia]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = TBD&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bullet Sorceress: Shooting Action Carnage ==&lt;br /&gt;
'''''Bullet Sorceress: Shooting Action Carnage''''' (バレットソーサレス) is a 2022 vertical shooting game developed by '''DANGER HEART Entertainment'''. The game's art, design, and writing is done by [[user:CHA-STG|Lyn-Marie Charlene Excelsia]], with engine work done by Chloe Taylor. This is the duo's third game, following the in-development (as of 2021) character action platformer ''The Joylancer: Legendary Motor Knight'', and the canceled action card battler ''Card Witch.'' The game emphasizes colorful visual style, loud personality, and fast-paced action as part of its core tenets. &lt;br /&gt;
&lt;br /&gt;
As the titular, freshly-resurrected vampire &amp;quot;'''The Sorceress'''&amp;quot;, the player guns their way through five to six stages in horror-inspired locales, chasing down a religious extremist named '''Father Johnson''' who is attempting to save the world from an Armageddon-level demon invasion that he himself summoned. At the same time, The Sorceress will find herself chased down by the reaper known as '''Death''', as she attempts to take the soul of The Sorceress and drag her back down to Hell with her. &amp;quot;Bullet&amp;quot; travels through many locales of the isle of '''Gunsylvania''', eliminating demons, ghouls and other assorted creatures that have taken comfort in her home since her banishment.&lt;br /&gt;
&lt;br /&gt;
The game features a standard arcade mode, with the game's five stages split up into four &amp;quot;scenes&amp;quot; each --  scenes 2 and 4 of each stage serving as mini-boss and boss encounters respectively. There are also a selection of challenge stages and trials that offer unique arranges of stage layouts, all of which can be accessed via Stage Select mode. As of April 2021, the game is planning to include three additional modes: Mayhem Arrange -- featuring a constantly-increasing rank system, alternate control format, and new stages, Endless Attack -- wave-based stages with an infinite looping system, and Story Mode -- focusing on the story events of the game, with several chapters to pick and arranged gameplay (post-release update).&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Bullet Sorceress'' utilizes four buttons for its core actions. Two buttons are dedicated to her standard fire, with the other two serving as her auxiliary weapons that consume resources. The game utilizes a bomb system with a lenient activation window, and a [[hyper system]] that temporarily unlocks two highly powerful weapons.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Aim Shot):''' Fires the player's main weapon while locking the shooting direction. &lt;br /&gt;
** When using the Aim Shot, Sorceress moves slower and fires her guns at a higher rate.&lt;br /&gt;
* '''B (Revenge Trigger):''' Releases a bomb attack, dealing massive damage to everything on screen and instantly collecting any items on the screen. &lt;br /&gt;
** While grazing bullets, bomb attacks are stronger. The strongest type of bomb is used by bombing the moment you take damage.&lt;br /&gt;
** Using bombs lowers the game's Mayhem Level (rank).&lt;br /&gt;
* '''C (Free Shot):''' Fires the player's main weapon. &lt;br /&gt;
** Sorceress will aim in two directions at once if she is moving.&lt;br /&gt;
* '''D (Carnage Trigger):''' Activates Sorceress's berserk mode, granting her access to a bullet-destroying laser and a screen-covering wide shot for a limited time. Requires at least Lv.1 shot strength (cannot be used at Lv.0), and spends 1 shot level on activation. &lt;br /&gt;
*** '''A (Laser Cannon):''' Fires a laser with an instantaneous hitbox. Deals constant damage to targets it hits. It is also capable of destroying enemy bullets, converting them into Score Gems. The Laser increases the rate that the Blood Carnage meter drains, but hitting and destroying enemies will slow down the draining rate.&lt;br /&gt;
*** '''C (Megaton-Caliber Chaingun):''' Rapid-fires a burst of large and powerful shots across an extremely wide radius. Up close, it deals devastating damage.&lt;br /&gt;
** Activating Carnage Trigger also increases the [[Bullet Sorceress#Rank|Mayhem Level]] of the run.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== The Catalysts (Shot) ====&lt;br /&gt;
Sorceress's primary weapons, her twin handguns that she forged herself 900 years ago. &lt;br /&gt;
&lt;br /&gt;
The player can fire a large volley of concentrated shots forward, or drift their aim 45 / 90 degrees with one gun, with the second gun locked firing straight shots. Aiming is done by moving the character left / up-left (to aim 45 degrees) or down-left (to aim 90 degrees). To lock Sorceress's aim a direction, the player can hold Fixed Shot (A button) to lock to 0/45/90 degrees.&lt;br /&gt;
* Split Shots from Sorceress's side handgun deal higher damage (3) than Straight Shots from her forward handgun (2).&lt;br /&gt;
&lt;br /&gt;
==== Blood Carnage (Level) ====&lt;br /&gt;
Shot strength and properties are determined by a &amp;quot;three-tier&amp;quot; meter called the Blood Carnage meter (or Blood Level). The player starts at Lv.1, gains a level with every full bar of Blood collected, and loses a level with every hit of damage taken, or with every hyper used. When the player is knocked down to Lv.0, any following hit becomes fatal, causing the player to lose a Heart. &lt;br /&gt;
* If the player earns another bar while carrying 3 Blood levels stocked, they will enter a temporary fourth state called Lv.OVER, where the handguns' fire rate increases beyond its normal speed until the Blood Carnage meter empties. Once emptied, Sorceress's power level returns to Lv.2.&lt;br /&gt;
&lt;br /&gt;
==== Violent Thirst (Vampirism) ====&lt;br /&gt;
&amp;quot;Do not approach Vampires, for even their mere presence drains fickle blood from your body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sorceress has full damage coverage around her body when firing her handguns, where she deals constant damage up-close. This can be used in conjunction with shots up close to deal massive damage. &lt;br /&gt;
* When Violent Thirst is active, Sorceress slowly begins building up Blood Carnage meter. This makes aggressive close-range play beneficial for building up shot strength as well.&lt;br /&gt;
&lt;br /&gt;
==== Boost Shot (Charge) ====&lt;br /&gt;
When Sorceress is not shooting her handguns, she concentrates energy through them, augmenting the bullets within.&lt;br /&gt;
&lt;br /&gt;
The player can stock up a maximum of six Boost Shots by not pressing either shooting button. When any Fire button is pressed, Sorceress releases the energy in powerful piercing bullets that hit several times per bullet and are able to fire through solid walls and objects.&lt;br /&gt;
* Boost Shots charge up quicker while grazing enemy bullets.&lt;br /&gt;
&lt;br /&gt;
==== Revenge Trigger (Bomb) ====&lt;br /&gt;
An explosive payload is launched from Sorceress's Conduit Coffin, which litters the screen in destruction. &lt;br /&gt;
&lt;br /&gt;
Revenge Triggers cause all enemies to spawn Blood Drops on death, with Blood-type enemies dropping increased amounts of blood based on the type of bomb fired.&lt;br /&gt;
There are three types of Revenge Triggers:&lt;br /&gt;
* '''Standard''': Fired by pressing the B button any time.&lt;br /&gt;
* '''Excellent''' (Graze): Fired by pressing B while grazing against an enemy bullet. Blood generation by Blood-types is doubled.&lt;br /&gt;
* '''Perfect''' (Just): Press B within 20 frames of taking damage to instantly regenerate 1 Blood Carnage level and fire an emergency bomb that is three times as strong. Player damage/death is canceled and blood generation by Blood-types is tripled.&lt;br /&gt;
&lt;br /&gt;
==== Carnage Trigger (Hyper) ====&lt;br /&gt;
Fueled by a heart of destruction, Sorceress channels her bloodthirst and unleashes her Conduit Coffin, utilizing it as a power Laser Cannon and Megaton-Caliber Chaingun duo. &lt;br /&gt;
&lt;br /&gt;
Enemies and objects destroyed by Carnage Trigger will drop Skulls, with Skull-type enemies dropping three times as many Skulls when killed. If the player has collected +3000pts of Skulls, all Skull drops become high-value Jackpot Skulls. &lt;br /&gt;
&lt;br /&gt;
The Laser Cannon (A) creates an instant hitbox that is capable of destroying enemy bullets with concentrated fire, as well as generate a laser aura around the player that does additional close-range damage. Using the Laser Cannon causes the hyper gauge to drain quicker, but killing enemies with it will stagger meter drain. &lt;br /&gt;
&lt;br /&gt;
The Megaton Gun (C) fires giant projectiles in a wide radius, covering the screen with high-damage firepower. Individual bullets deal high damage and have massive hitboxes, refire rate is very high, and it deals incredibly high damage to larger up-close targets (even higher DPS than the Laser up-close if all of the bullets hit). &lt;br /&gt;
&lt;br /&gt;
Carnage Trigger requires at least a Lv.1 Blood Carnage meter, and spends 1 Level to activate. When activated, the player is invulnerable for 60 frames. If the player takes damage or uses a Revenge Trigger, the hyper mode is canceled early. Once Carnage Trigger is activated, the Skull Value of small Skulls no longer increases, locking their score value to whatever they were before the player activated hyper.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
* '''Blood Drop''': Adds a point to the player's Blood Carnage Meter.&lt;br /&gt;
* '''Blood Vial''': Adds 25% to the player's Blood Carnage Meter.&lt;br /&gt;
* '''Heart''': Adds a Heart to the player's Life Stock. The player can stock six Hearts at once.&lt;br /&gt;
* '''Bomb Stock''': Adds a Bomb to the player's Bomb Stock. The player can stock six Bombs at once.&lt;br /&gt;
* '''Small Skull''' (Yellow): Collectable score items that increase in value exponentially. Adds 1 Skull to the Skull Counter.&lt;br /&gt;
* '''Jackpot Skull''' (Blue): Special score items that appear during a Carnage Trigger Jackpot. Adds 3 Skulls to the Skull Counter.&lt;br /&gt;
* '''Big Skull''' (White): Hidden score items that are dropped by destroyed objects and by destroying Formations that are set to drop Big Skulls. Big Skulls are worth 600pts multiplied by the value of the Skull Counter, and add 20 Skulls to the Skull Counter.&lt;br /&gt;
* '''Score Gem''' (Small): Generic score item, hidden inside destroyed and enemy Formations, as well as generated by bullets destroyed by Carnage Trigger's Laser Cannon. Worth 40pts.&lt;br /&gt;
* '''Score Gem''' (Large): Same as small gems, generated by bullets destroyed by Carnage Trigger's Laser Cannon aura. Worth 400pts.&lt;br /&gt;
* '''Ice Cream Cone'''(s): Score item that appears in destroyed objects and enemy Formations. There are six different flavors, each worth different score.&lt;br /&gt;
* '''Ice Cream Bowl'''(s): Mid-value scoring item that appears in destroyed objects and enemy Formations. The bowl covered in chocolate shell topping is worth the most score.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Bullet Sorceress'' uses an on-screen rank system, referred to by the game as the '''Mayhem Level'''. &lt;br /&gt;
Mayhem level affects four core attributes of the game: '''bullet speed''', '''bullet density''', '''enemy spawns''', and '''revenge bullets'''. &lt;br /&gt;
The rank typically starts at 00, and it maxes out at 40 in the standard gameplay modes.&lt;br /&gt;
&lt;br /&gt;
* '''Bullet Speed'''&lt;br /&gt;
** Increased every 3 Mayhem Levels. Bullets fired by enemies increase in speed.&lt;br /&gt;
* '''Bullet Density'''&lt;br /&gt;
** Increased at rank 20, 30 and 40. Enemies will fire progressively more complex and vicious bullet patterns.&lt;br /&gt;
* '''Enemy Spawns'''&lt;br /&gt;
** Increased at rank 5, 15, 25, 35 and 40. Enemy spawners that are locked behind rank begin to activate, causing more (or stronger) enemies to appear.&lt;br /&gt;
* '''Revenge Bullets'''&lt;br /&gt;
** Increased at rank 25 and several times after. Enemies begin firing bullet patterns on death. Revenge bullets can be sealed by being up close to the enemy when it is destroyed.&lt;br /&gt;
----&lt;br /&gt;
Mayhem Level is '''increased''' by the following actions:&lt;br /&gt;
* Activate Carnage Trigger ('''+4''')&lt;br /&gt;
* Activate a Jackpot Carnage Trigger ('''+5''')&lt;br /&gt;
* Complete a stage without losing a Heart ('''+1''')&lt;br /&gt;
* Enter Lv.OVER Blood Carnage Level ('''+1''')&lt;br /&gt;
* Complete a stage without taking damage ('''+3''')&lt;br /&gt;
&lt;br /&gt;
Mayhem Level is '''decreased''' by the following actions:&lt;br /&gt;
* Reduced automatically when Carnage Trigger ends ('''-1''')&lt;br /&gt;
* Use a Revenge Trigger ('''-2''')&lt;br /&gt;
** &amp;lt;small&amp;gt;''If Carnage Trigger is active, using Revenge Trigger will not reduce the Mayhem Level.''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Lose a Heart ('''-6''')&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The primary scoring mechanic of ''Bullet Sorceress'' involves collecting Skulls of varying size and value, inspired by medal-chaining systems in games such as [[Battle Garegga]] and the [[Raiden Fighters]] series. &lt;br /&gt;
&lt;br /&gt;
* Skulls start at a value of '''100pts''', and every time a Skull is collected, the value of the next Skull is increased by '''+100pts''', up to a maximum of '''3000pts'''. &lt;br /&gt;
* Once the player has earned the +3000pts Skulls, they can activate Carnage Trigger to enable a &amp;quot;Jackpot!&amp;quot;, which changes all small Skulls into big '''Blue Skulls'''. Each Blue Skull is worth '''+6660pts''', and adds three skulls to the Skull Counter. When Carnage Trigger is deactivated, the value of Skulls is reset back to +100pts.&lt;br /&gt;
** Note that activating a Jackpot! hyper will increase the rank higher than a normal hyper.&lt;br /&gt;
* Lucrative scoring can be found by collecting hidden Big Skulls on stages after collecting particularly large amounts of Skulls.&lt;br /&gt;
&lt;br /&gt;
All three type of Skull collectibles award bonus points per Skull based on the type collected. Bonus score is also awarded by achieving specific accolades, as well as the Mayhem Level of the stage when completed.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Bullet Sorceress/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
=== The Vampire Clan ===&lt;br /&gt;
Long ago, in the land of Gunsylvania, existed a clan of vampires, secluded from the rest of society. The vampires kept many secrets, treasures, and libraries of knowledge; all of these various things humans found themselves morbidly interested in. Their curiosity led them to crusades across the seas and through the skies.&lt;br /&gt;
&lt;br /&gt;
Originally, visits by humans were rare and peaceful. The vampires would answer some of their questions, although their libraries continued to be off-limits. Humans would learn of vampire culture and live relatively in peace. However, that curiosity continued to linger. &lt;br /&gt;
&lt;br /&gt;
“What was in those castles? Where are their libraries of immense knowledge? Where are their treasures, their magicks? Could we discover what vampires truly are?”&lt;br /&gt;
&lt;br /&gt;
The visits became more frequent. More invasive. More aggressive. Eventually they turned violent. And so the vampires had no choice but to deal with the problem by forbidding humans from entering Gunsylvania.&lt;br /&gt;
&lt;br /&gt;
Then as the humans continued to persist and as their aggression increased, the vampires responded in kind, and humans experienced the deadly guardians of the land... the vampire-sorceresses, one of the many things they hoped to discover in their crusades -- or thought they would hope.&lt;br /&gt;
&lt;br /&gt;
The sorceresses brandished their weaponized catalysts, and humans experienced dark magic for the first time, as they were incinerated, shredded, disintegrated, or turned into half-vampires. Their blood was bended from their veins, through their wounds, in front of their dying eyes, as the sorceresses absorbed their spoils through their mouths and the pores of their skin. The few survivors spoke of their horrifying experience, and the stories circulated awareness and fear of the vampires in human society. &lt;br /&gt;
&lt;br /&gt;
Yet once again, their morbid curiosity would see many more massacres in their future.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Angelus Clan ===&lt;br /&gt;
The Angelus are a clan of legendary demon hunters that protect the world from the invasion of evil forces. Over the course of human history, the Angelus have been a recurring force, passing on their skills to the next generation. &lt;br /&gt;
&lt;br /&gt;
After stopping a massive demon invasion many years ago, the clan laid dormant for a while… until one day, humans began to approach them with fears of the vampires of Gunsylvania... &lt;br /&gt;
&lt;br /&gt;
The Saints Above&lt;br /&gt;
In the old ages, religion had a massive foothold on the subconscious of humans, and churches had an overwhelming amount of power. Through these various religious corruptions existed an order known as “The Saints Above.” &lt;br /&gt;
&lt;br /&gt;
One day, this order approached the Angelus clan with a fabricated story regarding the vampires being “cursed humans possessed by demonic spirits”. This event would kick off a sustained conflict between the humans and the vampires, of which humans would attempt to take advantage of in order to bring themselves closer to discovering the secrets of the vampires. &lt;br /&gt;
&lt;br /&gt;
Of course, the Saints had no concern with putting humans at risk -- the only thing they desire is to finally bring their image of God to life, and exercise rule over humanity. And this whole time, the demons were watching this unfold, making their own plans as well…&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The First War ===&lt;br /&gt;
With the Angelus and the vampires now fully engaged in war, The Saints attempted to make moves to acquire the information and treasures they were looking for in Gunsylvania. &lt;br /&gt;
&lt;br /&gt;
As the wars continued, the sorceresses continued to exponentially increase in strength. Every drop of blood from every dead creature, they bent into their body, their thirst unquenchable. Their magicks became stronger and stronger, and the more they killed and the more they drank, the more they craved. After years and years of peace, finally a furious feast had arrived, and they would savor every last morsel.&lt;br /&gt;
&lt;br /&gt;
In the bloodshed of this war, one particular sorceress began to rise above her peers. “She with no name,” she was given the moniker of “Bullet” by her clan, as a signifier of her above-average precision with which she deals destruction to her enemies. Nobody is sure how or why, but this particular sorceress became especially notable for the incredible levels of strength that absorbing blood granted her. &lt;br /&gt;
&lt;br /&gt;
Bullet’s strength soon became something that humanity feared more than even the rest of the clan, and the Angelus quickly found themselves in a losing battle. The amount of warriors dying on each side was too disproportional for them to ever have hope of “restoring them to their former humanity”. But one day, they had a chance visit that they never would have expected… the Demon King, Diabolous,	 arrived with a message of teamwork.&lt;br /&gt;
&lt;br /&gt;
“We do not come to fight you, humans. We are both presented with a problem… The Sorceress. She is as much of a problem for you as she is for us. It is clear you do not have the strength to fight her alone. As we do not either. &lt;br /&gt;
But if we unite our forces together, our overwhelming might just be enough to finally take care of The Sorceress. And then the vampires will be no more, and you can finally discover what it is you wish to claim.&lt;br /&gt;
We have invaded your world in the past, but if The Sorceress is allowed to continue her onslaught, both of our worlds will ultimately be annihilated in her thirsty wake. &lt;br /&gt;
Surely you recognize that this is not an option either of our worlds can realistically ignore.”&lt;br /&gt;
&lt;br /&gt;
Desperate and bruised, the Angelus had no choice but to agree. This colossal moment of both human and demon history was recorded in the annals of time as “The Great Unity of Light and Dark.”&lt;br /&gt;
&lt;br /&gt;
The humans’ attack on the vampires one day suddenly slowed to a crawl, then stopped. Little did the vampires know that this escape was nothing more than a ploy to get them to drop their guard, allowing the United to perform a successful infiltration several weeks later. By this time, the humans had been given powerful demonic weaponry and defenses, and the Angelus were taught the art of demonic alchemy... as well as having the entire demon army on their side.&lt;br /&gt;
&lt;br /&gt;
After a successful, synchronized assassination of nearly all but a few of the vampire-sorceresses, the forces of the United all began to attack at once. With many of the vampires' line of defense weakened, Bullet took lead and continued to bring carnage and vengeance to the United’s armies. Even with their forces joined together, they were still unable to kill her, as she continued to siphon a disproportionate amount of bloody power from the swathes of warriors falling in her wake. &lt;br /&gt;
&lt;br /&gt;
Knowing there was no way to truly stop her, the United joined together in order to create a binding curse that would force The Sorceress into slumber for eternity, trapping her spirit in another dimension. This spell was created with the combined might of the Angelus and the demons, and with its casting, The Sorceress’s flames of destruction were finally quelled, and the humans would finally have the treasures that they so desired… except, by the time The Sorceress was sealed away, the remaining vampires had already taken many of their most prized possessions, and hidden themselves from the location. Humans would take this as an opportunity to settle on the land. Meanwhile, the demons returned home, with the humans unaware of their plan to return to claim the land again…&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Sorceress Resurrected ===&lt;br /&gt;
She is a vampire-sorceress; a member of the vampire clan with an exceptional skill and talent in the dark arts. One of the most feared sorceresses in the world.&lt;br /&gt;
&lt;br /&gt;
Some say she forgot her name. Others say she cast it -- and her very self -- aside in pursuit of mastering the dark arts. A few say that she never had a name in the first place; she was known only as either “The Sorceress” or “The Vampire”. The few close to her called her “Bullet”, a reference to her seemingly unnatural sense of speed, focus, and precision -- and her deadly nature.&lt;br /&gt;
&lt;br /&gt;
It is said that The Sorceress’s abilities were so strong, her mastery of the dark arts so complete, her dexterity so incredible, and her thirst for blood so extreme, that the forces of light and dark were forced to temporarily unite with each other simply just to take down a lone woman, a time which would come to be known as the “Great Unity of Light and Dark”. And even then, they were simply only able to seal her away with a curse…&lt;br /&gt;
&lt;br /&gt;
She had an arsenal built around two of her favorite things; blood -- bended from her victims’ fresh corpses into her veins, and skulls -- her magical conduit of choice and her favorite “collector’s item”, shattered into bullets and fed into the magazines of her two custom magic handguns, The Catalysts. The coffin she slept in was itself a weapon as well, and she carries it with her into battle, washing carnage and corpses over every land she walks upon with explosive firepower.&lt;br /&gt;
&lt;br /&gt;
Hundreds of years later, slumbering in the gungraveyard of Gunsylvania, she finds herself jolted awake, and thundering from her coffin. She looks around at the many demons and undead that have already started roaming the land, and the sound of her guns cocking is heard.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Development of ''Bullet Sorceress'' started in early '''September of 2020'''. It was originally designed as a sort-of &amp;quot;jam game&amp;quot; that was meant to be started and finished in under four months, with its first demo originally releasing on Halloween 2020, but as the game began to shape into form, it necessitated additional development time for game polish. As of April 2021, the game is still under development.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The inspiration for the game came about because of a mockup on PixelJoint, featuring Bayonetta fighting the angel Fortitudo in a 3/4 top-down shooting game perspective.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Bullet Sorceress/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# DANGER HEART Entertainment: https://danger-heart.itch.io/ &lt;br /&gt;
# Written by the developer ([[User:CHA-STG|CHA-STG]])&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Bullet_Sorceress&amp;diff=26486</id>
		<title>Bullet Sorceress</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Bullet_Sorceress&amp;diff=26486"/>
		<updated>2023-12-13T13:50:10Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Rank */&lt;/p&gt;
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&lt;div&gt;[[File:Logo_BulletSorceress_2x.png|center]]&lt;br /&gt;
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{{GameInfobox&lt;br /&gt;
|bordercolor = #C0022B&lt;br /&gt;
|title = Bullet Sorceress&lt;br /&gt;
|background = #FE7290&lt;br /&gt;
|image = Title_BulletSorceress.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen (Apr 13 2021)&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = DANGER HEART Entertainment&lt;br /&gt;
|&lt;br /&gt;
|music = n/a&lt;br /&gt;
|&lt;br /&gt;
|program = Chloe Taylor&lt;br /&gt;
|&lt;br /&gt;
|art = [[user:CHA-STG|Lyn-Marie Charlene Excelsia]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = TBD&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bullet Sorceress: Shooting Action Carnage ==&lt;br /&gt;
'''''Bullet Sorceress: Shooting Action Carnage''''' (バレットソーサレス) is a 2022 vertical shooting game developed by '''DANGER HEART Entertainment'''. The game's art, design, and writing is done by [[user:CHA-STG|Lyn-Marie Charlene Excelsia]], with engine work done by Chloe Taylor. This is the duo's third game, following the in-development (as of 2021) character action platformer ''The Joylancer: Legendary Motor Knight'', and the canceled action card battler ''Card Witch.'' The game emphasizes colorful visual style, loud personality, and fast-paced action as part of its core tenets. &lt;br /&gt;
&lt;br /&gt;
As the titular, freshly-resurrected vampire &amp;quot;'''The Sorceress'''&amp;quot;, the player guns their way through five to six stages in horror-inspired locales, chasing down a religious extremist named '''Father Johnson''' who is attempting to save the world from an Armageddon-level demon invasion that he himself summoned. At the same time, The Sorceress will find herself chased down by the reaper known as '''Death''', as she attempts to take the soul of The Sorceress and drag her back down to Hell with her. &amp;quot;Bullet&amp;quot; travels through many locales of the isle of '''Gunsylvania''', eliminating demons, ghouls and other assorted creatures that have taken comfort in her home since her banishment.&lt;br /&gt;
&lt;br /&gt;
The game features a standard arcade mode, with the game's five stages split up into four &amp;quot;scenes&amp;quot; each --  scenes 2 and 4 of each stage serving as mini-boss and boss encounters respectively. There are also a selection of challenge stages and trials that offer unique arranges of stage layouts, all of which can be accessed via Stage Select mode. As of April 2021, the game is planning to include three additional modes: Mayhem Arrange -- featuring a constantly-increasing rank system, alternate control format, and new stages, Endless Attack -- wave-based stages with an infinite looping system, and Story Mode -- focusing on the story events of the game, with several chapters to pick and arranged gameplay (post-release update).&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Bullet Sorceress'' utilizes four buttons for its core actions. Two buttons are dedicated to her standard fire, with the other two serving as her auxiliary weapons that consume resources. The game utilizes a bomb system with a lenient activation window, and a [[hyper system]] that temporarily unlocks two highly powerful weapons.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Aim Shot):''' Fires the player's main weapon while locking the shooting direction. &lt;br /&gt;
** When using the Aim Shot, Sorceress moves slower and fires her guns at a higher rate.&lt;br /&gt;
* '''B (Revenge Trigger):''' Releases a bomb attack, dealing massive damage to everything on screen and instantly collecting any items on the screen. &lt;br /&gt;
** While grazing bullets, bomb attacks are stronger. The strongest type of bomb is used by bombing the moment you take damage.&lt;br /&gt;
** Using bombs lowers the game's Mayhem Level (rank).&lt;br /&gt;
* '''C (Free Shot):''' Fires the player's main weapon. &lt;br /&gt;
** Sorceress will aim in two directions at once if she is moving.&lt;br /&gt;
* '''D (Carnage Trigger):''' Activates Sorceress's berserk mode, granting her access to a bullet-destroying laser and a screen-covering wide shot for a limited time. Requires at least Lv.1 shot strength (cannot be used at Lv.0), and spends 1 shot level on activation. &lt;br /&gt;
*** '''A (Laser Cannon):''' Fires a laser with an instantaneous hitbox. Deals constant damage to targets it hits. It is also capable of destroying enemy bullets, converting them into Score Gems. The Laser increases the rate that the Blood Carnage meter drains, but hitting and destroying enemies will slow down the draining rate.&lt;br /&gt;
*** '''C (Megaton-Caliber Chaingun):''' Rapid-fires a burst of large and powerful shots across an extremely wide radius. Up close, it deals devastating damage.&lt;br /&gt;
** Activating Carnage Trigger also increases the [[Bullet Sorceress#Rank|Mayhem Level]] of the run.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== The Catalysts (Shot) ====&lt;br /&gt;
Sorceress's primary weapons, her twin handguns that she forged herself 900 years ago. &lt;br /&gt;
&lt;br /&gt;
The player can fire a large volley of concentrated shots forward, or drift their aim 45 / 90 degrees with one gun, with the second gun locked firing straight shots. Aiming is done by moving the character left / up-left (to aim 45 degrees) or down-left (to aim 90 degrees). To lock Sorceress's aim a direction, the player can hold Fixed Shot (A button) to lock to 0/45/90 degrees.&lt;br /&gt;
* Split Shots from Sorceress's side handgun deal higher damage (3) than Straight Shots from her forward handgun (2).&lt;br /&gt;
&lt;br /&gt;
==== Blood Carnage (Level) ====&lt;br /&gt;
Shot strength and properties are determined by a &amp;quot;three-tier&amp;quot; meter called the Blood Carnage meter (or Blood Level). The player starts at Lv.1, gains a level with every full bar of Blood collected, and loses a level with every hit of damage taken, or with every hyper used. When the player is knocked down to Lv.0, any following hit becomes fatal, causing the player to lose a Heart. &lt;br /&gt;
* If the player earns another bar while carrying 3 Blood levels stocked, they will enter a temporary fourth state called Lv.OVER, where the handguns' fire rate increases beyond its normal speed until the Blood Carnage meter empties.&lt;br /&gt;
&lt;br /&gt;
==== Violent Thirst (Vampirism) ====&lt;br /&gt;
&amp;quot;Do not approach Vampires, for even their mere presence drains fickle blood from your body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sorceress has full damage coverage around her body when firing her handguns, where she deals constant damage up-close. This can be used in conjunction with shots up close to deal massive damage. &lt;br /&gt;
* When Violent Thirst is active, Sorceress slowly begins building up Blood Carnage meter. This makes aggressive close-range play beneficial for building up shot strength as well.&lt;br /&gt;
&lt;br /&gt;
==== Boost Shot (Charge) ====&lt;br /&gt;
When Sorceress is not shooting her handguns, she concentrates energy through them, augmenting the bullets within.&lt;br /&gt;
&lt;br /&gt;
The player can stock up a maximum of six Boost Shots by not pressing either shooting button. When any Fire button is pressed, Sorceress releases the energy in powerful piercing bullets that hit several times per bullet and are able to fire through solid walls and objects.&lt;br /&gt;
* Boost Shots charge up quicker while grazing enemy bullets.&lt;br /&gt;
&lt;br /&gt;
==== Revenge Trigger (Bomb) ====&lt;br /&gt;
An explosive payload is launched from Sorceress's Conduit Coffin, which litters the screen in destruction. &lt;br /&gt;
&lt;br /&gt;
Revenge Triggers cause all enemies to spawn Blood Drops on death, with Blood-type enemies dropping increased amounts of blood based on the type of bomb fired.&lt;br /&gt;
There are three types of Revenge Triggers:&lt;br /&gt;
* '''Standard''': Fired by pressing the B button any time.&lt;br /&gt;
* '''Excellent''' (Graze): Fired by pressing B while grazing against an enemy bullet. Blood generation by Blood-types is doubled.&lt;br /&gt;
* '''Perfect''' (Just): Press B within 20 frames of taking damage to instantly regenerate 1 Blood Carnage level and fire an emergency bomb that is three times as strong. Player damage/death is canceled and blood generation by Blood-types is tripled.&lt;br /&gt;
&lt;br /&gt;
==== Carnage Trigger (Hyper) ====&lt;br /&gt;
Fueled by a heart of destruction, Sorceress channels her bloodthirst and unleashes her Conduit Coffin, utilizing it as a power Laser Cannon and Megaton-Caliber Chaingun duo. &lt;br /&gt;
&lt;br /&gt;
Enemies and objects destroyed by Carnage Trigger will drop Skulls, with Skull-type enemies dropping three times as many Skulls when killed. If the player has collected +3000pts of Skulls, all Skull drops become high-value Jackpot Skulls. &lt;br /&gt;
&lt;br /&gt;
The Laser Cannon (A) creates an instant hitbox that is capable of destroying enemy bullets with concentrated fire, as well as generate a laser aura around the player that does additional close-range damage. Using the Laser Cannon causes the hyper gauge to drain quicker, but killing enemies with it will stagger meter drain. &lt;br /&gt;
&lt;br /&gt;
The Megaton Gun (C) fires giant projectiles in a wide radius, covering the screen with high-damage firepower. Individual bullets deal high damage and have massive hitboxes, refire rate is very high, and it deals incredibly high damage to larger up-close targets (even higher DPS than the Laser up-close if all of the bullets hit). &lt;br /&gt;
&lt;br /&gt;
Carnage Trigger requires at least a Lv.1 Blood Carnage meter, and spends 1 Level to activate. When activated, the player is invulnerable for 60 frames. If the player takes damage or uses a Revenge Trigger, the hyper mode is canceled early. Once Carnage Trigger is activated, the Skull Value of small Skulls no longer increases, locking their score value to whatever they were before the player activated hyper.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
* '''Blood Drop''': Adds a point to the player's Blood Carnage Meter.&lt;br /&gt;
* '''Blood Vial''': Adds 25% to the player's Blood Carnage Meter.&lt;br /&gt;
* '''Heart''': Adds a Heart to the player's Life Stock. The player can stock six Hearts at once.&lt;br /&gt;
* '''Bomb Stock''': Adds a Bomb to the player's Bomb Stock. The player can stock six Bombs at once.&lt;br /&gt;
* '''Small Skull''' (Yellow): Collectable score items that increase in value exponentially. Adds 1 Skull to the Skull Counter.&lt;br /&gt;
* '''Jackpot Skull''' (Blue): Special score items that appear during a Carnage Trigger Jackpot. Adds 3 Skulls to the Skull Counter.&lt;br /&gt;
* '''Big Skull''' (White): Hidden score items that are dropped by destroyed objects and by destroying Formations that are set to drop Big Skulls. Big Skulls are worth 600pts multiplied by the value of the Skull Counter, and add 20 Skulls to the Skull Counter.&lt;br /&gt;
* '''Score Gem''' (Small): Generic score item, hidden inside destroyed and enemy Formations, as well as generated by bullets destroyed by Carnage Trigger's Laser Cannon. Worth 40pts.&lt;br /&gt;
* '''Score Gem''' (Large): Same as small gems, generated by bullets destroyed by Carnage Trigger's Laser Cannon aura. Worth 400pts.&lt;br /&gt;
* '''Ice Cream Cone'''(s): Score item that appears in destroyed objects and enemy Formations. There are six different flavors, each worth different score.&lt;br /&gt;
* '''Ice Cream Bowl'''(s): Mid-value scoring item that appears in destroyed objects and enemy Formations. The bowl covered in chocolate shell topping is worth the most score.&lt;br /&gt;
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&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Bullet Sorceress'' uses an on-screen rank system, referred to by the game as the '''Mayhem Level'''. &lt;br /&gt;
Mayhem level affects four core attributes of the game: '''bullet speed''', '''bullet density''', '''enemy spawns''', and '''revenge bullets'''. &lt;br /&gt;
The rank typically starts at 00, and it maxes out at 40 in the standard gameplay modes.&lt;br /&gt;
&lt;br /&gt;
* '''Bullet Speed'''&lt;br /&gt;
** Increased every 3 Mayhem Levels. Bullets fired by enemies increase in speed.&lt;br /&gt;
* '''Bullet Density'''&lt;br /&gt;
** Increased at rank 20, 30 and 40. Enemies will fire progressively more complex and vicious bullet patterns.&lt;br /&gt;
* '''Enemy Spawns'''&lt;br /&gt;
** Increased at rank 5, 15, 25, 35 and 40. Enemy spawners that are locked behind rank begin to activate, causing more (or stronger) enemies to appear.&lt;br /&gt;
* '''Revenge Bullets'''&lt;br /&gt;
** Increased at rank 25 and several times after. Enemies begin firing bullet patterns on death. Revenge bullets can be sealed by being up close to the enemy when it is destroyed.&lt;br /&gt;
----&lt;br /&gt;
Mayhem Level is '''increased''' by the following actions:&lt;br /&gt;
* Activate Carnage Trigger ('''+4''')&lt;br /&gt;
* Activate a Jackpot Carnage Trigger ('''+5''')&lt;br /&gt;
* Complete a stage without losing a Heart ('''+1''')&lt;br /&gt;
* Enter Lv.OVER Blood Carnage Level ('''+1''')&lt;br /&gt;
* Complete a stage without taking damage ('''+3''')&lt;br /&gt;
&lt;br /&gt;
Mayhem Level is '''decreased''' by the following actions:&lt;br /&gt;
* Reduced automatically when Carnage Trigger ends ('''-1''')&lt;br /&gt;
* Use a Revenge Trigger ('''-2''')&lt;br /&gt;
** &amp;lt;small&amp;gt;''If Carnage Trigger is active, using Revenge Trigger will not reduce the Mayhem Level.''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Lose a Heart ('''-6''')&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The primary scoring mechanic of ''Bullet Sorceress'' involves collecting Skulls of varying size and value, inspired by medal-chaining systems in games such as [[Battle Garegga]] and the [[Raiden Fighters]] series. &lt;br /&gt;
&lt;br /&gt;
* Skulls start at a value of '''100pts''', and every time a Skull is collected, the value of the next Skull is increased by '''+100pts''', up to a maximum of '''3000pts'''. &lt;br /&gt;
* Once the player has earned the +3000pts Skulls, they can activate Carnage Trigger to enable a &amp;quot;Jackpot!&amp;quot;, which changes all small Skulls into big '''Blue Skulls'''. Each Blue Skull is worth '''+6660pts''', and adds three skulls to the Skull Counter. When Carnage Trigger is deactivated, the value of Skulls is reset back to +100pts.&lt;br /&gt;
** Note that activating a Jackpot! hyper will increase the rank higher than a normal hyper.&lt;br /&gt;
* Lucrative scoring can be found by collecting hidden Big Skulls on stages after collecting particularly large amounts of Skulls.&lt;br /&gt;
&lt;br /&gt;
All three type of Skull collectibles award bonus points per Skull based on the type collected. Bonus score is also awarded by achieving specific accolades, as well as the Mayhem Level of the stage when completed.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Bullet Sorceress/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
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&lt;br /&gt;
== Story ==&lt;br /&gt;
=== The Vampire Clan ===&lt;br /&gt;
Long ago, in the land of Gunsylvania, existed a clan of vampires, secluded from the rest of society. The vampires kept many secrets, treasures, and libraries of knowledge; all of these various things humans found themselves morbidly interested in. Their curiosity led them to crusades across the seas and through the skies.&lt;br /&gt;
&lt;br /&gt;
Originally, visits by humans were rare and peaceful. The vampires would answer some of their questions, although their libraries continued to be off-limits. Humans would learn of vampire culture and live relatively in peace. However, that curiosity continued to linger. &lt;br /&gt;
&lt;br /&gt;
“What was in those castles? Where are their libraries of immense knowledge? Where are their treasures, their magicks? Could we discover what vampires truly are?”&lt;br /&gt;
&lt;br /&gt;
The visits became more frequent. More invasive. More aggressive. Eventually they turned violent. And so the vampires had no choice but to deal with the problem by forbidding humans from entering Gunsylvania.&lt;br /&gt;
&lt;br /&gt;
Then as the humans continued to persist and as their aggression increased, the vampires responded in kind, and humans experienced the deadly guardians of the land... the vampire-sorceresses, one of the many things they hoped to discover in their crusades -- or thought they would hope.&lt;br /&gt;
&lt;br /&gt;
The sorceresses brandished their weaponized catalysts, and humans experienced dark magic for the first time, as they were incinerated, shredded, disintegrated, or turned into half-vampires. Their blood was bended from their veins, through their wounds, in front of their dying eyes, as the sorceresses absorbed their spoils through their mouths and the pores of their skin. The few survivors spoke of their horrifying experience, and the stories circulated awareness and fear of the vampires in human society. &lt;br /&gt;
&lt;br /&gt;
Yet once again, their morbid curiosity would see many more massacres in their future.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Angelus Clan ===&lt;br /&gt;
The Angelus are a clan of legendary demon hunters that protect the world from the invasion of evil forces. Over the course of human history, the Angelus have been a recurring force, passing on their skills to the next generation. &lt;br /&gt;
&lt;br /&gt;
After stopping a massive demon invasion many years ago, the clan laid dormant for a while… until one day, humans began to approach them with fears of the vampires of Gunsylvania... &lt;br /&gt;
&lt;br /&gt;
The Saints Above&lt;br /&gt;
In the old ages, religion had a massive foothold on the subconscious of humans, and churches had an overwhelming amount of power. Through these various religious corruptions existed an order known as “The Saints Above.” &lt;br /&gt;
&lt;br /&gt;
One day, this order approached the Angelus clan with a fabricated story regarding the vampires being “cursed humans possessed by demonic spirits”. This event would kick off a sustained conflict between the humans and the vampires, of which humans would attempt to take advantage of in order to bring themselves closer to discovering the secrets of the vampires. &lt;br /&gt;
&lt;br /&gt;
Of course, the Saints had no concern with putting humans at risk -- the only thing they desire is to finally bring their image of God to life, and exercise rule over humanity. And this whole time, the demons were watching this unfold, making their own plans as well…&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The First War ===&lt;br /&gt;
With the Angelus and the vampires now fully engaged in war, The Saints attempted to make moves to acquire the information and treasures they were looking for in Gunsylvania. &lt;br /&gt;
&lt;br /&gt;
As the wars continued, the sorceresses continued to exponentially increase in strength. Every drop of blood from every dead creature, they bent into their body, their thirst unquenchable. Their magicks became stronger and stronger, and the more they killed and the more they drank, the more they craved. After years and years of peace, finally a furious feast had arrived, and they would savor every last morsel.&lt;br /&gt;
&lt;br /&gt;
In the bloodshed of this war, one particular sorceress began to rise above her peers. “She with no name,” she was given the moniker of “Bullet” by her clan, as a signifier of her above-average precision with which she deals destruction to her enemies. Nobody is sure how or why, but this particular sorceress became especially notable for the incredible levels of strength that absorbing blood granted her. &lt;br /&gt;
&lt;br /&gt;
Bullet’s strength soon became something that humanity feared more than even the rest of the clan, and the Angelus quickly found themselves in a losing battle. The amount of warriors dying on each side was too disproportional for them to ever have hope of “restoring them to their former humanity”. But one day, they had a chance visit that they never would have expected… the Demon King, Diabolous,	 arrived with a message of teamwork.&lt;br /&gt;
&lt;br /&gt;
“We do not come to fight you, humans. We are both presented with a problem… The Sorceress. She is as much of a problem for you as she is for us. It is clear you do not have the strength to fight her alone. As we do not either. &lt;br /&gt;
But if we unite our forces together, our overwhelming might just be enough to finally take care of The Sorceress. And then the vampires will be no more, and you can finally discover what it is you wish to claim.&lt;br /&gt;
We have invaded your world in the past, but if The Sorceress is allowed to continue her onslaught, both of our worlds will ultimately be annihilated in her thirsty wake. &lt;br /&gt;
Surely you recognize that this is not an option either of our worlds can realistically ignore.”&lt;br /&gt;
&lt;br /&gt;
Desperate and bruised, the Angelus had no choice but to agree. This colossal moment of both human and demon history was recorded in the annals of time as “The Great Unity of Light and Dark.”&lt;br /&gt;
&lt;br /&gt;
The humans’ attack on the vampires one day suddenly slowed to a crawl, then stopped. Little did the vampires know that this escape was nothing more than a ploy to get them to drop their guard, allowing the United to perform a successful infiltration several weeks later. By this time, the humans had been given powerful demonic weaponry and defenses, and the Angelus were taught the art of demonic alchemy... as well as having the entire demon army on their side.&lt;br /&gt;
&lt;br /&gt;
After a successful, synchronized assassination of nearly all but a few of the vampire-sorceresses, the forces of the United all began to attack at once. With many of the vampires' line of defense weakened, Bullet took lead and continued to bring carnage and vengeance to the United’s armies. Even with their forces joined together, they were still unable to kill her, as she continued to siphon a disproportionate amount of bloody power from the swathes of warriors falling in her wake. &lt;br /&gt;
&lt;br /&gt;
Knowing there was no way to truly stop her, the United joined together in order to create a binding curse that would force The Sorceress into slumber for eternity, trapping her spirit in another dimension. This spell was created with the combined might of the Angelus and the demons, and with its casting, The Sorceress’s flames of destruction were finally quelled, and the humans would finally have the treasures that they so desired… except, by the time The Sorceress was sealed away, the remaining vampires had already taken many of their most prized possessions, and hidden themselves from the location. Humans would take this as an opportunity to settle on the land. Meanwhile, the demons returned home, with the humans unaware of their plan to return to claim the land again…&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Sorceress Resurrected ===&lt;br /&gt;
She is a vampire-sorceress; a member of the vampire clan with an exceptional skill and talent in the dark arts. One of the most feared sorceresses in the world.&lt;br /&gt;
&lt;br /&gt;
Some say she forgot her name. Others say she cast it -- and her very self -- aside in pursuit of mastering the dark arts. A few say that she never had a name in the first place; she was known only as either “The Sorceress” or “The Vampire”. The few close to her called her “Bullet”, a reference to her seemingly unnatural sense of speed, focus, and precision -- and her deadly nature.&lt;br /&gt;
&lt;br /&gt;
It is said that The Sorceress’s abilities were so strong, her mastery of the dark arts so complete, her dexterity so incredible, and her thirst for blood so extreme, that the forces of light and dark were forced to temporarily unite with each other simply just to take down a lone woman, a time which would come to be known as the “Great Unity of Light and Dark”. And even then, they were simply only able to seal her away with a curse…&lt;br /&gt;
&lt;br /&gt;
She had an arsenal built around two of her favorite things; blood -- bended from her victims’ fresh corpses into her veins, and skulls -- her magical conduit of choice and her favorite “collector’s item”, shattered into bullets and fed into the magazines of her two custom magic handguns, The Catalysts. The coffin she slept in was itself a weapon as well, and she carries it with her into battle, washing carnage and corpses over every land she walks upon with explosive firepower.&lt;br /&gt;
&lt;br /&gt;
Hundreds of years later, slumbering in the gungraveyard of Gunsylvania, she finds herself jolted awake, and thundering from her coffin. She looks around at the many demons and undead that have already started roaming the land, and the sound of her guns cocking is heard.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Development of ''Bullet Sorceress'' started in early '''September of 2020'''. It was originally designed as a sort-of &amp;quot;jam game&amp;quot; that was meant to be started and finished in under four months, with its first demo originally releasing on Halloween 2020, but as the game began to shape into form, it necessitated additional development time for game polish. As of April 2021, the game is still under development.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The inspiration for the game came about because of a mockup on PixelJoint, featuring Bayonetta fighting the angel Fortitudo in a 3/4 top-down shooting game perspective.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Bullet Sorceress/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# DANGER HEART Entertainment: https://danger-heart.itch.io/ &lt;br /&gt;
# Written by the developer ([[User:CHA-STG|CHA-STG]])&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Space_Moth_Lunar_Edition&amp;diff=25659</id>
		<title>Space Moth Lunar Edition</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Space_Moth_Lunar_Edition&amp;diff=25659"/>
		<updated>2023-11-20T20:46:47Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: Trivia is not worth removing, please don't unless you find that something is objectively baseless or non-factual. In this case, I do believe the developer themselves were open about their influences in interviews (citation may be needed).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SMLELogo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = &lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = SMLETitle.jpg&lt;br /&gt;
|width = 500px;&lt;br /&gt;
|imagecaption = &lt;br /&gt;
|imagescalepx = 444px&lt;br /&gt;
&lt;br /&gt;
|developer = 1CC Games&lt;br /&gt;
|&lt;br /&gt;
|publisher = Chorus Worldwide&lt;br /&gt;
|&lt;br /&gt;
|releasedate = November 18 2021 (PC/STEAM, Nintendo Switch, XBOX Series X/S, PS4)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Space Moth Lunar Edition is a shmup by 1CC Games and published by Chorus Worldwide Games in November 18 2021 for PC/STEAM, Nintendo Switch, XBOX Series X/S and PS4.&lt;br /&gt;
&lt;br /&gt;
The game is a remake of Space Moth DX from 2016, and features many changes compared to the Space Moth DX release.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The player can attack enemies with the main shot to increase the bullet neutralizer circle, and when the circle flashes rainbow, it means it`s at MAX. Using the bullet neutralizer circle will turn bullets into gold skulls. Collecting gold skulls will increase the multiplier, and when the multiplier reaches x24.00, big orange skulls will appear when canceling bullets with the bullet neutralizer circle.&lt;br /&gt;
Another function that the main shot has is that when attacking large enemies long enough, it will drain their soul and when killing them with the laser, extra points will be granted. Keep in mind that when drainin large enemy souls, they will become more agressive.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring consists of killing enemies, use the bullet neutralizer circle to cancel bullets and increase the multiplier and attack large enemies with the main shot to drain the souls of big enemies and get extra score.&lt;br /&gt;
If bombs are used, red skulls will appear and will decrease the multiplier.&lt;br /&gt;
Score can also be increased by grazing bullets.&lt;br /&gt;
&lt;br /&gt;
=== Ships  ===&lt;br /&gt;
----&lt;br /&gt;
* Space Moth:&lt;br /&gt;
 -Rapid: Wide&lt;br /&gt;
 Power: ***&lt;br /&gt;
 Speed: ****&lt;br /&gt;
   &lt;br /&gt;
 -Laser&lt;br /&gt;
 Power: ****&lt;br /&gt;
 Speed: ***&lt;br /&gt;
 Basic ship that has good attack coverage. Space Moth`s bullet neutralizer circle follows it`s movement upon activation.&lt;br /&gt;
&lt;br /&gt;
* Hawk DX-1&lt;br /&gt;
 -Rapid: Forward&lt;br /&gt;
 Power: **&lt;br /&gt;
 Speed: *****&lt;br /&gt;
   &lt;br /&gt;
 -Laser&lt;br /&gt;
 Power: *****&lt;br /&gt;
 Speed: **&lt;br /&gt;
 Ship that has trace options. Hawk DX-1`s bullet neutralizer circle stays in a determined position upon activation.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|||'''Gold skull: ''' Depending on what level the bullet neutralizer circle is activated, it will grant different gold skull sizes.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Red skull: ''' They appear from cancelled bullets via bombing, which decreases the mutliplier.&lt;br /&gt;
|-&lt;br /&gt;
|||'''Bomb: ''' Adds an extra bomb.&lt;br /&gt;
|-&lt;br /&gt;
|||'''1UP: '''  Grants an extra life. They are found in stages 3 and 5. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The game is highly inspired in Mushihimesama for having insects and frogs designs.&lt;br /&gt;
* The Stage 5 Boss is a forced time-out boss, which are references to Stone-like from Radiant Silvergun and Ubusugami Oukinokai from Ikaruga, who are forced time-out bosses.&lt;br /&gt;
* The game`s bullet color formula is similar to DoDonPachi.&lt;br /&gt;
&lt;br /&gt;
== Replay Index  ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=8 | Replays from players&lt;br /&gt;
|-&lt;br /&gt;
! Player !! Ship !! data-sort-type=number | Score !! Area !! Link !! Date &lt;br /&gt;
|-&lt;br /&gt;
! morsalty&lt;br /&gt;
|  Space Moth || 4197972 || ALL || [https://www.youtube.com/watch?v=IQkgweqjtI8 YouTube] || 2021 November 19th &lt;br /&gt;
|-&lt;br /&gt;
! Shmupsheep&lt;br /&gt;
|  Space Moth || 9840625 || ALL || [https://www.youtube.com/watch?v=84bPiU0H-XI YouTube] || 2021 December 29th &lt;br /&gt;
|-&lt;br /&gt;
! Juancito Folkius&lt;br /&gt;
|  Space Moth || 19588301 || ALL || [https://www.youtube.com/watch?v=HGEhz5T2qi0 YouTube] || 2022 November 29th &lt;br /&gt;
|-&lt;br /&gt;
! JulianSeph 842 Gamez&lt;br /&gt;
|  Space Moth || 7089561 || ALL || [https://www.youtube.com/watch?v=cRuDldeX4FY YouTube] || 2023 November 7th &lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label_Arrange&amp;diff=21973</id>
		<title>DoDonPachi DaiFukkatsu Black Label Arrange</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Black_Label_Arrange&amp;diff=21973"/>
		<updated>2023-04-20T20:32:59Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: changed boldtext to header 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = #b81000&lt;br /&gt;
|title = DoDonPachi DaiFukkatsu Black Label Arrange&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = BLA_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 = [[Cave]]&lt;br /&gt;
|&lt;br /&gt;
|publisher = '''Xbox 360:''' AMI&amp;lt;/br&amp;gt; '''Steam:''' Degica&lt;br /&gt;
|&lt;br /&gt;
|director = Makoto Asada&lt;br /&gt;
|&lt;br /&gt;
|producer = Makoto Asada&lt;br /&gt;
|&lt;br /&gt;
|music = Jake &amp;quot;virt&amp;quot; Kaufman&lt;br /&gt;
|&lt;br /&gt;
|program = Tsuneki Ikeda&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Xbox 360:''' Feb 3, 2011&amp;lt;ref&amp;gt;[https://www.cave.co.jp/gameonline/Xbox360/daifukkatu/black/ Cave announcement page]&amp;lt;/ref&amp;gt; &amp;lt;/br&amp;gt; '''Steam:''' Oct 3, 2016&amp;lt;ref&amp;gt;[https://store.steampowered.com/app/464450/DoDonPachi_Resurrection Steam product page]&amp;lt;/ref&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label Arrange''' &amp;lt;small&amp;gt;(short DDP DFK BL Arrange; often nicknamed '''Ketsuipachi''')&amp;lt;/small&amp;gt; is an arranged mode of [[DoDonPachi DaiFukkatsu Black Label|DoDonpachi DaiFukkatsu Black Label]] that borrows from [[Ketsui: Kizuna Jigoku Tachi|Ketsui]] the chip system and the Tiger Schwert ship.&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu Black Label Arrange''' is a four-button game with five levels and an extra last boss stage in the end. Completing these levels under certain conditions will trigger a fight with the [[True Last Boss]], HIVAC. The scoring system involves destroying enemies up close with the wide shot to start a chip chain, and then by destroying enemies with the laser to collect chips and increase the hit combo.&lt;br /&gt;
&lt;br /&gt;
[[File:BLA screencap.png|frameless|right]]&lt;br /&gt;
&lt;br /&gt;
# Red gauge: rank meter which can be increase &amp;amp; decreased through various actions.&lt;br /&gt;
# Maximum hit chain&lt;br /&gt;
# GP Value&lt;br /&gt;
# Hyper/bomb charge: when this meter fills, the player will receive a hyper/bomb; or, will get put into Maximum mode if their stock is full.&lt;br /&gt;
# Life stock&lt;br /&gt;
# Chain timer&lt;br /&gt;
# Hit counter&lt;br /&gt;
# Bomb/hyper stock&lt;br /&gt;
# Chip cache; each slot tells how many of each chip size you have picked up on a stage.&lt;br /&gt;
# Remaining hyper duration&lt;br /&gt;
# &amp;quot;Status&amp;quot;; when this circle is red you cannot bomb/hyper - you must wait until it turns green to do so. It can also turn red when you have exhausted your bomb/hyper stock.&lt;br /&gt;
# Countdown chip timer: the number of frames remaining wherein all enemies killed with Shot will drop a specific chip size regardless of proximity.&lt;br /&gt;
# Countdown chip size: the size of chips that can be dropped in the current span of chip time; can be increased during said span. Resets to and stays at a 1-chip (unless a new chain begins) when the timer hits 0, on death, or using a bomb.&lt;br /&gt;
# Countdown chip timer&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the standard wide shot weapon.&lt;br /&gt;
* '''A (Hold):''' Fires the laser weapon, with your options locking to targets in front of you. Note that your laser comes out far later than other DFK modes.&lt;br /&gt;
* '''B:''' Uses a bomb. If you are locked on, the bomb's explosions will target that enemy and focus the damage.&lt;br /&gt;
* '''C:''' Auto-fire for the standard wide shot.&lt;br /&gt;
* '''D:''' Activate a hyper.&lt;br /&gt;
&lt;br /&gt;
Additionally, holding shot+auto increases your damage output.&lt;br /&gt;
&lt;br /&gt;
=== Ship and Resources ===&lt;br /&gt;
----&lt;br /&gt;
There is only one ship available to the player, the Tiger Schwert. This ship has 6 options, and its firepower is similar to bomb style from the standard Black Label mode. However, this firepower achieved differently. The laser deals less damage than in bomb style, but your options dealing a total of twice as much damage as your laser when all 6 are locked on.&lt;br /&gt;
&lt;br /&gt;
Bombs and hypers are a shared resource. Filling up the hyper gauge adds an additional bomb, if there is a spare bomb slot available.&lt;br /&gt;
&lt;br /&gt;
Like Black Label’s strong style, your laser can push back large enemy lasers. There are, however, some important differences in Black Label Arrange. The number of bomb slots cannot be increased from the starting 3. Using a bomb will not temporarily max out the RED gauge. Autobombs cannot be enabled.&lt;br /&gt;
&lt;br /&gt;
=== Game Mechanics ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== RED Gauge System ====&lt;br /&gt;
&lt;br /&gt;
DoDonPachi DaiFukkatsu Black Label Arrange has a dynamic rank system, with the current rank denoted by the RED gauge. There are jumps in difficulty that occur when the RED gauge reaches 33%, 66%, and 100% full, for a total of 4 distinct difficulty levels. Shot+auto does slightly more damage with a full RED gauge. RED gauge also influences the chip system, hyper system, and hit combo system (detailed further below).&lt;br /&gt;
&lt;br /&gt;
Actions that increase RED gauge:&lt;br /&gt;
* Collecting 10 and 5-chips (sharply increased with 10-chips).&lt;br /&gt;
* Holding shot+auto.&lt;br /&gt;
* Collecting a bee medal (flashing bees give twice as much RED gauge increase).&lt;br /&gt;
* All options locking on to a single point (sharp increase, depending on ship's proximity to lock-on point and whether a hyper is active; this is most relevant during midboss and boss fights).&lt;br /&gt;
&lt;br /&gt;
Actions that decrease RED gauge:&lt;br /&gt;
* Collecting chips of size 3 or lower.&lt;br /&gt;
* Only pressing shot, only pressing auto, or not shooting at all.&lt;br /&gt;
* Dying or using a bomb (sets RED gauge to 0).&lt;br /&gt;
* Collecting small or large stars (sharply decreased with large stars).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chip System ====&lt;br /&gt;
&lt;br /&gt;
Chip chaining works very similarly to [[Ketsui: Kizuna Jigoku Tachi|Ketsui]]. When an enemy is destroyed with wide shot, chips are created. Chips can have a value of 1, 2, 3, 4, 5, and 10. The value of the chips created depends primarily on your vertical distance from the enemy, as well as current RED gauge and whether a hyper is active. Higher than 66% RED gauge increases minimum distance needed for a given value chip, while an active hyper lowers the minimum distance. Destroying an enemy with wide shot also starts a chip timer, starting at 55, that decreases as time progresses. Destroying enemies with laser will generate chips based on the chip value attached to that timer, regardless of distance to the enemy ship. This timer increases whenever an enemy is destroyed. Using wide shot increases the timer greatly, but less chips are generated. Using laser generates more chips, but the timer increases less. If too much time passes without shooting, the chip chain timer will decrease rapidly. Chips add to the hit combo, get point value, and a small amount to your hyper gauge and score. Note, chip chains can be started with laser, but they have a value of 1 and a very short timer.&lt;br /&gt;
&lt;br /&gt;
If you destroy the source of a laser with your wide shot, the enemy's laser will be cancelled into chips based on the current chip chain. If that enemy is instead destroyed with laser, the enemy's laser will instead be cancelled into stars (small stars for small laser, large stars for large laser).&lt;br /&gt;
&lt;br /&gt;
Chip chains can be started by using wide shot when destroying boss phases as well. The remaining bullets onscreen between phases will converted into chips. This is can be useful for increasing the hyper gauge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hyper System ====&lt;br /&gt;
&lt;br /&gt;
Hyper gauge is increased by damaging enemies (especially with laser aura), collecting flashing bees, and collecting chips. The amount of hyper gained from damaging enemies is increased with a high RED gauge (&amp;gt;8000 hits provides the maximum amount). Outside of boss and midboss fights, the amount of hyper gauge gained from chips is not influenced by the chip value. During boss and midboss fights, 10-chips give triple the usual amount of hyper gauge, 5-chips give double the usual amount of hyper gauge, and 4-chips and give the usual amount of hyper gauge. While a hyper is active, the only way to increase hyper gauge is by damaging enemies with your laser aura or by collecting flashing bees.&lt;br /&gt;
&lt;br /&gt;
When activating a hyper, all bullets onscreen are canceled and your hit combo is increased by the bullet count. If a chip chain is active, all bullets onscreen are cancelled into chips. If there is no chip chain active, bullets are cancelled into stars instead. Large stars are created when the RED gauge is 66% or greater (when the RED gauge is &amp;quot;red&amp;quot;), and small stars are created when the RED gauge is less than 66% (when the RED gauge is &amp;quot;blue&amp;quot;). Additionally, when a hyper expires naturally, bullets are cancelled into stars based on the same RED gauge rules above. Cancelling a hyper results in the removal of all bullets onscreen, but no chips or stars are generated.&lt;br /&gt;
&lt;br /&gt;
While a hyper is active, your ship outputs more damage. However, if enemy bullets contact your shot, your shot damage will be reduced. This has some notable effects. When there are bullets onscreen and a hyper is active, wide shot is your most damaging attack, especially at mid-range and far away. Laser+hyper will often be weaker than standard laser, unless you are close enough to an enemy for laser aura damage to contribute. When close up, hyper+laser has slightly less damage output than hyper+wide shot. Additionally, when using laser, only the lock-on options contribute to erasing bullets. As a result, without a lock-on, your ship can be quite vulnerable to stray bullets. A higher RED gauge makes bullets more difficult to erase. However, RED gauge's effect on erasing bullets becomes insignificant as hyper rank increases, detailed below.&lt;br /&gt;
&lt;br /&gt;
There is a hyper rank system as well. Using a hyper increases hyper rank by 1, and hyper rank can reach a maximum of 5. Dying decreases hyper rank by 1. Hyper rank is reset to 0 at the start of each stage. While in a hyper, hyper rank slightly increases bullet speed and the amount of slowdown that occurs. Unique to this mode, higher hyper rank results in more effective erasing of bullets. Activating a hyper, cancelling a hyper, or letting a hyper wear off grants a short period of invincibility. For hyper activation, the duration of invincibility you are granted is dependent on your hyper rank: the higher your hyper rank, the shorter your period of invincibility (from 60 frames at rank 0, decreasing to 35 frames at rank 5). Cancelling a hyper or letting a hyper expire grants 120 invincibility frames, unaffected by hyper rank.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
 item                    GP gain            score increase&lt;br /&gt;
 ---------------------------------------------------------&lt;br /&gt;
 1-chip                  1            1 * hit combo +  101&lt;br /&gt;
 2-chip                  2            2 * hit combo +  204&lt;br /&gt;
 3-chip                  4            3 * hit combo +  409&lt;br /&gt;
 4-chip                  8            4 * hit combo +  816&lt;br /&gt;
 5-chip                 16            5 * hit combo + 1625&lt;br /&gt;
 10-chip                64           10 * hit combo + 6400&lt;br /&gt;
 large airborne star    10                              GP&lt;br /&gt;
 small airborne star     5                         GP / 10&lt;br /&gt;
 large ground star       0                 200 * hit combo&lt;br /&gt;
 small ground star       0                 500 * hit combo&lt;br /&gt;
&lt;br /&gt;
'''Chips'''&lt;br /&gt;
&lt;br /&gt;
Come in sizes of 1, 2, 3, 4, 5, and 10. Chips add to your hit combo based on their number value, increase your hyper gauge (if your RED gauge is high), increase or decrease the RED gauge, and give a minor increase to GP and score.&lt;br /&gt;
&lt;br /&gt;
'''Airborne Star'''&lt;br /&gt;
&lt;br /&gt;
Come in two varieties, large and small. Large stars are important for scoring. Large stars give score equivalent to your current GP, and increases your GP value by 10. Small stars give score equivalent to your current GP/10, and increases your GP value by 5.&lt;br /&gt;
&lt;br /&gt;
'''Ground Star'''&lt;br /&gt;
&lt;br /&gt;
Come in two varieties, large and small. Large stars give score equivalent to 500 * hit combo, and small stars give score equivalent to 200 * hit combo.&lt;br /&gt;
&lt;br /&gt;
'''Bee Medals'''&lt;br /&gt;
&lt;br /&gt;
All stages contain 7 hidden bee items, with 2 extra in the Ura route. Bee medals are revealed by hitting their location with the tip of your laser. Bees periodically flash white. Revealed bees start out flashed white, but turn yellow quickly. Collecting a bee when it is flashing white will cancel all bullets onscreen into large stars and increase your hyper gauge by an amount dependent on your current RED gauge. Higher RED gauge yields more hyper gauge increase. Collecting a yellow bee turns all bullets onscreen into small stars.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra bomb if there is any room left in the stock. If the stock if full after that, makes you enter the Maximum mode. Being in the Maximum mode gives a continuous (but negligible) score bonus.&lt;br /&gt;
&lt;br /&gt;
'''1up'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra life and turns all bullets onscreen into small stars. Found by destroying the big generator tower in stage 3 after the midboss. You will get the item unless you destroy the tower with a bomb.&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
----&lt;br /&gt;
There is no second loop, but there are Ura midbosses. Stage 1 Ura route requirements:&lt;br /&gt;
# no-miss&lt;br /&gt;
# destroy 3 silos; the first one must be destroyed while the RED gauge is high&lt;br /&gt;
# collect 300 10-chips&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Golden Disaster requirements:&lt;br /&gt;
# 1 credit&lt;br /&gt;
# at least one of the following:&lt;br /&gt;
#* maximum of 2 bombs used &lt;br /&gt;
#* destroy 3 bosses with a full RED gauge&lt;br /&gt;
#* lose no more than 1 life&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TLB requirements:&lt;br /&gt;
# meet the extra stage requirements&lt;br /&gt;
# collect all 45 bees (therefore, Ura midboss route is required)&lt;br /&gt;
# do not use a continue during the Golden Disaster fight&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
'''Hit Combo System'''&lt;br /&gt;
&lt;br /&gt;
Despite the addition of [[Ketsui: Kizuna Jigoku Tachi|Ketsui's]] chip system, the base of the scoring in this game is the hit combo system of [[DoDonpachi DaiFukkatsu]] (refer to that page for a more detailed description). There are, however, some notable differences. The only way to drop a chain is to use a bomb (and even then, the chain can be saved if a hyper is used immediately following the bomb). The multiplier gets applied at different hit values:&lt;br /&gt;
       0 - 999 hits:      1x&lt;br /&gt;
    1000 - 1999 hits:     2x&lt;br /&gt;
    2000 - 3999 hits:     3x&lt;br /&gt;
    4000 - 5999 hits:     4x&lt;br /&gt;
    6000 - 7999 hits:     5x&lt;br /&gt;
    8000 - 99,999 hits:   6x&lt;br /&gt;
 100,000 - 199,999 hits:  7x&lt;br /&gt;
 200,000 - 299,999 hits:  8x&lt;br /&gt;
           300,000+ hits: 9x&lt;br /&gt;
When the RED gauge is greater than 66% full, this multiplier is applied and your hit combo increases more rapidly. This multiplier is also applied when a hyper is active.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Main Game ===&lt;br /&gt;
&lt;br /&gt;
Bombs are generally seldom used. Hyper+wide shot does more damage and doesn't risk dropping your hit combo. Reaching 8000 hits is an important milestone for stage, to fully take advantage of hyper gauge gained from damaging enemies. Keeping a high RED gauge is useful for quickly gaining hyper gauge (especially from chips), which provides improves survivability and usually outweighs the higher difficulty incurred by the high RED gauge. A hyper can be cancelled shortly after activation, which means any chips that were generated from cancelled bullets will count towards increasing the hyper gauge.&lt;br /&gt;
&lt;br /&gt;
'''Scoring'''&lt;br /&gt;
&lt;br /&gt;
Scoring for any given stage will follow the same general pattern. Hypers are used at the start of the stage to cancel bullets into high value chips, to reach at least 8,000 hits for the x6 GP multiplier. On stages 4 and 5, it's possible to reach 100k and 200k hit combo threshold with good routing. Keep the RED gauge greater than 66% or have an active hyper throughout the majority of the stage to keep the multiplier active and build up your GP. After you reach the threshold for the multiplier, hypers are used to cancel bullets into large stars. Since large stars drastically lower the RED gauge, you risk losing the multiplier when the hyper wears off. Therefore, going for gold stars late in the stage is less risky and will still yield good score.&lt;br /&gt;
&lt;br /&gt;
Midbosses give a substantial amount of GP, so it's important to finish them off with an active multiplier. Some midbosses are followed by popcorn enemies, so a bomb followed immediately by a hyper (to avoid dropping the chain) can be used to finish the midboss early. A boss will drop large gold stars when finished off with maximum RED gauge, which can be a substantial portion of your stage score.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the score potential from the extra stage far outweighs the score possible from the main game.&lt;br /&gt;
&lt;br /&gt;
=== Extra Stage ===&lt;br /&gt;
&lt;br /&gt;
It's important to note, when fighting Golden Disaster and HIVAC's final pattern, hypers become less effective at canceling bullets with higher hyper rank. Additionally, for the HIVAC fight, there is only one jump in difficulty, and this occurs when the RED gauge is greater than 66%.&lt;br /&gt;
&lt;br /&gt;
'''Scoring'''&lt;br /&gt;
&lt;br /&gt;
Scoring the extra stage consists of building up GP until HIVAC's final phase, then milking the last phase for large stars. Golden Disaster has a base GP of 6 million, and each phase of HIVAC has a base GP of 100 million.&lt;br /&gt;
&lt;br /&gt;
Since Golden Disaster contributes a relatively small amount to GP, it is more important to focus on increasing your hit combo to 8000 before HIVAC's 2nd phase. A very consistent way to do so is to intentionally die at the start Golden Disaster's laser maze attack, and then use the short invincibility period to kill it point-blank and collect 10-chips from the cancelled lasers. If you wish to apply the hit combo multiplier to the Golden Disaster, it is possible to do so alongside the 10-chip laser cancel if the kill is properly timed for when Golden Disaster is &amp;quot;low&amp;quot; in its hover cycle. Be warned, this cancel is very inconsistent with a hyper active and puts the x6 multiplier on finishing off HIVAC's first phase at risk.&lt;br /&gt;
&lt;br /&gt;
For the HIVAC fight, focus on finishing off the first and second phases with an active hit combo multiplier. For the third phase, milk large stars by letting hypers expire with a 66% or greater RED gauge. If properly set up, each large star gives ~1.2 billion points.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
This game is a training simulation, based on the events of [[DoDonPachi DaiFukkatsu]], for the pilots in [[Ketsui: Kizuna Jigoku Tachi|Ketsui]].&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Two promotional videos were released for the Xbox 360 disc release of Black Label, linked below in the video references section. Footage of Black Label Arrange appears in both. The first video shows gameplay with many differences from the release version of Black Label Arrange:&lt;br /&gt;
* Extends occur at 5 billion and 50 billion points.&lt;br /&gt;
* The Tiger Schwert uses the green laser from Black Label's Type B ship. Shots from the lock-on options are still yellow like final release.&lt;br /&gt;
* Shots from the lock-on options do not turn orange at maximum RED gauge.&lt;br /&gt;
* The chip timer decreases far faster (by 1 per frame, instead of 1 per 3 frames).&lt;br /&gt;
* It is more difficult to increase the chip timer once a chip chain is started.&lt;br /&gt;
* Hidden bees can be green, and behave the same as their Black Label counterparts.&lt;br /&gt;
* The Tiger Schwert's laser does not repel large enemy lasers.&lt;br /&gt;
* There is far less slowdown.&lt;br /&gt;
* When a hyper is active, the Tiger Schwert's shot turns a bright pink color, similar to Arrange A's boosted hyper.&lt;br /&gt;
The second video shows gameplay that is identical to the final release.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* The Steam version allows for HIVAC practice, while the Xbox 360 version does not.&lt;br /&gt;
* The Xbox 360 version has a glitch which allows for the player's ship to deal increased damage when the options are locked on to a single point.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The GP value in training mode is capped at 100 million.&lt;br /&gt;
* It is possible to lock on to HIVAC's counter-bombs.&lt;br /&gt;
* On the Steam port, in training mode, if you attempt to start at the stage 1 boss fight after having selected route B, the game will crash.&lt;br /&gt;
* It is not possible to start a chip chain off some of the small tank enemies in stage 3. This is most apparent with the small tanks immediately following the midboss.&lt;br /&gt;
* For the laser wheels in stage 5:&lt;br /&gt;
** The density of the laser wheels increases with max hit combo. From 15,000 hits, density increases every 3,000 hits and peak density is reached at 33,000 hits.&lt;br /&gt;
** The laser wheels can be damaged by the ship's laser aura. Though it is possible to destroy them, it's not practical. Even with an active hyper and close up, they have so much hp that it still takes more than 5 seconds to destroy them.&lt;br /&gt;
** If both a hyper and chip combo is active, the wheels will continuously spawn chips while they are being damaged by your ship's laser aura.&lt;br /&gt;
* When the RED gauge is greater than 66%, the Tiger Schwert has an extended laser aura.&lt;br /&gt;
[[File:BLA lower aura.png|center|thumb|240px|Extended area of aura damage.]]&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
[[DoDonPachi DaiFukkatsu Black Label/Video Index#Black Label Arrange|Video index for Black Label Arrange]]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Ua5DX65-TA Sample survival play of the extra stage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=bNUaUeobutk Sample scoring setup for the extra stage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=FPUEmCGR8fw PV1 footage]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Ht0CdMTr5KA PV2 footage]&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# [[User:Raadgiver|Raadgiver]]: initial author, original research; additional info gained from:&lt;br /&gt;
## [[User:trap15|trap15]]: suggested that RED gauge affected the type of chip created when starting a chain&lt;br /&gt;
## NoutA RiN: provided hit combo multiplier table&lt;br /&gt;
## [[User:SpinoSTG|SpinoSTG]]: provided info about standard Black Label, used for highlighting contrasts between it and Black Label Arrange; HIVAC bomb trivia&lt;br /&gt;
# [[User:SMayfield|SMayfield]]: provided UI screencap and explanation; provided cheat engine tables, useful for confirming what the RED gauge influences&lt;br /&gt;
# [[User:Softdrink|Softdrink]]: provided scan of the instruction manual, which gave information about RED gauge affecting bullet erasing&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]][[Category:DonPachi series]][[Category:Vertical orientation]][[Category:Bullet Hell]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.5&amp;diff=21972</id>
		<title>DoDonPachi DaiFukkatsu Ver1.5</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiFukkatsu_Ver1.5&amp;diff=21972"/>
		<updated>2023-04-20T20:31:34Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Weapons and basic mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi DaiFukkatsu 1.5 ==&lt;br /&gt;
'''DoDonPachi DaiFukkatsu''' &amp;lt;small&amp;gt;('''怒首領蜂大復活''', '''DoDonPachi Resurrection''', abbreviated: '''DFK''')&amp;lt;/small&amp;gt; is a game by [[CAVE]] released in 2008. The initial release of the game contained some major issues, including the possibility of an early score counterstop, and was quickly replaced with the fixed version 1.5. This can be considered the main version of the game as it has had numerous releases whereas the original 1.0 has been largely abandoned by both publishers and players and has become very hard to find.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The sequel for [[DoDonPachi DaiOuJou]]. Features the same basic structure of two loops with an extra last boss stage in the end, and combo based scoring with a hyper system. DFK is a noticeably easier game for survival, especially when playing with a ship equipped with auto-bombs. The hypers also have the ability to erase enemy bullets with the shot, which can be used for both survival and scoring. However, the core of the scoring system is still the enemy kill chain which has not changed much from the previous games.&lt;br /&gt;
&lt;br /&gt;
A new feature in the game is splitting the stages into two routes, called '''Omote''' and '''Ura'''. Fulfilling certain conditions in the game puts the player in the higher scoring Ura route, which changes the stage progression slightly and replaces the standard midbosses with revisits of the bosses from [[DoDonPachi]]. There are also two different second loops, and only in Ura do you get to fight the final of the two extra bosses.&lt;br /&gt;
&lt;br /&gt;
There are two score based extends at 1,000,000,000 and 10,000,000,000 points. A hidden 1up can be found in stage 3 in both loops.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press):''' Fires the standard shot weapon&lt;br /&gt;
* '''A (Hold):''' Fires the laser weapon&lt;br /&gt;
* '''B:''' Uses a bomb (Bomb and Strong styles) / Switches between Normal and Boost modes (Power style)&lt;br /&gt;
* '''C:''' Auto-fire for the standard shot; note that your laser comes out faster if you activate it during auto&lt;br /&gt;
* '''D:''' Activate the hyper counter&lt;br /&gt;
&lt;br /&gt;
Note that the buttons C and D can be swapped around when starting the game.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
You can pick to play as any combination of 3 ship types and 3 styles.&lt;br /&gt;
&lt;br /&gt;
'''Ships'''&lt;br /&gt;
* '''Type-A:''' Strong focused shot straight forward, fastest movement speed&lt;br /&gt;
* '''Type-B:''' Slightly spread out shot which rotates towards your horizontal movement (up to 45 degrees), average movement speed&lt;br /&gt;
* '''Type-C:''' Wide spread out shot, slowest movement speed&lt;br /&gt;
&lt;br /&gt;
'''Styles'''&lt;br /&gt;
* '''Bomb:''' 3 shots, moderate shot and laser power. A stock of 3 bombs (increases by 1 on death up to 6) which can be used at will or as auto-bombs when hit.&lt;br /&gt;
* '''Power:''' No bomb stock (one bomb item can be picked up and used only as an auto-bomb) but has two different attack modes, Normal and Boost. Normal mode has 2 shots, low shot and laser power and increased movement speed. Boost mode has 4 shots, high shot power, moderate laser power and lowered movement speed. The hyper counter also functions differently to other styles, see the next section for more information.&lt;br /&gt;
* '''Strong:''' 6 shots, moderate shot power and high laser power. Works same as the Bomb style in most other ways.&lt;br /&gt;
&lt;br /&gt;
The ship types have couple of more subtle differences as well. Type-A has increased combo gauge gain while Type-C has lowered (what exactly does this affect?). In Power style, Type-C takes longer time to switch between the Normal and Boost modes.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and basic mechanics ===&lt;br /&gt;
----&lt;br /&gt;
Your basic weapons are the shot and the laser, which work as in the previous games. The shot covers a wider area, while the laser deals focused damage to a single target and also emits a damaging aura around your ship dealing damage equal to the laser itself. Generally your highest damage potential is reached by hitting a target with both the laser and the aura, although the Power style can sometimes deal even more damage by hitting targets with the full width of the Boost shot.&lt;br /&gt;
&lt;br /&gt;
New to the series are lasers fired by the enemies. Your own laser can be used to block them, and the laser aura will also render you immune to enemy lasers. Big lasers fired by some enemies cannot be countered by the Bomb style or the Power style Normal mode laser. Some enemy lasers, especially in the second loop, can fire counter bullets when blocked.&lt;br /&gt;
&lt;br /&gt;
The bomb is fairly standard, dealing damage to the entire screen and giving you invulnerability for its full duration. You will also automatically bomb when getting hit, which results in a much smaller bomb which lasts for a very short time only. With the Power style you can use your picked up auto-bomb as a full sized bomb by getting hit in the Normal mode.&lt;br /&gt;
&lt;br /&gt;
==== Hyper counter ====&lt;br /&gt;
&lt;br /&gt;
The hyper is your most important scoring tool (see the scoring section), and can also be used to aid survival. Activating it gives you a brief period on invulnerability, fills your combo gauge and makes a timer for the hyper appear around your ship. During hyper you gain a boost to your movement speed, and your laser becomes much stronger (and capable of blocking big enemy lasers in all cases). Some enemies will fire more and/or faster bullets at you during the hyper. Your shot in the hyper mode is capable of erasing enemy bullets with a varying strength (some attacks, especially of bosses, are more resistant to erasing). When the timer runs out the hyper ends, clearing out all bullets remaining in the screen, giving you another brief window of invulnerability and filling your combo gauge. The combo gauge will decrease slower during a hyper, and lasering enemies will hold it at a much higher level. Using a bomb will prematurely end the hyper, and if hyper is used during an active bomb, the timer will be rapidly drained during the bombs effect.&lt;br /&gt;
&lt;br /&gt;
The hyper shot has two parts, green and red. This is most easily seen with the Boost mode of the Power style, which has a much shorter green part than others. If the shot hits any enemy bullets in the red part, it will be cut off at that point and will not hit anything beyond. The Boost mode also has a much higher bullet erasing power than all the other hyper shots.&lt;br /&gt;
&lt;br /&gt;
The hyper can be activated when the hyper gauge is full. You gain hyper gauge by killing enemies normally and hitting them with the laser. There is some bonus gauge gain when hitting off screen enemies with the laser and when hitting enemies with the laser aura. These two methods work during hyper mode too, while normal gauge gain is disabled. The Power style can also gain hyper gauge by erasing bullets with the Boost mode shot.&lt;br /&gt;
&lt;br /&gt;
==== Hyper rank ====&lt;br /&gt;
&lt;br /&gt;
Your ship has a hyper rank value which modifies the effects of the hyper and increases with every hyper activated. The value ranges from 0 to 5, and is briefly visible every time on the middle of the timer when activating a hyper (it is also visible by counting the small notches in the remaining part of the hyper timer). Activating a hyper will always increase the value by 1 up to the maximum (so it is impossible to have a rank 0 hyper active). The value is decreased by 1 by dying or by using a manual bomb (loop 2 only). Starting a new stage will reset the rank back to 0 in the first loop, half it rounded down in the Omote second loop, and reduce it by 1 in the Ura second loop. Using an auto-bomb will not affect the rank, with the exception of Power style in the second loop reducing it by 1.&lt;br /&gt;
&lt;br /&gt;
Higher rank will make your shot weaker in erasing enemy bullets and the green part of the Power Boost mode shot will get shorter. Erasing bullets with a hyper may also generate small floating orbs shooting lasers at you (&amp;quot;Danger Lasers&amp;quot;, by the warning sign attached to them) and their generation is drastically increased with higher rank. The Danger Lasers are highly random in both spawning and behavior. Their laser will change into aimed bullets when the orb is destroyed (3-way aimed at rank 5). Furthermore, any erased normal bullets in the second loop can emit a counter bullet aimed roughly at you, and the rate of this happening is affected by the hyper rank.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
'''Star (airborne)'''&lt;br /&gt;
&lt;br /&gt;
Small score items generated by several ways. Comes in two sizes which don't really differ. Destroying screen clearing enemies will convert all enemy bullets and lasers to stars. Blocked enemy lasers emit stars. Erasing bullets with the hyper shot converts them into stars, depending on which part of the shot is used (big stars for the part close to your ship, no stars for the red part). When your hyper ends, all enemy lasers get converted to stars. Destroying laser firing enemies makes the lasers turn into stars. Killing bosses releases lots of stars.&lt;br /&gt;
&lt;br /&gt;
Gives you score according to the combo value (value / 10) and raises the combo value by a minimal amount. Also raises the combo gauge by a small amount during hypers which is important for keeping your combo up when focusing on bullet erasing.&lt;br /&gt;
&lt;br /&gt;
'''Star (ground)'''&lt;br /&gt;
&lt;br /&gt;
Small score item generated by killing some ground enemies.&lt;br /&gt;
&lt;br /&gt;
'''Bee'''&lt;br /&gt;
&lt;br /&gt;
The series traditional hidden bee icons placed in various places in the stages. Revealed by hitting the location with the tip of your laser. All stages contain 7 bee items, and 2 extra in the Ura route. Revealed bees start as green, and will periodically change to yellow and back. Picking up a green bee increases your hyper gauge by about 30% of the full amount (exact number?), while picking up a yellow one gives you some insignificant amount of score. Bees will briefly flash white when changing color, and picking them up during that gives you both effects. Picking up a bee at any state will also fill your combo gauge.&lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra bomb if there is any room left in the stock. If the stock if full after that, makes you enter the '''Maximum''' mode. Being in the Maximum mode gives you a continuous score bonus, which is however irrelevantly small in this game. More important effect of the mode is enabling the auto-bomb for Power style. You also get a sizeable score bonus for finishing the second loop with the Maximum mode active (5 bil Omote / 10 bil Ura). The Maximum mode is lost if a bomb is used.&lt;br /&gt;
&lt;br /&gt;
'''1up'''&lt;br /&gt;
&lt;br /&gt;
Gives an extra life. Found only by destroying the big generator tower in stage 3 (both loops). You will get the item unless you destroy the tower with a bomb.&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
----&lt;br /&gt;
As said in the intro, the first loop stages have two possible routes to play through. In stage 1 you can go to either route, depending on your actions at the beginning of the stage. Each stage after this has the route determined by what happened before entering it, and the route cannot change during the stage. For the second loops, you are locked to the route of your loop upon entry.&lt;br /&gt;
&lt;br /&gt;
In stage 1, you can enter the Ura route by destroying 3 of the big silos yourself (they will get crushed by the big tanks if you're not quick). When destroying the 3rd silo, you must be at full hyper gauge. If you succeed, you will see the Ura midboss warp in immediately after the section. Alternatively, you can enter the Ura route later by collecting all the bee items in two stages without dying. The stages do not have to be consecutive.&lt;br /&gt;
&lt;br /&gt;
To stay in the Ura route, you have to either collect all the bee items in the stage without dying, or defeat the midboss without dying or bombing.&lt;br /&gt;
&lt;br /&gt;
To enter the Omote second loop you need to clear the first loop and collect at least 35 bee items or use at most 2 bombs. To enter the Ura second loop you need to collect all 45 bee items (this requires playing all the stages in the Ura route) and have at most 2 used bombs and 1 death. Note that because of the auto-bombs, the death condition is only relevant for Power style.&lt;br /&gt;
&lt;br /&gt;
Besides the route, there are some other differences between the second loops. In Ura, the small choppers fire 3-way shots, and the tanks have a much higher fire rate. The hyper rank decreases less in Ura and you gain less hyper gauge by aura hits and Boost mode hyper shot. The final boss [[Hibachi]] only appears in the Ura version of the extra stage and your end game bonus will be doubled.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The base of all the scoring in the game is the combo system, which works similarly to the earlier games in the series. Refer to the [[DoDonPachi]] page for example for a more detailed description. In short, during a combo the value of every killed enemy is added to the combo value which is then added to your score. The main addition to the system is the multiplier based on the hit count. The multiplier levels are:&lt;br /&gt;
* 0 - 499 hits:  1x&lt;br /&gt;
* 500 - 999 hits:  2x&lt;br /&gt;
* 1000 - 2999 hits:  3x&lt;br /&gt;
* 3000 - 4999 hits:  4x&lt;br /&gt;
* 5000 - 6999 hits:  5x&lt;br /&gt;
* 7000 - 9999 hits:  6x&lt;br /&gt;
* 10000 or more hits:  7x&lt;br /&gt;
&lt;br /&gt;
When active (see below) the multiplier affects your combo in couple of different ways. First, the value of every kill added to the combo value is multiplied with the multiplier. Second, the hit count gained from the kill is multiplied. Third, the score gained from the kill is the combo value multiplied by the multiplier. Note that this only applies to score gained from enemy kills, other combo value based score is not multiplied (this includes score from laser hits (both normal and boss) and score gained from star items). Another way to think this is that the multiplier makes the score effect of every enemy kill happen multiple time. &lt;br /&gt;
&lt;br /&gt;
You can be in three different states based on your hyper status which affect how your combo works.&lt;br /&gt;
&lt;br /&gt;
'''If you are not hypering and the hyper gauge is not filled:'''&lt;br /&gt;
* The multiplier is not active.&lt;br /&gt;
* Emptying the combo gauge will make your hits, chain value and hyper gauge slowly decrease.&lt;br /&gt;
&lt;br /&gt;
'''If you are not hypering and the hyper gauge is filled:'''&lt;br /&gt;
* The multiplier is active.&lt;br /&gt;
* Emptying the combo gauge will make your combo drop.&lt;br /&gt;
&lt;br /&gt;
'''If you are hypering:'''&lt;br /&gt;
* The multiplier is not active.&lt;br /&gt;
* Emptying the combo gauge will make your combo drop.&lt;br /&gt;
* You gain hits when hitting enemy bullets with the shot. The amount is doubled (exactly?) at hyper rank 5. The Boost shot of the Power style is excluded, except during midbosses.&lt;br /&gt;
* You gain hits very rapidly when blocking enemy lasers with the laser.&lt;br /&gt;
&lt;br /&gt;
Bombing or dying will always drop the combo regardless of the state. This includes boss fights.&lt;br /&gt;
&lt;br /&gt;
The basic scoring strategy revolves around balancing using hypers to obtain a high hit count and maximizing the time spent with the multiplier active. Note that there is no real benefit in raising the hit count beyond 10000. The no-multiplier no-hyper mode has no scoring benefits, but can be used to carry the combo over difficult parts.&lt;br /&gt;
&lt;br /&gt;
Finally, unlike the previous games the combo can be carried over to the bosses normally. During the bosses your combo will not drop when emptying the combo gauge but you will instead always get the slow decrease effect. Laser hits will give you the full chain value and the multiplier is not applied. Several of the boss phases in the game can be milked for laser hits (by using invulnerable parts) or bullet cancels up to their timeouts for a noticeable score boost.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
----&lt;br /&gt;
''' Basics '''&lt;br /&gt;
&lt;br /&gt;
First step for good scoring is learning to combo parts of the stages normally. You will not be able to reach higher scores without being able to utilize the multiplier and your combo is constantly at the risk of dropping while in the multiplier mode. Some parts are harder to combo than others, and it might not be a big loss to skip a difficult part by using a hyper.&lt;br /&gt;
&lt;br /&gt;
Second step is optimizing the hit collection. The earlier you are able to get a high multiplier going, the more time you can spend in the lucrative multiplier mode later. The hit collecting techniques depend on your ship type and are also highly stage specific and are covered later. Learning to optimize your hyper recharging is also important to avoid any downtime. Most of the time you should be aiming to fully recharge your hyper during the hyper itself. A good way to do this is combining the hyper gauge gain from aura hits and lasering off screen enemies by point blanking enemies just off the top of the screen. Using the Power style makes this part easier as you can also use the Boost shot, but do note that this generally reduces your hit gain (exception for this is the midbosses, the Boost shot does generate hits during them).&lt;br /&gt;
&lt;br /&gt;
The midbosses are good places for hypers in general since the lack of multiplier does not cost you anything if there are no regular enemies to combo present. Some midbosses release extra enemies if killed quickly and some need to be delayed to keep the combo going over an otherwise empty gap in the stage.&lt;br /&gt;
&lt;br /&gt;
A rank 5 hyper will give you much more hits when hitting enemy bullets and since hypers will always stay on the rank level they started at, it is possible to activate a rank 5 hyper right at the end of a stage and carry it over to the beginning of the next stage. This is a good technique for gaining some extra starting hits, and it also helps keeping your hyper rank in check since the rank raise effect of the hyper happens in the previous stage.&lt;br /&gt;
&lt;br /&gt;
One more thing to pay attention to is the fact that some enemies in the game have a drastically higher base point value. Because the multiplier is applied to the values added to the combo value, knowing these targets and building your strategy around them is important for improving your score. While attempting to build up your hit count, you will still want to try to kill as many of these high value targets with the multiplier on as possible.&lt;br /&gt;
&lt;br /&gt;
''' Laser countering '''&lt;br /&gt;
&lt;br /&gt;
Countering enemy lasers with your hyper laser is the most important technique to learn for quickly raising your hit count. Any enemy laser can be used for this, and the hit gain increases with each countered laser. The hit gain from countering lasers works like a mini combo. The hits will start rolling up after a brief delay as long as you keep countering a laser. This combo will be broken if you destroy any other targets, even during the countering, and you will need to wait a moment again to start regaining the hits. Moving away from the laser source may also briefly break the connection and stop the hit gain for a moment.&lt;br /&gt;
&lt;br /&gt;
For durable laser firing targets (the gatling laser cannons in stage 5, the laser tower at the start of stage 4, etc.) the easiest way to perform the technique is point blanking the enemy. This makes sure your laser is not hitting anything else and breaking the hit gain. You will also regain hyper gauge due to the aura effect. Some other laser firing enemies are too weak for this method (the small ground laser cannons, the big laser cannons in stage 3, etc.) and for these you just need to laser off the screen. The countered enemy lasers keep emitting a stream of small stars so you do not have to worry about breaking your combo while doing this.&lt;br /&gt;
&lt;br /&gt;
The Danger Lasers spawned in mass at higher hyper ranks can also be used for the countering technique. Their random behavior makes this less reliable than using regular enemies, but the method can still be very useful at starts of stages for gaining more hits than what would otherwise be possible.&lt;br /&gt;
&lt;br /&gt;
''' Loops '''&lt;br /&gt;
&lt;br /&gt;
Just like in the previous games, the combo gauge becomes much more lenient in the second loop, and killing any enemy with the shot will bring the gauge to full. The larger enemy bullet count, especially in Ura, also makes it easier to gain big hit counts early. The downside is that higher hyper ranks become very difficult to survive due to the added counter bullets.&lt;br /&gt;
&lt;br /&gt;
With the Bomb and Strong styles a common technique is using manual bombs and even suicides to lower the hyper rank in order to start stages with a safe rank 1 hyper. There is a brief period when entering bosses during which the combo is frozen, and it is possible to use bombs during it without breaking the combo. This allows you to still get some boss score while using the rank lowering method.&lt;br /&gt;
&lt;br /&gt;
The Power style has no bomb stock to use, so the rank lowering technique is not usually practical with it. However due to the increased strength of the Boost mode hyper shot it is still possible to reliably survive high rank hypers too. The high number of Danger Lasers spawned while doing this also gives an unique opportunity to quickly get more hits than is possible with the other styles. Being able to start stages with the hyper rank fully maxed out in Ura is useful for this.&lt;br /&gt;
&lt;br /&gt;
=== Individual stages ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For scoring you should always be aiming for the Ura route in the first loop. However since stages 1 and 2 are worth relatively little score, you won't be losing much by entering the route in stage 3. If you are aiming for the Ura second loop you need to do every stage in the Ura route however.&lt;br /&gt;
&lt;br /&gt;
The tips below only refer to Strong and Power styles for now. Bomb should be able to do most of the same things as Strong.&lt;br /&gt;
&lt;br /&gt;
''' 1-1 '''&lt;br /&gt;
&lt;br /&gt;
The 3 big tanks in the beginning have a high base value. You should aim to gather 1000 hits before them with one hyper in the start and make sure to kill them with the multiplier. You can charge quickly by point blanking the off screen tanks moving along the bridge and there are also two bees you can use.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss can be used to raise your hit level to 3000 with another hyper. The lasers it fires straight down after the first attack can be countered for hits. Power can easily recharge by bullet countering while Strong needs to point blank the tanks on the bridge for it. There is an alternate strategy where you delay the midboss until time out and use another hyper to get a huge hit count from the laser orbs left behind from the final attack. However since this makes you lose bunch of multiplied score from the enemies during the latter part, it ends up being worth roughly same.&lt;br /&gt;
&lt;br /&gt;
''' 1-2 '''&lt;br /&gt;
&lt;br /&gt;
The 3 big ships in the beginning have a high base value. You can kill them all with the multiplier at 1000 hits by keeping the first one alive during a hyper and then killing it afterwards just as it is leaving the screen. For the recharging you can point blank the tanks arriving from the top left road.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss should be timed out, as it releases a bunch of laser firing orbs as its final attack and these orbs remain behind if the midboss is not destroyed. The lingering orbs can be point blanked with the hyper laser for a huge hit boost. The behavior of the orb attack has some randomness but a good setup should reach 7000 hits here almost every time and even 10000 hits is possible with some luck. Strong style needs to do some damage control to avoid killing the midboss prematurely.&lt;br /&gt;
&lt;br /&gt;
''' 1-3 '''&lt;br /&gt;
&lt;br /&gt;
Carrying a rank 5 hyper from the previous stage is highly recommended for the start here. You should be able to recharge about 50% of it by point blanking the boss just before the kill. You can either use the hyper for erasing the bullets fired by the choppers and the teleporting enemies the whole time, or go for the Danger Lasers after some erasing. The latter method seems more reliable with Strong compared to Power. By using another another hyper right after it is possible to get over 5000 hits. The enemies appearing from the top and the two bees can be used for the hyper gauge. Yet more hits can be gained by countering the two horizontal lasers fired by the laser cannons appearing soon after.&lt;br /&gt;
&lt;br /&gt;
The main source for combo value in the stage are the big yellow and blue ships with multiple turrets. Power can easily destroy all of them with multiplier but for Strong it is common strategy to point blank the first one for hyper charge instead. While not so major, the laser cannons appearing briefly during the horizontal scrolling parts also have high value (3 at first and 3 more in the Ura extra part). The Ura extra part contains a huge group of tanks and some care should be taken to destroy as many of them in the rapidly scrolling section as possible.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss can be hypered and held until time out for an easy chain. Alternatively it is possible to destroy it without using any hypers and hold the combo by lasering the tanks leaving the screen on the top left. This is a difficult technique and most feasible with the Strong style due to its high laser power.&lt;br /&gt;
&lt;br /&gt;
''' 1-4 '''&lt;br /&gt;
&lt;br /&gt;
The laser tower in the beginning is a very valuable source of hits and the row of laser cannons before it can also be used for the same purpose. For Strong style a common strategy is to use a rank 5 carryover hyper for the first and then another one for the tower. Power style can alternatively use the available extra charge to skip the carryover and instead time two hypers such that the first ends while on top of the tower followed immediately by a second one. Both techniques can reach 7000 hits but optimal performance in this part is very tricky. The base value of the tower is also very high, but there is no good way to get a multiplier kill here while also getting the valuable hits.&lt;br /&gt;
&lt;br /&gt;
The 2 wide ships appearing immediately after the tower have a high base value and should be killed with a multiplier for a good start. Regaining charge after the tower hyper is easy for Power, but Strong needs to do it by point blanking the first appearing wide ship while at the same time taking care to not destroy it prematurely. The bullets fired by the ship are your last change of getting the hit count up to 7000 here. The section between the wide ships and the midboss does not contain anything particularly valuable, so it can be used for an extra hyper if your hit count is not high enough. If not using a hyper, connecting the combo to the midboss is a bit tricky. You want to delay the first set of 3 medium sized enemies to destroy them only after the second set for this.&lt;br /&gt;
&lt;br /&gt;
The Ura midboss cannot be destroyed too quickly, since otherwise you will be left with a completely empty section. You need to be aware when you can get rid of it and have enemies spawning in to successfully chain over the part. Being high up on the screen when the laser attack starts is good for this, as it makes the midboss go over the top of the screen and receive less damage. For Strong this also gives you a valuable hyper recharge opportunity. You may want to manipulate the hyper gauge such that you are not at the risk of breaking the combo when the midboss dies but regain your multiplier mode soon after.&lt;br /&gt;
&lt;br /&gt;
The boss of this stage is a popular target for score milking, especially during the second phase. This is partly due to the latter part of the stage containing so many high value enemies that a successful full combo will have more value in the end than in any other stage. The first phase of the boss is easy to defeat quickly by leaving one rocket booster intact in the beginning as this lets you point blank the boss itself for an extended time. The big orbs fired in the final phase can be point blanked to instantly recharge your hyper during the invulnerability in order to carry over a hyper with a full charge ready.&lt;br /&gt;
&lt;br /&gt;
''' 1-5 '''&lt;br /&gt;
&lt;br /&gt;
Very difficult stage to fully chain but also worth much more than any other stage.&lt;br /&gt;
&lt;br /&gt;
The stage opens with two sets of 3 Gatling Lasers. These have a very high amount of hp and are your best way of building up an early hit count. A rank 5 carryover hyper is also useful for obtaining 1000+ starting hits. The gatling lasers and the big tanks on the opposite sides also have relatively high base values, but the differences here are not nearly as big as in the previous stages. The basic approach for the part is using one hyper for each set of Gatling Lasers, point blanking them for the recharge. This approach can easily get up to 10000 hits by the end of the section and by timing the hypers well you can take out some of the Lasers with the multiplier active. An alternative strategy is using a hyper only for the first set. It's possible to reach 7000 hits this way and then destroy all of the remaining Lasers with the multiplier. This approach is very difficult but will lead to a somewhat higher score in the end.&lt;br /&gt;
&lt;br /&gt;
The first Ura midboss is normally hypered to chain over it safely, but at least with Strong it is possible while highly risky to point blank and kill it quickly without any hypers. Killing the midboss quickly is important regardless as this will make more enemies spawn. The Ura route is also much better here as it contains lots of medium sized ships to boost the combo value. Connecting the end of the enemy rush section to the start of the next takes some care, the two bees at the bottom are helpful for this.&lt;br /&gt;
&lt;br /&gt;
The following section with the indestructible rotating laser wheels is ideally done without any hypers as you should always have a full multiplier by this point. However the section is also fairly difficult so might want to decide to use some safety hypers instead. A high level scoring technique here is keeping the two large hangars alive as long as possible in order to destroy all the large round enemies they spawn, as these have a relatively high base value. The whole section is also full of tanks and other ground objects that show up only briefly so getting all the possible kills here is challenging. '''[https://www.youtube.com/watch?v=_6JUQ6fB4dk&amp;amp;t=7s You can find a strategy video for the first loop here.]'''&lt;br /&gt;
&lt;br /&gt;
The second midboss should just be destroyed with a hyper as quickly as possible to maximize the amount of appearing bonus enemies. Again you need to pay attention to your combo when destroying it as you will break there if you are in the multiplier mode. Destroying the midboss during a hyper or at non-full hyper gauge both work.&lt;br /&gt;
&lt;br /&gt;
The final section should be just straight forward chaining where you will finally get rewarded for carrying the combo so far. The hardest part here is connecting the combo over the second big tank. If you destroy it too quickly you will likely run out of enemies here, instead you want to delay it until the 6 tanks appear from the terrain next to it. Keeping the tank hangar alive longer and using the normal mode laser as Power both help. Avoiding the hard part entirely with a hyper is also a possibility, just make sure you have the multiplier back for the high value wide ship afterwards.&lt;br /&gt;
&lt;br /&gt;
''' 2-1 '''&lt;br /&gt;
&lt;br /&gt;
The big tanks will fire lasers this time, which can be used for lots of extra hits. Especially with Power this can be combined with Danger Lasers for a really big early hit count. With Strong you are forced to endure high hyper rank if trying to score here in Ura.&lt;br /&gt;
&lt;br /&gt;
''' 2-2 '''&lt;br /&gt;
&lt;br /&gt;
A high hit Danger Laser opening is again possible here with Power. Be careful of the laser cannons in the end section, they are much more deadly this time. The boss uses many difficult attacks in a row with limited recharge opportunities, so even with Power it is common to plan a bomb for it.&lt;br /&gt;
&lt;br /&gt;
''' 2-3 '''&lt;br /&gt;
&lt;br /&gt;
Extreme bullet count in the start and added lasers at the laser cannons both make getting hits easier here. The Ura midboss can be killed quickly and the combo still maintained by slowly killing the remaining tanks one by one with the shot. Doing this all without a hyper is also feasible at least for Strong. The Omote midboss on the other hand is very difficult to survive without a hyper. If you can keep the hyper rank low, bullet erasing at the boss can be worth a lot.&lt;br /&gt;
&lt;br /&gt;
''' 2-4 '''&lt;br /&gt;
&lt;br /&gt;
The lowered hyper gauge gain makes activating the multiplier in time for the first wide ship unpractical for Strong when going for hits (in Ura, apparently this is doable in Omote?). Erasing bullets at the second phase of the boss is a big scoring opportunity.&lt;br /&gt;
&lt;br /&gt;
''' 2-5 '''&lt;br /&gt;
&lt;br /&gt;
The start has several options again but a chain value as high as in the first loop is not normally aimed for. Delaying the tank hangars also gets extremely dangerous. The downwards scrolling part in the middle of the laser bit section is very tricky in Ura and cannot even hypered safely with higher rank Strong. Another notably difficult part is the big ground cannon near the end, however this can be hypered with all styles for safety.&lt;br /&gt;
&lt;br /&gt;
The boss launches small pods in multiple attacks which are useful for charging your hypers, which you want to be using a lot to survive here. The final phase can be lucrative for score but also very challenging (is this even doable for Strong?).&lt;br /&gt;
&lt;br /&gt;
The first midboss in Omote is very difficult and you will not be able to gain much hyper gauge during it. To survive it you will want to face it at low enough hyper charge. Even with Power style expending resources to drop the rank can be a good idea here.&lt;br /&gt;
&lt;br /&gt;
''' EX '''&lt;br /&gt;
&lt;br /&gt;
The first boss Golden Disaster has far more hp than any other enemy and using hyper point blanking for damage becomes very important to kill it in reasonable time. The best place to point blank is the gap between the head and the side gun pod (higher damage because the aura hits multiple parts?). Hypering and moving inside the drones spawned at the start of the second attack is a good technique since it gives you an instant recharge and lets you quickly destroy most of the drones while invulnerable.&lt;br /&gt;
&lt;br /&gt;
For Hibachi, a good plan and hyper timing is essential. The boss has a shield on whenever you are invulnerable, so dealing damage by hyper point blanking is most of the time only possible during the gaps between attacks. You can also keep near to the boss during the 3rd attack before the counter bullets from the laser reach you. For the final, being able to deal point blank hyper damage during the start helps a lot. Since a lot of the pattern is made of the counter bullets, avoiding lasering during invulnerability also helps a bit.&lt;br /&gt;
&lt;br /&gt;
Other styles are allowed plenty of mistakes in the fight, but Power will have a very hard time. If you have enough lives left, you can bring your hyper rank down for easier time in the final. The bullets start to become erasable if your rank is 2 or 1.&lt;br /&gt;
&lt;br /&gt;
=== Bee Locations ===&lt;br /&gt;
----&lt;br /&gt;
Map layouts supplied by Cave on cave.co.jp, modifications for bee locations and personal touches done by Emuser for Ura paths and Kek on Discord for Omote paths.  Due to the varying size of each level map, they are attached in zip file format.&lt;br /&gt;
&lt;br /&gt;
[https://www.mediafire.com/file/ht8h7n0orei7lut/DFK+Bee+Maps.zip/file Bee Locations]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Game system details from CAVE Official DVD booklet&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiFukkatsu]][[Category:DonPachi series]][[Category:Vertical orientation]][[Category:Bullet Hell]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=16739</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=16739"/>
		<updated>2022-09-17T08:35:35Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Black Label */ cleaning up the language a smidge for simplicity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi DaiOuJou (&amp;quot;Blissful Death&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is what the original release of the game is referred to as, and ''Black Label'' is a revised version of the game containing a selection of mechanics adjustments and bug fixes, as well as the option to select between a one-loop or two-loop game. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions (y,y,x,x)in hexadecimal values (64 subpixels = 1 pixel) :&lt;br /&gt;
* Type A WL: 0x100, 0xc0, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type B WL: 0xc0, 0x100, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type A BL: 0x80,0x100,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
* Type B BL: 0x100,0x80,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. The second loop becomes available if the player completes the first loop and satisfies one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (90 frames of invulnerability), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
===DoDonPachi III===&lt;br /&gt;
An export/international version named DoDonPachi III, a precursor to Black Label, was released. In 2016, this version was dumped and made widely available. &amp;lt;!-- This page should have a difference list between WL-&amp;gt;DDP3-&amp;gt;BL, if you have knowledge about this variant, please add it. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label versions, which can be selected during boot time. The Black Label game can be identified by the black title screen. The original version is referred to as '''White Label'''.&lt;br /&gt;
&lt;br /&gt;
Changes in Black Label include: &lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should they lose all their lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until they reach the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
=== Bugs and Glitches ===&lt;br /&gt;
* A strange visual glitch occasionally occurs with the score digits, causing one of the digits to show up as a symbol instead of a number (such as '&amp;gt;' instead of a number). This glitch has a high chance of occuring in stage 2-2, and with the bees in stage 2-4. &amp;lt;br&amp;gt;Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score.&amp;lt;br&amp;gt;This glitch does not seem to have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gundemoniums/Video_Index&amp;diff=15886</id>
		<title>Gundemoniums/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gundemoniums/Video_Index&amp;diff=15886"/>
		<updated>2022-05-20T22:52:08Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: Redirected page to Gundemonium/Video Index&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Gundemonium/Video Index]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gundemonium/Video_Index&amp;diff=15885</id>
		<title>Gundemonium/Video Index</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gundemonium/Video_Index&amp;diff=15885"/>
		<updated>2022-05-20T22:51:30Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: Created page with &amp;quot;== Game Mode ==  == '''Revised''' ==  {| class=wikitable style=&amp;quot;text-align: center; width:100%;&amp;quot; |- ! style=&amp;quot;width:10%;&amp;quot; | Player ! style=&amp;quot;width:10%;&amp;quot; | Score ! style=&amp;quot;width:1...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Mode ==&lt;br /&gt;
&lt;br /&gt;
== '''Revised''' ==&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; | Version&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Ship&lt;br /&gt;
! style=&amp;quot;width:10%;&amp;quot; | Shift/Burst&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;
| [[User:Tropicalbits|TRB]]&lt;br /&gt;
| 9,248,060&lt;br /&gt;
| PS4&lt;br /&gt;
| Eryth FSB&lt;br /&gt;
| No Mercy&lt;br /&gt;
| All&lt;br /&gt;
| [https://youtu.be/6A8WlkRUVyA Youtube]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Index|Gundemoniums]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Raiden_Fighters_Jet&amp;diff=15876</id>
		<title>Raiden Fighters Jet</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Raiden_Fighters_Jet&amp;diff=15876"/>
		<updated>2022-05-19T19:15:03Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Characters */ minor spelling fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;('''NOTE:''' This page is currently in need of a '''formatting''' and '''re-organization''' update to fall in line with the current [[(Template Page)|template]] format!)&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raiden Fighters Jet ==&lt;br /&gt;
&lt;br /&gt;
'''''Raiden Fighters Jet''''' is a [[shooting game|shoot-em-up]] developed by [[Seibu Kaihatsu]] and released in 1998. The third and final game in the [[Raiden Fighters]] series, RFJ is known for its '''fast bullet speeds''', '''energetic soundtrack''', and '''large number of hidden secrets and easter eggs''' found during gameplay which are integral to playing for score. It was rereleased in 2008 for the Xbox 360 as part of the [[Raiden Fighters Aces]] collection, and again on PC in 2013 as part of [[Raiden Legacy]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
''Raiden Fighters Jet'', commonly abbreviated as ''RFJ'', is a two-button game with fourteen playable ships, plus two secret ships. The stages progress in a branching path depending on player performance, with a full run of the game adding up to seven stages. RFJ contains two different scoring systems - one in which [[medals]] follow the player and increase in value by merging with each other, and another that's activated mid-run via an easter egg. Bonus points are awarded under certain conditions, including destroying enemies quickly before they begin shooting, destroying multiple enemies simultaneously, destroying parts of enemies in a certain order, and [[grazing]] enemy bullets. Easter eggs and secrets are very important to score, primarily in the form of point and item-granting fairies which appear under certain conditions, and ''micluses'', Seibu Kaihatsu's mascot, which come out from under specific locations in the scenery when the player hovers over them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Controls====&lt;br /&gt;
[[File:RFJ hitboxes.jpg|250px|thumb|right|The hit-boxes (yellow) and graze-boxes (red) for the different ships in Raiden Fighters Jet]]&lt;br /&gt;
* '''A (Press):''' Fires standard shots from the ship and [[options]]&lt;br /&gt;
* '''A (Hold):''' Fires a charged shot from the ship&lt;br /&gt;
* '''B:''' Fires a limited-use [[bomb]]&lt;br /&gt;
&lt;br /&gt;
====Characters====&lt;br /&gt;
&lt;br /&gt;
''RFJ'' contains fourteen standard ships and two secret ships. Each ship differs by speed, shot type, bomb type and base bomb count, and hitbox size, as well as whether they have access to laser and missile shot types. The two secret ships are a fairy and an option ship (referred to as &amp;quot;slave&amp;quot; in-game), selected by holding the B button when pressing start, then picking any of the other ships at the character select. Choosing the miclus ship will select the fairy, and choosing any other ship will select the option ship. The option ship inherits the speed and bomb type of the ship it was selected with, while having its own shot type and a significantly smaller hitbox.&lt;br /&gt;
&lt;br /&gt;
====Resources====&lt;br /&gt;
&lt;br /&gt;
''RFJ'' uses lives to measure player health, and starts the player at two lives. There are no extra lives granted to the player at any point.&lt;br /&gt;
&lt;br /&gt;
The player starts off with two or three bombs depending on the ship selected, which are replenished after respawning from death, regardless of how many bombs they had before. Additional bombs are granted by killing specific enemies.&lt;br /&gt;
&lt;br /&gt;
Those playing for pure survival are advised to use a bomb if they feel death is unavoidable, in order to maximize how many bombs will be available to them throughout their playthrough.&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
&lt;br /&gt;
''RFJ'' has four different types of items: '''power up items''' which increase the strength of the player's shot and switch it between laser type (L) and missile type (M) where applicable, '''bomb items''' which grant the player an additional bomb, '''option items''' which grant the player an additional option ship, and '''medals''' which grant the player score.&lt;br /&gt;
&lt;br /&gt;
''(pictures of the items)''&lt;br /&gt;
&lt;br /&gt;
==Scoring System==&lt;br /&gt;
&lt;br /&gt;
''Full details: [[Raiden Fighters Jet/Scoring]]''&lt;br /&gt;
&lt;br /&gt;
===Medals===&lt;br /&gt;
&lt;br /&gt;
There are 3 phases of medal collection in Raiden Fighter Jet.&lt;br /&gt;
&lt;br /&gt;
# '''Build up a 2,048,000 point medal:''' When the player has at least one Slave ship following them or when grazing bullets, medals dropped by enemies will begin to follow them. These follower medals can be guided around the screen to merge with each other and increase in value, up to a maximum 2,048,000 point medal. Reaching the maximum value medal is accompanied by a distinct sound effect.&lt;br /&gt;
# '''Make 9 medals appear:''' After picking up the maximum 2,048,000 point medal, the player then has to make 9 medals appear on screen at once, e.g. by shooting a Miclus but not immediately picking up the medals. When done correctly, the medals will explode and all subsequent medals will appear as gold medals instead, fundamentally changing the scoring system.&lt;br /&gt;
# '''Gold Medal Mode:''' In Gold Medal Mode, all medals have a base value of 10,000 points. Collecting all the medals on screen will increase the medal value by another 10,000 points, up to a maximum value of 100,000 points per medal. If a medal is dropped offscreen, the medal value will reset back to 10,000 for the next medal to appear on screen, and the player must start from 10,000 again. Once the player has entered Gold Medal Mode, the game will not return to any of the earlier phases of medal collection.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Miclus &amp;amp; Fairy===&lt;br /&gt;
&lt;br /&gt;
''Full details: [[Raiden Fighters Jet/Scoring#Secrets]]''&lt;br /&gt;
&lt;br /&gt;
Hovering over certain locations in the scenery will cause a '''Miclus''', Seibu Kaihatsu's mascot, to appear. Continuously shooting a Miclus will release a total of 9 medals and destroying a Miclus awards an additional 100,000 points. &lt;br /&gt;
&lt;br /&gt;
'''Fairies''' can appear when shooting down the main turret of a large ground enemy and waiting for it to advance far down on the screen. Picking up a fairy grants 100,000 points. Fairies will drop a bomb item if left on the screen for some time. However, they can also be killed by the player, reducing their value to only 10 points.&lt;br /&gt;
&lt;br /&gt;
Both of them can also appear as rewards for fulfilling additional stage specific secret conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bonus Message Chaining===&lt;br /&gt;
&lt;br /&gt;
Certain actions will make various bonus text messages appear on screen. If these messages pop up in close succession, a multiplier x2, x3, x4 etc. is built up, which caps at x9. The multiplier is active as long as there is at least one text message displayed on screen. The bonus messages are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| QUICK SHOT || Destroy certain enemies before they shoot&lt;br /&gt;
|-&lt;br /&gt;
| DESTROYED AT A TIME || Destroy certain 2 enemies simultaneously&lt;br /&gt;
|-&lt;br /&gt;
| DX BONUS || Destroy all parts of the trains in LEVEL 05&lt;br /&gt;
|-&lt;br /&gt;
| DISCOVERED THE MICLUS || Make a Miclus appear&lt;br /&gt;
|-&lt;br /&gt;
| DISCOVERED THE FAIRY || Make a Fairy appear&lt;br /&gt;
|-&lt;br /&gt;
| KILLED THE FAIRY || Shoot down a fairy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The multiplier gained from chaining these text messages is applied to most of the score bonusses displayed on screen (except for medals). It is worth mentioning that the chainable text messages for the Fairy and the Miclus immediately appear with uncovering these characters themselves, which then increases the multiplier. However, the actual score which effectively can be multiplied is gained only after picking up the Fairy and blowing up the Miclus (after shooting it for 9 medals).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Grazing Bullets===&lt;br /&gt;
&lt;br /&gt;
Getting close to enemy bullets without touching them is known as [[grazing]], and will grant additional points as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stage Completion Points===&lt;br /&gt;
&lt;br /&gt;
Bonus points are awarded at the end of each stage based on three criteria: '''ability''', '''medals earned''', and '''technical points'''. Ability is a cumulative bonus based on enemies killed, medals collected, and bonuses chained. Medals earned is the number of medals collected during the stage, excluding medals blown up to enter gold medal mode.&lt;br /&gt;
&lt;br /&gt;
Technical points are awarded according to the following criteria:&lt;br /&gt;
&lt;br /&gt;
# '''Not dying in the level:''' five points&lt;br /&gt;
# '''Enemy destruction:''' up to three points, based on the number of medium and large enemies destroyed&lt;br /&gt;
# '''Discovering at least one miclus:''' one point&lt;br /&gt;
# '''Discovering at least one fairy:''' one point. However, killing a fairy will deduct a technical point.&lt;br /&gt;
&lt;br /&gt;
The number of technical points for a level cannot exceed ten.&lt;br /&gt;
&lt;br /&gt;
== References == &lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Raiden Fighters Emporium | https://rf-emporium.ghegs.com/rfjet/index.html&lt;br /&gt;
# Primary info provided by [[User:SLRmercury|SLRmercury]] and [[User:Plasmo|Plasmo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Raiden Fighters Jet]]&lt;br /&gt;
[[Category:Grazing mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shmups_Wiki:List_of_shooting_games&amp;diff=15508</id>
		<title>Shmups Wiki:List of shooting games</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shmups_Wiki:List_of_shooting_games&amp;diff=15508"/>
		<updated>2022-03-11T21:22:38Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
This page contains links to every game that we ''currently'' have a wiki page written about in our Library. &lt;br /&gt;
&lt;br /&gt;
If you notice a game is missing, consider '''[[(Template Page)#Creating a new page|starting a page]]'''! ❤️ &lt;br /&gt;
&lt;br /&gt;
A robust list of 100% free-to-play games can be found '''[[Free to Play|here]]'''!&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Developer !! Publisher !! Year !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aeon Zenith]]'' || [[User:Squire Grooktook|Squire Grooktook]] || Squire Grooktook || TBD || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page. '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aero Fighters 2]]'' || [[Video System]] || Video System || 1994 || &amp;lt;small&amp;gt;'''⭐''' Stub page. '''Needs content'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aero Fighters 3]]'' || [[Video System]] || Video System || 1995 || &amp;lt;small&amp;gt;'''⭐''' Stub page. '''Needs content'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Akai Katana]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page; '''needs content &amp;amp; formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Akuu Gallet]] / Air Gallet'' || [[Gazelle]] || Banpresto || 1996 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page. Formatting is good so far, but needs content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ALLTYNEX Second]]'' || [[SITER SKAIN]] || Nyu Media || 2013 || &amp;lt;small&amp;gt;'''⭐⭐''' Fairly new WIP page, needs images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[AngerForce: Reloaded]]'' || [[Screambox Studio]] || Screambox Studio || 2019 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Well-detailed page, missing images and some '''formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[AngerForce: Strikers]]'' || [[Screambox Studio]] || Screambox Studio || 2014 || &amp;lt;small&amp;gt;'''⭐''' Stub page and fork of [[AngerForce: Reloaded]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Apare Usapie!]]'' || [[Sorafune Atelier]] || Sorafune Atelier || 2015(?) || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs more info. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed Police Batrider]]'' || [[Raizing]] || Eighting || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Great info, needs page formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Barrage Fantasia]]'' || [[Hanaji Games]] || Hanaji Games || 2021 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs more info. Controls, scoring and items missing&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Batsugun]]'' || [[Toaplan]] || Toaplan || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Bakraid]]'' || [[Raizing]] || Eighting || 1999 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Gameplay overview and controls are missing&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Garegga]]'' || [[Raizing]] || Eighting || 1996 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page verified by top players!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blaynix]]'' || [[zakichi]] || zakichi || 2011 || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs more info. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blue Revolver]]'' || [[Stellar Circle]] || Stellar Circle || 2016 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[BroodStar]]'' || [[User:Razeal|Razeal]] || Razeal || 2020 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bullet Sorceress]]'' || [[DANGER HEART Entertainment]] || DANGER HEART Entertainment || TBD 2022 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Celtreos]]'' || [[User:vornaff|Kevin Grant]] || Kevin Grant || 2017 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' '''This wiki page was created by the developer!''' Just missing some formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Chaos Field]]'' || [[MileStone]] || Able Corporation || 2004 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cho Ren Sha 68K]]'' || [[Koichi Yoshida]] || Koichi Yoshida || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Choujikuu Yousai Macross II]]'' || [[NMK]] || Banpresto || 1995 || &amp;lt;small&amp;gt;'''⭐''' Stub page. Contains dev team credits + some basic history&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton: Fantastic Night Dreams]]'' || [[Success]] || Success || 1991 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start but still has some template leftovers&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton 2: Magical Night Dreams]]'' || [[Success]] || Success || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start but still has some template leftovers&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crimzon Clover]]'' || [[YOTSUBANE]] || YOTSUBANE || 2011 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs mode descriptions. This page is for the original doujin release.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crimzon Clover: World Ignition]] / World EXplosion'' || [[YOTSUBANE]] || Degica Games || 2014 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs mode descriptions. Includes the latest revision.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crisis Wing]]'' || [[Pieslice Productions]] || Pieslice Productions || 2020 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dangun Feveron]] / Fever S.O.S.'' || [[CAVE]] || Atlus || 1998 || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs formatting and content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Danmaku Unlimited 2]]'' || [[Doragon Entertainment]] || Doragon Entertainment || 2013 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Danmaku Unlimited 3]]'' || [[Doragon Entertainment]] || Doragon Entertainment || 2017 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius Gaiden]]'' || [[Taito]] || Taito || 1994 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius Twin]]'' || [[Taito]] || Taito || 1991 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deathsmiles]]'' || [[CAVE]] || AMI || 2007 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion and formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deathsmiles Mega Black Label]]'' || [[CAVE]] || AMI || 2008 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi]]'' || [[CAVE]] || Atlus || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu]] / DoDonPachi Resurrection'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''&amp;lt;br&amp;gt;'''''Includes information about several releases!'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Arrange A]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Arrange B]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page, verified by top (and frequent) players!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Black Label]]'' || [[CAVE]] || AMI || 2010 (?) || &amp;lt;small&amp;gt;'''⭐⭐''' Contains some details on mechanics and gameplay. Needs formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Black Label Arrange]]'' || [[CAVE]] || AMI || 2011 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page created by top player! Needs some updates to formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.0]]'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''; could use more images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.5]]'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page created by top player! Needs images &amp;amp; some '''formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.51]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Slim on content and formatting, but what's there is good.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiOuJou]] White Label'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Great content; '''In need of formatting update''', lacking images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiOuJou Black Label]]'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi MAXIMUM]]'' || [[CAVE]] || CAVE || 2012 || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs '''information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi SaiDaiOuJou]]'' || [[CAVE]] || CAVE || 2012 || &amp;lt;small&amp;gt;'''⭐''' Stub page, '''needs information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi SaiDaiOuJou exA Label]]'' || [[exA Arcadia]] || exA Arcadia || 2020 || &amp;lt;small&amp;gt;'''⭐''' Stub page, '''needs information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dogyuun]]'' || [[Toaplan]] || Toaplan || 1992 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DonPachi]]'' || [[CAVE]] || Atlus || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dragon Blaze]]'' || [[Psikyo]] || Psikyo || 2000 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Eschatos]]'' || [[Qute]] || Qute || 2011 || &amp;lt;small&amp;gt;'''⭐''' Stub page, '''needs information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ESP Ra.De.]]'' || [[CAVE]] || Atlus || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Espgaluda]]'' || [[CAVE]] || AMI || 2003 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Espgaluda II]]'' || [[CAVE]] || AMI || 2005 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[F/A]] / Fighter &amp;amp; Attacker'' || [[Namco]] || Namco || 1992 || &amp;lt;small&amp;gt;'''⭐⭐''' Contains strategy and some starter info. Missing images.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Galshell: Blood Red Skies]]'' '''(18+)''' || [[Akiragoya]] || Akiragoya || 2004 || &amp;lt;small&amp;gt;'''⭐''' Borderline empty page. Could use info, formatting, and research. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gemini Wing]]'' || [[Tecmo]] || Tecmo || 1987 || &amp;lt;small&amp;gt;'''⭐''' Stub page.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Giga Wing]]'' || [[Takumi]] || Capcom || 1999 || &amp;lt;small&amp;gt;'''⭐⭐''' Early page with a fair amount of missing content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Giga Wing 2]]'' || [[Takumi]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Great Mahou Daisakusen]] / Dimahoo'' || [[Raizing]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunbird 2]]'' || [[Psikyo]] || Psikyo || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Great info, could use a small formatting update&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gundemonium]]'' || [[Platine Dispositif]] || Rockin' Android || 2003 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page, could use minor formatting update&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunroar]]'' || [[Kenta Cho]] || Kenta Cho || ???? || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs more info. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Guwange]]'' || [[CAVE]] || Atlus || 1999 || &amp;lt;small&amp;gt;'''⭐⭐''' In a pretty early state. '''Missing formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hacha Mecha Fighter]]'' || [[NMK]] || NMK || 1991 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Harmful Park]]'' || [[Sky Think System]] || Sky Think System || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Great info, just missing '''formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hellsinker.]]'' || [[Ruminant's Whimper]] || Ruminant's Whimper || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Highly detailed and well-researched page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hishouzame]]'' || [[Toaplan]] || Taito || 1987 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing '''formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ibara]]'' || [[CAVE]] || CAVE || 2005 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ikaruga]]'' || [[Treasure]] || Treasure || 2001 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' High quality, well-researched page, just missing some formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Illmatic Envelope (Illvelo)|Illmatic Envelope]] / Illvelo'' || [[Milestone]] || Milestone || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality, well-researched page! Just missing some minor formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Jamestown]]'' || Final Form Games || Batterystaple Games || 2011 || &amp;lt;small&amp;gt;'''⭐⭐''' Low on content, contains template leftovers.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaiju Kite Attack]]'' || PWCA || PWCA || 2019 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing formatting and organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaikan]]'' || Zakichi || ©-kigekiyahonpo- || 2013 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent info! Could probably use a '''visual/formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ketsui: Kizuna Jigoku Tachi]]'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing formatting and organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kyuukyoku Tiger]] / Twin Cobra'' || [[Toaplan]] || Taito || 1987 || &amp;lt;small&amp;gt;'''⭐''' Stub page with some basic info; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lotus Land Story]] / Touhou Gensoukyou'' || [[ZUNsoft]] / [[Amusement Makers]] || Taito || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info, just a tad lean. Missing formatting and organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mahou Daisakusen]] / Sorcer Striker'' || [[Raizing]] || Able Corporation || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Lots of good info, but needs page formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'' || [[Takumi]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Recent content and formatting update. Still needs work!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mecha Ritz: Steel Rondo]]'' || [[HEY]] || HEY || 2016 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent info! Could probably use a '''visual/formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Moon Dancer]]'' || [[Terarin Games]] || Terarin Games || 2022 || &amp;lt;small&amp;gt;'''⭐''' Stub page with basic info&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mountain of Faith]]'' || [[Team Shanghai Alice]] || Team Shanghai Alice || 2007 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent page content!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Muchi Muchi Pork!]]'' || [[CAVE]] || CAVE || 2007 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[M.U.S.H.A.]] / Musha Aleste'' || [[Compile]] || Seismic Software Inc. || 1990 || &amp;lt;small&amp;gt;'''⭐⭐''' Starter page in development.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mushihimesama]]'' || [[CAVE]] || AMI || 2004 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Excellent information detail, just needs formatting. &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mushihimesama Futari]]'' || [[CAVE]] || AMI || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Extremely detailed page! Just has a few template remainders to get rid of and some minor formatting work.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mushihimesama Futari Black Label]]'' || [[CAVE]] || AMI || 2007 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation STEEL]]'' || [[User:BB|BB]] || BB || 2022 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[OutZone]]'' || [[Toaplan]] || Tecmo || 1990 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Highly complete page. Featuring an in-depth '''Strategy''' page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[P-47 Aces]]'' || [[NMK]] || Jaleco || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page! &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pawarumi]]'' || [[Manufacture 43]] || Manufacture 43 || 2018 || &amp;lt;small&amp;gt;'''⭐⭐''' Starter page in development.&amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Phoenix]]'' || [[Amstar Electronics]] || Taito || 1978 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good starter info and some strategy info. '''Needs expansion and cleanup work.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pink Sweets: Ibara Sorekara]]'' || [[CAVE]] || CAVE || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start, but still needs a bit of cleanup work&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pleasure Hearts]]'' || [[M-KAI]] || M-KAI || 1999 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Precious Star]]'' || [[Ever-Juvenile]] || Ever-Juvenile || 2016 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Well-detailed page, could use more formatting. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Progear no Arashi]]'' || [[CAVE]] || Capcom || 2001 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Lots of info here, just needs a formatting pass &amp;amp; organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[QP Shooting - Dangerous!!]]'' || [[Orange Juice]] || Orange Juice || 2014 || &amp;lt;small&amp;gt;'''⭐''' Stub page; still contains many template leftovers&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Radirgy]]'' || [[RS34]] || RS34 || 2005 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page! &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Radirgy Swag]]'' || [[RS34]] || RS34 || 2019 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good info, but needs expansion and images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden Fighters Jet]]'' || [[Seibu Kaihatsu]] || Seibu Kaihatsu || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Detailed page, but needs formatting update and page organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden IV]]'' || [[MOSS]] || MOSS || 2007 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Recent updates to content and formatting!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[RefRain - prism memories -]]'' || [[RebRank]] || Degica Games || 2011 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rigid Force Alpha]]'' || [[Com8Com1]] || Com8Com1 || 2018 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Contains good info. Still many template leftovers on page.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type]]'' || [[Irem]] || Irem || 1987 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Content great, needs formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Same! Same! Same!]] / Fire Shark'' || [[Toaplan]] || Toaplan || 1989 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Schildmaid MX]]'' || [[HitP Studio]] || HitP Studio || 2021 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Fairly robust page, needs some expansion. **Partialy written by the developer!**&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sengoku Ace]] / Samurai Aces'' || [[Psikyo]] || Psikyo || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sexy Parodius]]'' || [[Konami]] || Konami || 1996 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shikigami no Shiro 3]] / Castle of Shikigami 3'' || [[AlfaSystem]] || AlfaSystem || 2005 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Highly-detailed page written by frequent players, could use more images.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shippu Mahou Daisakusen]] / Kingdom Grand Prix'' || [[Raizing]] || Eighting || 1994 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page written by a top player&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shining Shooting Star]] || [[SSS Dev Team]] 雨夜枫雪制作组 || SSS Dev Team雨夜枫雪制作组 || 2016 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page with some images. Needs content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sine Mora]]'' || [[Digital Reality]], [[Grasshopper Manufacture]] || THQ Nordic || 2012 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Well-detailed page, just needs '''images and some slight reorganization.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sky Adventure]]'' || [[Alpha Denshi]] || ADK || 1989 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soldier Force]]'' || [[Studio Siesta]] || Studio Siesta || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Needs some page reorganization and cleanup&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soukyugurentai]] / Terra Diver'' || [[Raizing]] || Raizing || 1996 || &amp;lt;small&amp;gt;'''⭐''' Stub page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Space Invaders]]'' || [[Taito]] || Taito || 1978 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Short but sweet!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[STELLAVANITY - Prelude to the Destined Calamity -]]'' || [[TRIS-GRAM]] || TRIS-GRAM || 2012 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good starter info, still has some stubs from the tmeplate&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945]]'' || [[Psikyo]] || Psikyo || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Content in progress! Needs images, cleanup, fleshing out.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945 II]]'' || [[Psikyo]] || Psikyo || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Very detailed page! Needs formatting cleanup.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945 III]] / Strikers 1999'' || [[Psikyo]] || Psikyo || 1999 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Content in progress! Needs images, cleanup, fleshing out.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super XYX]]'' || [[Team Grybanser Fox]] || Team Grybanser Fox || 2020 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Short but sweet!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tatsujin]] / Truxton'' || [[Toaplan]] || Toaplan || 1988 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good content. Needs formatting and could use some minor expansion.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tatsujin Ou]] / Truxton II'' || [[Toaplan]] || Toaplan || 1992 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Thunder Force III]]'' || [[Technosoft]] || Technosoft || 1990 || &amp;lt;small&amp;gt;'''⭐''' Solid starter info but could use more fleshing out.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tiny XEVIVOS]]'' || [[Zakichi]] || Zakichi || 2013 || &amp;lt;small&amp;gt;'''⭐''' Stub page. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Transcendpang|TranscendPang]]'' || [[wosderge]] || wosderge || 2010 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Incredibly well-detailed page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Trizeal]]'' || [[Triangle Service]] || Taito || 2004 || &amp;lt;small&amp;gt;'''⭐⭐''' Mostly a stub page, but contains some info on mechanics and score strategies. Needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tyrian]]'' || [[Eclipse Software]] || Epic Megagames || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good starter info, development history, version differences. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Undefined Fantastic Object]]'' || [[Team Shanghai Alice]] || Team Shanghai Alice || 2009 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent page content!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[V-V]] / Grind Stormer'' || [[Toaplan]] || Toaplan || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vastynex]]'' || [[Zakichi]] || Zakichi || 2018 || &amp;lt;small&amp;gt;'''⭐''' Stub page. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Xyanide]]'' || [[Playlogic]] || Evolved Games || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info, but page is disorganized; '''needs formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zakesta]]'' || [[Zakichi]] || Zakichi || 2021 || &amp;lt;small&amp;gt;'''⭐''' Stub page. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ZeroRanger]]'' || [[SystemErasure]] || SystemErasure || 2018 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zero Wing]]'' || [[Toaplan]] || Namco || 1989 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ZOE]]'' || [[User:Retchy|Retchy]] || Retchy || TBD 2022 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Bullet_Sorceress&amp;diff=15405</id>
		<title>Bullet Sorceress</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Bullet_Sorceress&amp;diff=15405"/>
		<updated>2022-03-05T13:36:52Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo_BulletSorceress_2x.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #C0022B&lt;br /&gt;
|title = Bullet Sorceress&lt;br /&gt;
|background = #FE7290&lt;br /&gt;
|image = Title_BulletSorceress.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen (Apr 13 2021)&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = DANGER HEART Entertainment&lt;br /&gt;
|&lt;br /&gt;
|music = n/a&lt;br /&gt;
|&lt;br /&gt;
|program = Chloe Taylor&lt;br /&gt;
|&lt;br /&gt;
|art = [[user:CHA-STG|Lyn-Marie Charlene Excelsia]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = TBD&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bullet Sorceress: Shooting Action Carnage ==&lt;br /&gt;
'''''Bullet Sorceress: Shooting Action Carnage''''' is a 2022 vertical shooting game developed by '''DANGER HEART Entertainment'''. The game's art, design, and writing is done by [[user:CHA-STG|Lyn-Marie Charlene Excelsia]], with engine work done by Chloe Taylor. This is the duo's third game, following the in-development (as of 2021) character action platformer ''The Joylancer: Legendary Motor Knight'', and the canceled action card battler ''Card Witch.'' The game emphasizes colorful visual style, loud personality, and fast-paced action as part of its core tenets. &lt;br /&gt;
&lt;br /&gt;
As the titular, freshly-resurrected vampire &amp;quot;'''The Sorceress'''&amp;quot;, the player guns their way through five to six stages in horror-inspired locales, chasing down a religious extremist named '''Father Johnson''' who is attempting to save the world from an Armageddon-level demon invasion that he himself summoned. At the same time, The Sorceress will find herself chased down by the reaper known as '''Death''', as she attempts to take the soul of The Sorceress and drag her back down to Hell with her. &amp;quot;Bullet&amp;quot; travels through many locales of the isle of '''Gunsylvania''', eliminating demons, ghouls and other assorted creatures that have taken comfort in her home since her banishment.&lt;br /&gt;
&lt;br /&gt;
The game features a standard arcade mode, with the game's five stages split up into four &amp;quot;scenes&amp;quot; each --  scenes 2 and 4 of each stage serving as mini-boss and boss encounters respectively. There are also a selection of challenge stages and trials that offer unique arranges of stage layouts, all of which can be accessed via Stage Select mode. As of April 2021, the game is planning to include three additional modes: Mayhem Arrange -- featuring a constantly-increasing rank system, alternate control format, and new stages, Endless Attack -- wave-based stages with an infinite looping system, and Story Mode -- focusing on the story events of the game, with several chapters to pick and arranged gameplay (post-release update).&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Bullet Sorceress'' utilizes four buttons for its core actions. Two buttons are dedicated to her standard fire, with the other two serving as her auxiliary weapons that consume resources. The game utilizes a bomb system with a lenient activation window, and a [[hyper system]] that temporarily unlocks two highly powerful weapons.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Aim Shot):''' Fires the player's main weapon while locking the shooting direction. &lt;br /&gt;
** When using the Aim Shot, Sorceress moves slower and fires her guns at a higher rate.&lt;br /&gt;
* '''B (Revenge Trigger):''' Releases a bomb attack, dealing massive damage to everything on screen and instantly collecting any items on the screen. &lt;br /&gt;
** While grazing bullets, bomb attacks are stronger. The strongest type of bomb is used by bombing the moment you take damage.&lt;br /&gt;
** Using bombs lowers the game's Mayhem Level (rank).&lt;br /&gt;
* '''C (Free Shot):''' Fires the player's main weapon. &lt;br /&gt;
** Sorceress will aim in two directions at once if she is moving.&lt;br /&gt;
* '''D (Carnage Trigger):''' Activates Sorceress's berserk mode, granting her access to a bullet-destroying laser and a screen-covering wide shot for a limited time. Requires at least Lv.1 shot strength (cannot be used at Lv.0), and spends 1 shot level on activation. &lt;br /&gt;
*** '''A (Laser Cannon):''' Fires a laser with an instantaneous hitbox. Deals constant damage to targets it hits. It is also capable of destroying enemy bullets, converting them into Score Gems. The Laser increases the rate that the Blood Carnage meter drains, but hitting and destroying enemies will slow down the draining rate.&lt;br /&gt;
*** '''C (Megaton-Caliber Chaingun):''' Rapid-fires a burst of large and powerful shots across an extremely wide radius. Up close, it deals devastating damage.&lt;br /&gt;
** Activating Carnage Trigger also increases the [[Bullet Sorceress#Rank|Mayhem Level]] of the run.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== The Catalysts (Shot) ====&lt;br /&gt;
Sorceress's primary weapons, her twin handguns that she forged herself 900 years ago. &lt;br /&gt;
&lt;br /&gt;
The player can fire a large volley of concentrated shots forward, or drift their aim 45 / 90 degrees with one gun, with the second gun locked firing straight shots. Aiming is done by moving the character left / up-left (to aim 45 degrees) or down-left (to aim 90 degrees). To lock Sorceress's aim a direction, the player can hold Fixed Shot (A button) to lock to 0/45/90 degrees.&lt;br /&gt;
* Split Shots from Sorceress's side handgun deal higher damage (3) than Straight Shots from her forward handgun (2).&lt;br /&gt;
&lt;br /&gt;
==== Blood Carnage (Level) ====&lt;br /&gt;
Shot strength and properties are determined by a &amp;quot;three-tier&amp;quot; meter called the Blood Carnage meter (or Blood Level). The player starts at Lv.1, gains a level with every full bar of Blood collected, and loses a level with every hit of damage taken, or with every hyper used. When the player is knocked down to Lv.0, any following hit becomes fatal, causing the player to lose a Heart. &lt;br /&gt;
* If the player earns another bar while carrying 3 Blood levels stocked, they will enter a temporary fourth state called Lv.OVER, where the handguns' fire rate increases beyond its normal speed until the Blood Carnage meter empties.&lt;br /&gt;
&lt;br /&gt;
==== Violent Thirst (Vampirism) ====&lt;br /&gt;
&amp;quot;Do not approach Vampires, for even their mere presence drains fickle blood from your body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sorceress has full damage coverage around her body when firing her handguns, where she deals constant damage up-close. This can be used in conjunction with shots up close to deal massive damage. &lt;br /&gt;
* When Violent Thirst is active, Sorceress slowly begins building up Blood Carnage meter. This makes aggressive close-range play beneficial for building up shot strength as well.&lt;br /&gt;
&lt;br /&gt;
==== Boost Shot (Charge) ====&lt;br /&gt;
When Sorceress is not shooting her handguns, she concentrates energy through them, augmenting the bullets within.&lt;br /&gt;
&lt;br /&gt;
The player can stock up a maximum of six Boost Shots by not pressing either shooting button. When any Fire button is pressed, Sorceress releases the energy in powerful piercing bullets that hit several times per bullet and are able to fire through solid walls and objects.&lt;br /&gt;
* Boost Shots charge up quicker while grazing enemy bullets.&lt;br /&gt;
&lt;br /&gt;
==== Revenge Trigger (Bomb) ====&lt;br /&gt;
An explosive payload is launched from Sorceress's Conduit Coffin, which litters the screen in destruction. &lt;br /&gt;
&lt;br /&gt;
Revenge Triggers cause all enemies to spawn Blood Drops on death, with Blood-type enemies dropping increased amounts of blood based on the type of bomb fired.&lt;br /&gt;
There are three types of Revenge Triggers:&lt;br /&gt;
* '''Standard''': Fired by pressing the B button any time.&lt;br /&gt;
* '''Excellent''' (Graze): Fired by pressing B while grazing against an enemy bullet. Blood generation by Blood-types is doubled.&lt;br /&gt;
* '''Perfect''' (Just): Press B within 20 frames of taking damage to instantly regenerate 1 Blood Carnage level and fire an emergency bomb that is three times as strong. Player damage/death is canceled and blood generation by Blood-types is tripled.&lt;br /&gt;
&lt;br /&gt;
==== Carnage Trigger (Hyper) ====&lt;br /&gt;
Fueled by a heart of destruction, Sorceress channels her bloodthirst and unleashes her Conduit Coffin, utilizing it as a power Laser Cannon and Megaton-Caliber Chaingun duo. &lt;br /&gt;
&lt;br /&gt;
Enemies and objects destroyed by Carnage Trigger will drop Skulls, with Skull-type enemies dropping three times as many Skulls when killed. If the player has collected +3000pts of Skulls, all Skull drops become high-value Jackpot Skulls. &lt;br /&gt;
&lt;br /&gt;
The Laser Cannon (A) creates an instant hitbox that is capable of destroying enemy bullets with concentrated fire, as well as generate a laser aura around the player that does additional close-range damage. Using the Laser Cannon causes the hyper gauge to drain quicker, but killing enemies with it will stagger meter drain. &lt;br /&gt;
&lt;br /&gt;
The Megaton Gun (C) fires giant projectiles in a wide radius, covering the screen with high-damage firepower. Individual bullets deal high damage and have massive hitboxes, refire rate is very high, and it deals incredibly high damage to larger up-close targets (even higher DPS than the Laser up-close if all of the bullets hit). &lt;br /&gt;
&lt;br /&gt;
Carnage Trigger requires at least a Lv.1 Blood Carnage meter, and spends 1 Level to activate. When activated, the player is invulnerable for 60 frames. If the player takes damage or uses a Revenge Trigger, the hyper mode is canceled early. Once Carnage Trigger is activated, the Skull Value of small Skulls no longer increases, locking their score value to whatever they were before the player activated hyper.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
* '''Blood Drop''': Adds a point to the player's Blood Carnage Meter.&lt;br /&gt;
* '''Blood Vial''': Adds 25% to the player's Blood Carnage Meter.&lt;br /&gt;
* '''Heart''': Adds a Heart to the player's Life Stock. The player can stock six Hearts at once.&lt;br /&gt;
* '''Bomb Stock''': Adds a Bomb to the player's Bomb Stock. The player can stock six Bombs at once.&lt;br /&gt;
* '''Small Skull''' (Yellow): Collectable score items that increase in value exponentially. Adds 1 Skull to the Skull Counter.&lt;br /&gt;
* '''Jackpot Skull''' (Blue): Special score items that appear during a Carnage Trigger Jackpot. Adds 3 Skulls to the Skull Counter.&lt;br /&gt;
* '''Big Skull''' (White): Hidden score items that are dropped by destroyed objects and by destroying Formations that are set to drop Big Skulls. Big Skulls are worth 600pts multiplied by the value of the Skull Counter, and add 20 Skulls to the Skull Counter.&lt;br /&gt;
* '''Score Gem''' (Small): Generic score item, hidden inside destroyed and enemy Formations, as well as generated by bullets destroyed by Carnage Trigger's Laser Cannon. Worth 40pts.&lt;br /&gt;
* '''Score Gem''' (Large): Same as small gems, generated by bullets destroyed by Carnage Trigger's Laser Cannon aura. Worth 400pts.&lt;br /&gt;
* '''Ice Cream Cone'''(s): Score item that appears in destroyed objects and enemy Formations. There are six different flavors, each worth different score.&lt;br /&gt;
* '''Ice Cream Bowl'''(s): Mid-value scoring item that appears in destroyed objects and enemy Formations. The bowl covered in chocolate shell topping is worth the most score.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Bullet Sorceress'' uses an on-screen rank system, referred to by the game as the '''Mayhem Level'''. &lt;br /&gt;
Mayhem level affects four core attributes of the game: '''bullet speed''', '''bullet density''', '''enemy spawns''', and '''revenge bullets'''. &lt;br /&gt;
The rank typically starts at 00, and it maxes out at 40 in the standard gameplay modes.&lt;br /&gt;
&lt;br /&gt;
* '''Bullet Speed'''&lt;br /&gt;
** Increased every 3 Mayhem Levels. Bullets fired by enemies increase in speed.&lt;br /&gt;
* '''Bullet Density'''&lt;br /&gt;
** Increased at rank 20, 30 and 40. Enemies will fire progressively more complex and vicious bullet patterns.&lt;br /&gt;
* '''Enemy Spawns'''&lt;br /&gt;
** Increased at rank 5, 15, 25, 35 and 40. Enemy spawners that are locked behind rank begin to activate, causing more (or stronger) enemies to appear.&lt;br /&gt;
* '''Revenge Bullets'''&lt;br /&gt;
** Increased at rank 25 and several times after. Enemies begin firing bullet patterns on death. Revenge bullets can be sealed by being up close to the enemy when it is destroyed.&lt;br /&gt;
----&lt;br /&gt;
Mayhem Level is '''increased''' by the following actions:&lt;br /&gt;
* Activate Carnage Trigger ('''+4''')&lt;br /&gt;
* Activate a Jackpot Carnage Trigger ('''+5''')&lt;br /&gt;
* Complete a stage without losing a Heart ('''+1''')&lt;br /&gt;
* Complete a stage without taking damage ('''+3''')&lt;br /&gt;
&lt;br /&gt;
Mayhem Level is '''decreased''' by the following actions:&lt;br /&gt;
* Reduced automatically when Carnage Trigger ends ('''-1''')&lt;br /&gt;
* Use a Revenge Trigger ('''-2''')&lt;br /&gt;
** &amp;lt;small&amp;gt;''If Carnage Trigger is active, using Revenge Trigger will not reduce the Mayhem Level.''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Lose a Heart ('''-6''')&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The primary scoring mechanic of ''Bullet Sorceress'' involves collecting Skulls of varying size and value, inspired by medal-chaining systems in games such as [[Battle Garegga]] and the [[Raiden Fighters]] series. &lt;br /&gt;
&lt;br /&gt;
* Skulls start at a value of '''100pts''', and every time a Skull is collected, the value of the next Skull is increased by '''+100pts''', up to a maximum of '''3000pts'''. &lt;br /&gt;
* Once the player has earned the +3000pts Skulls, they can activate Carnage Trigger to enable a &amp;quot;Jackpot!&amp;quot;, which changes all small Skulls into big '''Blue Skulls'''. Each Blue Skull is worth '''+6660pts''', and adds three skulls to the Skull Counter. When Carnage Trigger is deactivated, the value of Skulls is reset back to +100pts.&lt;br /&gt;
** Note that activating a Jackpot! hyper will increase the rank higher than a normal hyper.&lt;br /&gt;
* Lucrative scoring can be found by collecting hidden Big Skulls on stages after collecting particularly large amounts of Skulls.&lt;br /&gt;
&lt;br /&gt;
All three type of Skull collectibles award bonus points per Skull based on the type collected. Bonus score is also awarded by achieving specific accolades, as well as the Mayhem Level of the stage when completed.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Bullet Sorceress/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
=== The Vampire Clan ===&lt;br /&gt;
Long ago, in the land of Gunsylvania, existed a clan of vampires, secluded from the rest of society. The vampires kept many secrets, treasures, and libraries of knowledge; all of these various things humans found themselves morbidly interested in. Their curiosity led them to crusades across the seas and through the skies.&lt;br /&gt;
&lt;br /&gt;
Originally, visits by humans were rare and peaceful. The vampires would answer some of their questions, although their libraries continued to be off-limits. Humans would learn of vampire culture and live relatively in peace. However, that curiosity continued to linger. &lt;br /&gt;
&lt;br /&gt;
“What was in those castles? Where are their libraries of immense knowledge? Where are their treasures, their magicks? Could we discover what vampires truly are?”&lt;br /&gt;
&lt;br /&gt;
The visits became more frequent. More invasive. More aggressive. Eventually they turned violent. And so the vampires had no choice but to deal with the problem by forbidding humans from entering Gunsylvania.&lt;br /&gt;
&lt;br /&gt;
Then as the humans continued to persist and as their aggression increased, the vampires responded in kind, and humans experienced the deadly guardians of the land... the vampire-sorceresses, one of the many things they hoped to discover in their crusades -- or thought they would hope.&lt;br /&gt;
&lt;br /&gt;
The sorceresses brandished their weaponized catalysts, and humans experienced dark magic for the first time, as they were incinerated, shredded, disintegrated, or turned into half-vampires. Their blood was bended from their veins, through their wounds, in front of their dying eyes, as the sorceresses absorbed their spoils through their mouths and the pores of their skin. The few survivors spoke of their horrifying experience, and the stories circulated awareness and fear of the vampires in human society. &lt;br /&gt;
&lt;br /&gt;
Yet once again, their morbid curiosity would see many more massacres in their future.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Angelus Clan ===&lt;br /&gt;
The Angelus are a clan of legendary demon hunters that protect the world from the invasion of evil forces. Over the course of human history, the Angelus have been a recurring force, passing on their skills to the next generation. &lt;br /&gt;
&lt;br /&gt;
After stopping a massive demon invasion many years ago, the clan laid dormant for a while… until one day, humans began to approach them with fears of the vampires of Gunsylvania... &lt;br /&gt;
&lt;br /&gt;
The Saints Above&lt;br /&gt;
In the old ages, religion had a massive foothold on the subconscious of humans, and churches had an overwhelming amount of power. Through these various religious corruptions existed an order known as “The Saints Above.” &lt;br /&gt;
&lt;br /&gt;
One day, this order approached the Angelus clan with a fabricated story regarding the vampires being “cursed humans possessed by demonic spirits”. This event would kick off a sustained conflict between the humans and the vampires, of which humans would attempt to take advantage of in order to bring themselves closer to discovering the secrets of the vampires. &lt;br /&gt;
&lt;br /&gt;
Of course, the Saints had no concern with putting humans at risk -- the only thing they desire is to finally bring their image of God to life, and exercise rule over humanity. And this whole time, the demons were watching this unfold, making their own plans as well…&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The First War ===&lt;br /&gt;
With the Angelus and the vampires now fully engaged in war, The Saints attempted to make moves to acquire the information and treasures they were looking for in Gunsylvania. &lt;br /&gt;
&lt;br /&gt;
As the wars continued, the sorceresses continued to exponentially increase in strength. Every drop of blood from every dead creature, they bent into their body, their thirst unquenchable. Their magicks became stronger and stronger, and the more they killed and the more they drank, the more they craved. After years and years of peace, finally a furious feast had arrived, and they would savor every last morsel.&lt;br /&gt;
&lt;br /&gt;
In the bloodshed of this war, one particular sorceress began to rise above her peers. “She with no name,” she was given the moniker of “Bullet” by her clan, as a signifier of her above-average precision with which she deals destruction to her enemies. Nobody is sure how or why, but this particular sorceress became especially notable for the incredible levels of strength that absorbing blood granted her. &lt;br /&gt;
&lt;br /&gt;
Bullet’s strength soon became something that humanity feared more than even the rest of the clan, and the Angelus quickly found themselves in a losing battle. The amount of warriors dying on each side was too disproportional for them to ever have hope of “restoring them to their former humanity”. But one day, they had a chance visit that they never would have expected… the Demon King, Diabolous,	 arrived with a message of teamwork.&lt;br /&gt;
&lt;br /&gt;
“We do not come to fight you, humans. We are both presented with a problem… The Sorceress. She is as much of a problem for you as she is for us. It is clear you do not have the strength to fight her alone. As we do not either. &lt;br /&gt;
But if we unite our forces together, our overwhelming might just be enough to finally take care of The Sorceress. And then the vampires will be no more, and you can finally discover what it is you wish to claim.&lt;br /&gt;
We have invaded your world in the past, but if The Sorceress is allowed to continue her onslaught, both of our worlds will ultimately be annihilated in her thirsty wake. &lt;br /&gt;
Surely you recognize that this is not an option either of our worlds can realistically ignore.”&lt;br /&gt;
&lt;br /&gt;
Desperate and bruised, the Angelus had no choice but to agree. This colossal moment of both human and demon history was recorded in the annals of time as “The Great Unity of Light and Dark.”&lt;br /&gt;
&lt;br /&gt;
The humans’ attack on the vampires one day suddenly slowed to a crawl, then stopped. Little did the vampires know that this escape was nothing more than a ploy to get them to drop their guard, allowing the United to perform a successful infiltration several weeks later. By this time, the humans had been given powerful demonic weaponry and defenses, and the Angelus were taught the art of demonic alchemy... as well as having the entire demon army on their side.&lt;br /&gt;
&lt;br /&gt;
After a successful, synchronized assassination of nearly all but a few of the vampire-sorceresses, the forces of the United all began to attack at once. With many of the vampires' line of defense weakened, Bullet took lead and continued to bring carnage and vengeance to the United’s armies. Even with their forces joined together, they were still unable to kill her, as she continued to siphon a disproportionate amount of bloody power from the swathes of warriors falling in her wake. &lt;br /&gt;
&lt;br /&gt;
Knowing there was no way to truly stop her, the United joined together in order to create a binding curse that would force The Sorceress into slumber for eternity, trapping her spirit in another dimension. This spell was created with the combined might of the Angelus and the demons, and with its casting, The Sorceress’s flames of destruction were finally quelled, and the humans would finally have the treasures that they so desired… except, by the time The Sorceress was sealed away, the remaining vampires had already taken many of their most prized possessions, and hidden themselves from the location. Humans would take this as an opportunity to settle on the land. Meanwhile, the demons returned home, with the humans unaware of their plan to return to claim the land again…&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Sorceress Resurrected ===&lt;br /&gt;
She is a vampire-sorceress; a member of the vampire clan with an exceptional skill and talent in the dark arts. One of the most feared sorceresses in the world.&lt;br /&gt;
&lt;br /&gt;
Some say she forgot her name. Others say she cast it -- and her very self -- aside in pursuit of mastering the dark arts. A few say that she never had a name in the first place; she was known only as either “The Sorceress” or “The Vampire”. The few close to her called her “Bullet”, a reference to her seemingly unnatural sense of speed, focus, and precision -- and her deadly nature.&lt;br /&gt;
&lt;br /&gt;
It is said that The Sorceress’s abilities were so strong, her mastery of the dark arts so complete, her dexterity so incredible, and her thirst for blood so extreme, that the forces of light and dark were forced to temporarily unite with each other simply just to take down a lone woman, a time which would come to be known as the “Great Unity of Light and Dark”. And even then, they were simply only able to seal her away with a curse…&lt;br /&gt;
&lt;br /&gt;
She had an arsenal built around two of her favorite things; blood -- bended from her victims’ fresh corpses into her veins, and skulls -- her magical conduit of choice and her favorite “collector’s item”, shattered into bullets and fed into the magazines of her two custom magic handguns, The Catalysts. The coffin she slept in was itself a weapon as well, and she carries it with her into battle, washing carnage and corpses over every land she walks upon with explosive firepower.&lt;br /&gt;
&lt;br /&gt;
Hundreds of years later, slumbering in the gungraveyard of Gunsylvania, she finds herself jolted awake, and thundering from her coffin. She looks around at the many demons and undead that have already started roaming the land, and the sound of her guns cocking is heard.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Development of ''Bullet Sorceress'' started in early '''September of 2020'''. It was originally designed as a sort-of &amp;quot;jam game&amp;quot; that was meant to be started and finished in under four months, with its first demo originally releasing on Halloween 2020, but as the game began to shape into form, it necessitated additional development time for game polish. As of April 2021, the game is still under development.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The inspiration for the game came about because of a mockup on PixelJoint, featuring Bayonetta fighting the angel Fortitudo in a 3/4 top-down shooting game perspective.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Bullet Sorceress/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# DANGER HEART Entertainment: https://danger-heart.itch.io/ &lt;br /&gt;
# Written by the developer ([[User:CHA-STG|CHA-STG]])&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=15362</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=15362"/>
		<updated>2022-03-04T14:35:48Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* End-of-Stage Bonus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
The player can select between three ship colors with Shot, Bomb, or Start.&lt;br /&gt;
&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game, or by entering a cheat code in the Gallery.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;gt;His Bomb releases a lightning storm with full screen coverage, but the lowest raw power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Raijin.png]]&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high power, technical ship. Mine options' angle can be adjusted.&amp;lt;br&amp;gt;His Bomb releases a cybernetic gravity hole with full screen coverage and high power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Jiderstand.png]]&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Features two options that fire homing missiles. Missiles track whatever enemy is closest.&amp;lt;br&amp;gt;Her Bomb is a snowstorm with a strong concentrated center stream.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Porchka.png]]&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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high-speed ship focused on power and aggression.&amp;lt;br&amp;gt;Her Bomb is a central fire blast with spreading fire shots to the side.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Carmine.png]]&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;Bomb releases four medallions that fire powerful laser blasts.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power, collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]]&amp;lt;br&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. Different size medals are worth different multiplier value. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&amp;lt;br&amp;gt;''Note: Medals do not have any point value; they only add to the multiplier.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the '''trillions'''. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}Collecting excess '''Power-Up''' icons will also reward the player with multiplier value. The value of extra P icons is '''+10''' in the first four stages, '''+50''' on stages 5 and 6, and '''+250''' on the final stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y * A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
==== End-of-Stage Bonus ====&lt;br /&gt;
The end-of-stage bonus rewards players with bonus score based on three things; the rate of boss destruction, rate of enemy destruction, and their remaining bomb stock. All three rewards are increased based on the multiplier, leading to these bonuses becoming exponentially more rewarding the further the player is into their run.&lt;br /&gt;
----&lt;br /&gt;
  BOSS BREAK: (1000 * Y) * Bs [* 2] * T * St &lt;br /&gt;
  Bs = Boss destruction percentage&lt;br /&gt;
  T = Time remaining&lt;br /&gt;
  St = Stage number&lt;br /&gt;
Boss Break Bonus rewards the player based on how much destruction they've inflicted upon the boss. &lt;br /&gt;
* If '''Bs''' is 100%, then this bonus is '''doubled'''.&lt;br /&gt;
* In the final stage, the value of '''T''' will always be set to 1.&lt;br /&gt;
* In later stages, efficiently and quickly destroying bosses can yield very high bonuses.&lt;br /&gt;
&lt;br /&gt;
  SHOOT DOWN: (10000 * Y) * Sh [* 2] * St &lt;br /&gt;
  Sh = Enemy destruction percentage&lt;br /&gt;
Shoot Down Bonus rewards the player with bonus score based on their efficiency in destroying as many enemies in the stage as possible.&lt;br /&gt;
* If '''Sh''' is 100%, then this bonus is '''doubled'''.&lt;br /&gt;
&lt;br /&gt;
  BOMB RESERVE: (10000 * Y) * Bm * St&lt;br /&gt;
  Bm = Bombs remaining at end of stage&lt;br /&gt;
Bomb Reserve Bonus rewards the player with additional score for holding onto their bomb stock. This is the least-valuable end-of-stage bonus, but can still yield high score gain.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=15280</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=15280"/>
		<updated>2022-03-03T12:49:37Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* End-of-Stage Bonus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
The player can select between three ship colors with Shot, Bomb, or Start.&lt;br /&gt;
&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game, or by entering a cheat code in the Gallery.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;gt;His Bomb releases a lightning storm with full screen coverage, but the lowest raw power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Raijin.png]]&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high power, technical ship. Mine options' angle can be adjusted.&amp;lt;br&amp;gt;His Bomb releases a cybernetic gravity hole with full screen coverage and high power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Jiderstand.png]]&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Features two options that fire homing missiles. Missiles track whatever enemy is closest.&amp;lt;br&amp;gt;Her Bomb is a snowstorm with a strong concentrated center stream.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Porchka.png]]&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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high-speed ship focused on power and aggression.&amp;lt;br&amp;gt;Her Bomb is a central fire blast with spreading fire shots to the side.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Carmine.png]]&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;Bomb releases four medallions that fire powerful laser blasts.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power, collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]]&amp;lt;br&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. Different size medals are worth different multiplier value. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&amp;lt;br&amp;gt;''Note: Medals do not have any point value; they only add to the multiplier.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the '''trillions'''. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}Collecting excess '''Power-Up''' icons will also reward the player with multiplier value. The value of extra P icons is '''+10''' in the first four stages, '''+50''' on stages 5 and 6, and '''+250''' on the final stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y * A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
==== End-of-Stage Bonus ====&lt;br /&gt;
The end-of-stage bonus rewards players with bonus score based on three things; the rate of boss destruction, rate of enemy destruction, and their remaining bomb stock. All three rewards are increased based on the multiplier, leading to these bonuses becoming exponentially more rewarding the further the player is into their run.&lt;br /&gt;
----&lt;br /&gt;
  BOSS BREAK: (1000 * Y) * Bs * T * St [* 2]&lt;br /&gt;
  Bs = Boss destruction percentage&lt;br /&gt;
  T = Time remaining&lt;br /&gt;
  St = Stage number&lt;br /&gt;
Boss Break Bonus rewards the player based on how much destruction they've inflicted upon the boss. &lt;br /&gt;
* If '''Bs''' is 100%, then this bonus is '''doubled'''.&lt;br /&gt;
* In the final stage, the value of '''T''' will always be set to 1.&lt;br /&gt;
* In later stages, efficiently and quickly destroying bosses can yield very high bonuses.&lt;br /&gt;
&lt;br /&gt;
  SHOOT DOWN: (10000 * Y) * Sh * St [* 2]&lt;br /&gt;
  Sh = Enemy destruction percentage&lt;br /&gt;
Shoot Down Bonus rewards the player with bonus score based on their efficiency in destroying as many enemies in the stage as possible.&lt;br /&gt;
* If '''Sh''' is 100%, then this bonus is '''doubled'''.&lt;br /&gt;
&lt;br /&gt;
  BOMB RESERVE: (10000 * Y) * Bm * St&lt;br /&gt;
  Bm = Bombs remaining at end of stage&lt;br /&gt;
Bomb Reserve Bonus rewards the player with additional score for holding onto their bomb stock. This is the least-valuable end-of-stage bonus, but can still yield high score gain.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=15279</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=15279"/>
		<updated>2022-03-03T12:48:52Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* End-of-Stage Bonus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
The player can select between three ship colors with Shot, Bomb, or Start.&lt;br /&gt;
&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game, or by entering a cheat code in the Gallery.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;gt;His Bomb releases a lightning storm with full screen coverage, but the lowest raw power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Raijin.png]]&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high power, technical ship. Mine options' angle can be adjusted.&amp;lt;br&amp;gt;His Bomb releases a cybernetic gravity hole with full screen coverage and high power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Jiderstand.png]]&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Features two options that fire homing missiles. Missiles track whatever enemy is closest.&amp;lt;br&amp;gt;Her Bomb is a snowstorm with a strong concentrated center stream.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Porchka.png]]&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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high-speed ship focused on power and aggression.&amp;lt;br&amp;gt;Her Bomb is a central fire blast with spreading fire shots to the side.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Carmine.png]]&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;Bomb releases four medallions that fire powerful laser blasts.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power, collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]]&amp;lt;br&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. Different size medals are worth different multiplier value. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&amp;lt;br&amp;gt;''Note: Medals do not have any point value; they only add to the multiplier.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the '''trillions'''. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}Collecting excess '''Power-Up''' icons will also reward the player with multiplier value. The value of extra P icons is '''+10''' in the first four stages, '''+50''' on stages 5 and 6, and '''+250''' on the final stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y * A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
==== End-of-Stage Bonus ====&lt;br /&gt;
The end-of-stage bonus rewards players with bonus score based on three things; the rate of boss destruction, rate of enemy destruction, and their remaining bomb stock. All three rewards are increased based on the multiplier, leading to these bonuses becoming exponentially more rewarding the further the player is into their run.&lt;br /&gt;
----&lt;br /&gt;
  BOSS BREAK: (1000 * Y) * Bs * T * St [* 2]&lt;br /&gt;
  Bs = Boss destruction percentage&lt;br /&gt;
  T = Time remaining&lt;br /&gt;
  St = Stage number&lt;br /&gt;
Boss Break Bonus rewards the player based on how much destruction they've inflicted upon the boss. &lt;br /&gt;
* If '''Bs''' is 100%, then this bonus is doubled.&lt;br /&gt;
* In the final stage, the value of '''T''' will always be set to 1.&lt;br /&gt;
* In later stages, efficiently and quickly destroying bosses can yield very high bonuses.&lt;br /&gt;
&lt;br /&gt;
  SHOOT DOWN: (10000 * Y) * Sh * St [* 2]&lt;br /&gt;
  Sh = Enemy destruction percentage&lt;br /&gt;
Shoot Down Bonus rewards the player with bonus score based on their efficiency in destroying as many enemies in the stage as possible.&lt;br /&gt;
* If '''Sh''' is 100%, then this bonus is '''doubled'''.&lt;br /&gt;
&lt;br /&gt;
  BOMB RESERVE: (10000 * Y) * Bm * St&lt;br /&gt;
  Bm = Bombs remaining at end of stage&lt;br /&gt;
Bomb Reserve Bonus rewards the player with additional score for holding onto their bomb stock. This is the least-valuable end-of-stage bonus, but can still yield high score gain.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=15278</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=15278"/>
		<updated>2022-03-03T12:45:30Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Multiplier Breakdown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
The player can select between three ship colors with Shot, Bomb, or Start.&lt;br /&gt;
&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game, or by entering a cheat code in the Gallery.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;gt;His Bomb releases a lightning storm with full screen coverage, but the lowest raw power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Raijin.png]]&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high power, technical ship. Mine options' angle can be adjusted.&amp;lt;br&amp;gt;His Bomb releases a cybernetic gravity hole with full screen coverage and high power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Jiderstand.png]]&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Features two options that fire homing missiles. Missiles track whatever enemy is closest.&amp;lt;br&amp;gt;Her Bomb is a snowstorm with a strong concentrated center stream.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Porchka.png]]&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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high-speed ship focused on power and aggression.&amp;lt;br&amp;gt;Her Bomb is a central fire blast with spreading fire shots to the side.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Carmine.png]]&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;Bomb releases four medallions that fire powerful laser blasts.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power, collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]]&amp;lt;br&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. Different size medals are worth different multiplier value. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&amp;lt;br&amp;gt;''Note: Medals do not have any point value; they only add to the multiplier.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the '''trillions'''. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}Collecting excess '''Power-Up''' icons will also reward the player with multiplier value. The value of extra P icons is '''+10''' in the first four stages, '''+50''' on stages 5 and 6, and '''+250''' on the final stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y * A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
==== End-of-Stage Bonus ====&lt;br /&gt;
The end-of-stage bonus rewards players with bonus score based on three things; the rate of boss destruction, rate of enemy destruction, and their remaining bomb stock. All three rewards are increased based on the multiplier, leading to these bonuses becoming exponentially more rewarding the further the player is into their run.&lt;br /&gt;
----&lt;br /&gt;
  BOSS BREAK: (1000 * Y) * Bs * T * St&lt;br /&gt;
  Bs = Boss destruction percentage&lt;br /&gt;
  T = Time remaining&lt;br /&gt;
  St = Stage number&lt;br /&gt;
Boss Break Bonus rewards the player based on how much destruction they've inflicted upon the boss. &lt;br /&gt;
* If '''Bs''' is 100%, then this bonus is doubled.&lt;br /&gt;
* In the final stage, the value of '''T''' will always be set to 1.&lt;br /&gt;
* In later stages, efficiently and quickly destroying bosses can yield very high bonuses.&lt;br /&gt;
&lt;br /&gt;
  SHOOT DOWN: (10000 * Y) * Sh * St&lt;br /&gt;
  Sh = Enemy destruction percentage&lt;br /&gt;
Shoot Down Bonus rewards the player with bonus score based on their efficiency in destroying as many enemies in the stage as possible.&lt;br /&gt;
* If '''Sh''' is 100%, then this bonus is doubled.&lt;br /&gt;
&lt;br /&gt;
  BOMB RESERVE: (10000 * Y) * Bm * St&lt;br /&gt;
  Bm = Bombs remaining at end of stage&lt;br /&gt;
Bomb Reserve Bonus rewards the player with additional score for holding onto their bomb stock. This is the least-valuable end-of-stage bonus, but can still yield high score gain.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Bullet_Sorceress&amp;diff=15157</id>
		<title>Bullet Sorceress</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Bullet_Sorceress&amp;diff=15157"/>
		<updated>2022-02-28T05:25:45Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo_BulletSorceress_2x.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #C0022B&lt;br /&gt;
|title = Bullet Sorceress&lt;br /&gt;
|background = #FE7290&lt;br /&gt;
|image = Title_BulletSorceress.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen (Apr 13 2021)&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = DANGER HEART Entertainment&lt;br /&gt;
|&lt;br /&gt;
|music = n/a&lt;br /&gt;
|&lt;br /&gt;
|program = Chloe Taylor&lt;br /&gt;
|&lt;br /&gt;
|art = [[user:CHA-STG|Lyn-Marie Charlene Excelsia]]&lt;br /&gt;
|&lt;br /&gt;
|releasedate = TBD&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bullet Sorceress: Shooting Action Carnage ==&lt;br /&gt;
'''''Bullet Sorceress: Shooting Action Carnage''''' is a 2022 vertical shooting game developed by '''DANGER HEART Entertainment'''. The game's art, design, and writing is done by [[user:CHA-STG|Lyn-Marie Charlene Excelsia]], with engine work done by Chloe Taylor. This is the duo's third game, following the in-development (as of 2021) character action platformer ''The Joylancer: Legendary Motor Knight'', and the canceled action card battler ''Card Witch.'' The game emphasizes colorful visual style, loud personality, and fast-paced action as part of its core tenets. &lt;br /&gt;
&lt;br /&gt;
As the titular, freshly-resurrected vampire &amp;quot;'''The Sorceress'''&amp;quot;, the player guns their way through five to six stages in horror-inspired locales, chasing down a religious extremist named '''Father Johnson''' who is attempting to save the world from an Armageddon-level demon invasion that he himself summoned. At the same time, The Sorceress will find herself chased down by the reaper known as '''Death''', as she attempts to take the soul of The Sorceress and drag her back down to Hell with her. &amp;quot;Bullet&amp;quot; travels through many locales of the isle of '''Gunsylvania''', eliminating demons, ghouls and other assorted creatures that have taken comfort in her home since her banishment.&lt;br /&gt;
&lt;br /&gt;
The game features a standard arcade mode, with the game's five stages split up into four &amp;quot;scenes&amp;quot; each --  scenes 2 and 4 of each stage serving as mini-boss and boss encounters respectively. There are also a selection of challenge stages and trials that offer unique arranges of stage layouts, all of which can be accessed via Stage Select mode. As of April 2021, the game is planning to include three additional modes: Mayhem Arrange -- featuring a constantly-increasing rank system, alternate control format, and new stages, Endless Attack -- wave-based stages with an infinite looping system, and Story Mode -- focusing on the story events of the game, with several chapters to pick and arranged gameplay (post-release update).&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Bullet Sorceress'' utilizes four buttons for its core actions. Two buttons are dedicated to her standard fire, with the other two serving as her auxiliary weapons that consume resources. The game utilizes a bomb system with a lenient activation window, and a [[hyper system]] that temporarily unlocks two highly powerful weapons.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Aim Shot):''' Fires the player's main weapon while locking the shooting direction. &lt;br /&gt;
** When using the Aim Shot, Sorceress moves slower and fires her guns at a higher rate.&lt;br /&gt;
* '''B (Revenge Trigger):''' Releases a bomb attack, dealing massive damage to everything on screen and instantly collecting any items on the screen. &lt;br /&gt;
** While grazing bullets, bomb attacks are stronger. The strongest type of bomb is used by bombing the moment you take damage.&lt;br /&gt;
** Using bombs lowers the game's Mayhem Level (rank).&lt;br /&gt;
* '''C (Free Shot):''' Fires the player's main weapon. &lt;br /&gt;
** Sorceress will aim in two directions at once if she is moving.&lt;br /&gt;
* '''D (Carnage Trigger):''' Activates Sorceress's berserk mode, granting her access to a bullet-destroying laser and a screen-covering wide shot for a limited time. Requires at least Lv.1 shot strength (cannot be used at Lv.0), and spends 1 shot level on activation. &lt;br /&gt;
*** '''A (Laser Cannon):''' Fires a laser with an instantaneous hitbox. Deals constant damage to targets it hits. It is also capable of destroying enemy bullets, converting them into Score Gems. The Laser increases the rate that the Blood Carnage meter drains, but hitting and destroying enemies will slow down the draining rate.&lt;br /&gt;
*** '''C (Megaton-Caliber Chaingun):''' Rapid-fires a burst of large and powerful shots across an extremely wide radius. Up close, it deals devastating damage.&lt;br /&gt;
** Activating Carnage Trigger also increases the [[Bullet Sorceress#Rank|Mayhem Level]] of the run.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
==== The Catalysts ====&lt;br /&gt;
Sorceress's primary weapons, her twin handguns that she forged herself 900 years ago. &lt;br /&gt;
&lt;br /&gt;
The player can fire a large volley of concentrated shots forward, or drift their aim 45 / 90 degrees with one gun, with the second gun locked firing straight shots. Aiming is done by moving the character left / up-left (to aim 45 degrees) or down-left (to aim 90 degrees). To lock Sorceress's aim a direction, the player can hold Fixed Shot (A button) to lock to 0/45/90 degrees.&lt;br /&gt;
* Split Shots from Sorceress's side handgun deal higher damage (3) than Straight Shots from her forward handgun (2).&lt;br /&gt;
&lt;br /&gt;
==== Blood Carnage ====&lt;br /&gt;
Shot strength and properties are determined by a &amp;quot;three-tier&amp;quot; meter called the Blood Carnage meter (or Blood Level). The player starts at Lv.1, gains a level with every full bar of Blood collected, and loses a level with every hit of damage taken, or with every hyper used. When the player is knocked down to Lv.0, any following hit becomes fatal, causing the player to lose a Heart. &lt;br /&gt;
* If the player earns another bar while carrying 3 Blood levels stocked, they will enter a temporary fourth state called Lv.OVER, where the handguns' fire rate increases beyond its normal speed until the Blood Carnage meter empties.&lt;br /&gt;
&lt;br /&gt;
==== Violent Thirst ====&lt;br /&gt;
&amp;quot;Do not approach Vampires, for even their mere presence drains fickle blood from your body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sorceress has full damage coverage around her body when firing her handguns, where she deals constant damage up-close. This can be used in conjunction with shots up close to deal massive damage. &lt;br /&gt;
* When Violent Thirst is active, Sorceress slowly begins building up Blood Carnage meter. This makes aggressive close-range play beneficial for building up shot strength as well.&lt;br /&gt;
&lt;br /&gt;
==== Boost Shot ====&lt;br /&gt;
When Sorceress is not shooting her handguns, she concentrates energy through them, augmenting the bullets within.&lt;br /&gt;
&lt;br /&gt;
The player can stock up a maximum of six Boost Shots by not pressing either shooting button. When any Fire button ispressed, Sorceress releases the energy in powerful piercing bullets that hit several times per bullet and are able to fire through solid walls and objects.&lt;br /&gt;
* Boost Shots charge up quicker while grazing enemy bullets.&lt;br /&gt;
&lt;br /&gt;
==== Revenge Trigger ====&lt;br /&gt;
An explosive payload is launched from Sorceress's Conduit Coffin, which litters the screen in destruction. &lt;br /&gt;
&lt;br /&gt;
Revenge Triggers cause all enemies to spawn Blood Drops on death, with Blood-type enemies dropping increased amounts of blood based on the type of bomb fired.&lt;br /&gt;
There are three types of Revenge Triggers:&lt;br /&gt;
* '''Standard''': Fired by pressing the B button any time.&lt;br /&gt;
* '''Excellent''' (Graze): Fired by pressing B while grazing against an enemy bullet. Blood generation by Blood-types is doubled.&lt;br /&gt;
* '''Perfect''' (Just): Press B within 20 frames of taking damage to instantly regenerate 1 Blood Carnage level and fire an emergency bomb that is three times as strong. Player damage/death is canceled and blood generation by Blood-types is tripled.&lt;br /&gt;
&lt;br /&gt;
==== Carnage Trigger ====&lt;br /&gt;
Fueled by a heart of destruction, Sorceress channels her bloodthirst and unleashes her Conduit Coffin, utilizing it as a power Laser Cannon and Megaton-Caliber Chaingun duo. &lt;br /&gt;
Enemies and objects destroyed by Carnage Trigger will drop Skulls, with Skull-type enemies dropping three times as many Skulls when killed. If the player has collected +3000pts of Skulls, all Skull drops become high-value Jackpot Skulls. Additionally, the Laser Cannon (A) creates an instant hitbox that destroys enemy bullets, and the Megaton Gun (C) fires giant projectiles that cover the screen with high-damage firepower.&lt;br /&gt;
&lt;br /&gt;
Carnage Trigger requires at least a Lv.1 Blood Carnage meter, and spends 1 Level to activate. When activated, the player is invulnerable for 60 frames. If the player takes damage or uses a Revenge Trigger, the hyper mode is canceled early. Once Carnage Trigger is activated, the Skull Value of small Skulls no longer increases, locking their score value to whatever they were before the player activated hyper.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
* '''Blood Drop''': Adds a point to the player's Blood Carnage Meter.&lt;br /&gt;
* '''Blood Vial''': Adds 25% to the player's Blood Carnage Meter.&lt;br /&gt;
* '''Heart''': Adds a Heart to the player's Life Stock. The player can stock six Hearts at once.&lt;br /&gt;
* '''Bomb Stock''': Adds a Bomb to the player's Bomb Stock. The player can stock six Bombs at once.&lt;br /&gt;
* '''Small Skull''' (Yellow): Collectable score items that increase in value exponentially. Adds 1 Skull to the Skull Counter.&lt;br /&gt;
* '''Jackpot Skull''' (Blue): Special score items that appear during a Carnage Trigger Jackpot. Adds 3 Skulls to the Skull Counter.&lt;br /&gt;
* '''Big Skull''' (White): Hidden score items that are dropped by destroyed objects and by destroying Formations that are set to drop Big Skulls. Big Skulls are worth 600pts multiplied by the value of the Skull Counter, and add 20 Skulls to the Skull Counter.&lt;br /&gt;
* '''Score Gem''' (Small): Generic score item, hidden inside destroyed and enemy Formations, as well as generated by bullets destroyed by Carnage Trigger's Laser Cannon. Worth 40pts.&lt;br /&gt;
* '''Score Gem''' (Large): Same as small gems, generated by bullets destroyed by Carnage Trigger's Laser Cannon aura. Worth 400pts.&lt;br /&gt;
* '''Ice Cream Cone'''(s): Score item that appears in destroyed objects and enemy Formations. There are six different flavors, each worth different score.&lt;br /&gt;
* '''Ice Cream Bowl'''(s): Mid-value scoring item that appears in destroyed objects and enemy Formations. The bowl covered in chocolate shell topping is worth the most score.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Bullet Sorceress'' uses an on-screen rank system, referred to by the game as the '''Mayhem Level'''. &lt;br /&gt;
Mayhem level affects four core attributes of the game: '''bullet speed''', '''bullet density''', '''enemy spawns''', and '''revenge bullets'''. &lt;br /&gt;
The rank typically starts at 00, and it maxes out at 40 in the standard gameplay modes.&lt;br /&gt;
&lt;br /&gt;
* '''Bullet Speed'''&lt;br /&gt;
** Increased every 3 Mayhem Levels. Bullets fired by enemies increase in speed.&lt;br /&gt;
* '''Bullet Density'''&lt;br /&gt;
** Increased at rank 20, 30 and 40. Enemies will fire progressively more complex and vicious bullet patterns.&lt;br /&gt;
* '''Enemy Spawns'''&lt;br /&gt;
** Increased at rank 5, 15, 25, 35 and 40. Enemy spawners that are locked behind rank begin to activate, causing more (or stronger) enemies to appear.&lt;br /&gt;
* '''Revenge Bullets'''&lt;br /&gt;
** Increased at rank 25 and several times after. Enemies begin firing bullet patterns on death. Revenge bullets can be sealed by being up close to the enemy when it is destroyed.&lt;br /&gt;
----&lt;br /&gt;
Mayhem Level is '''increased''' by the following actions:&lt;br /&gt;
* Activate Carnage Trigger ('''+4''')&lt;br /&gt;
* Activate a Jackpot Carnage Trigger ('''+5''')&lt;br /&gt;
* Complete a stage without losing a Heart ('''+1''')&lt;br /&gt;
* Complete a stage without taking damage ('''+3''')&lt;br /&gt;
&lt;br /&gt;
Mayhem Level is '''decreased''' by the following actions:&lt;br /&gt;
* Reduced automatically when Carnage Trigger ends ('''-1''')&lt;br /&gt;
* Use a Revenge Trigger ('''-2''')&lt;br /&gt;
** &amp;lt;small&amp;gt;''If Carnage Trigger is active, using Revenge Trigger will not reduce the Mayhem Level.''&amp;lt;/small&amp;gt;&lt;br /&gt;
* Lose a Heart ('''-6''')&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The primary scoring mechanic of ''Bullet Sorceress'' involves collecting Skulls of varying size and value, inspired by medal-chaining systems in games such as [[Battle Garegga]] and the [[Raiden Fighters]] series. &lt;br /&gt;
&lt;br /&gt;
* Skulls start at a value of '''100pts''', and every time a Skull is collected, the value of the next Skull is increased by '''+100pts''', up to a maximum of '''3000pts'''. &lt;br /&gt;
* Once the player has earned the +3000pts Skulls, they can activate Carnage Trigger to enable a &amp;quot;Jackpot!&amp;quot;, which changes all small Skulls into big '''Blue Skulls'''. Each Blue Skull is worth '''+6660pts''', and adds three skulls to the Skull Counter. When Carnage Trigger is deactivated, the value of Skulls is reset back to +100pts.&lt;br /&gt;
** Note that activating a Jackpot! hyper will increase the rank higher than a normal hyper.&lt;br /&gt;
* Lucrative scoring can be found by collecting hidden Big Skulls on stages after collecting particularly large amounts of Skulls.&lt;br /&gt;
&lt;br /&gt;
All three type of Skull collectibles award bonus points per Skull based on the type collected. Bonus score is also awarded by achieving specific accolades, as well as the Mayhem Level of the stage when completed.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Bullet Sorceress/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
=== The Vampire Clan ===&lt;br /&gt;
Long ago, in the land of Gunsylvania, existed a clan of vampires, secluded from the rest of society. The vampires kept many secrets, treasures, and libraries of knowledge; all of these various things humans found themselves morbidly interested in. Their curiosity led them to crusades across the seas and through the skies.&lt;br /&gt;
&lt;br /&gt;
Originally, visits by humans were rare and peaceful. The vampires would answer some of their questions, although their libraries continued to be off-limits. Humans would learn of vampire culture and live relatively in peace. However, that curiosity continued to linger. &lt;br /&gt;
&lt;br /&gt;
“What was in those castles? Where are their libraries of immense knowledge? Where are their treasures, their magicks? Could we discover what vampires truly are?”&lt;br /&gt;
&lt;br /&gt;
The visits became more frequent. More invasive. More aggressive. Eventually they turned violent. And so the vampires had no choice but to deal with the problem by forbidding humans from entering Gunsylvania.&lt;br /&gt;
&lt;br /&gt;
Then as the humans continued to persist and as their aggression increased, the vampires responded in kind, and humans experienced the deadly guardians of the land... the vampire-sorceresses, one of the many things they hoped to discover in their crusades -- or thought they would hope.&lt;br /&gt;
&lt;br /&gt;
The sorceresses brandished their weaponized catalysts, and humans experienced dark magic for the first time, as they were incinerated, shredded, disintegrated, or turned into half-vampires. Their blood was bended from their veins, through their wounds, in front of their dying eyes, as the sorceresses absorbed their spoils through their mouths and the pores of their skin. The few survivors spoke of their horrifying experience, and the stories circulated awareness and fear of the vampires in human society. &lt;br /&gt;
&lt;br /&gt;
Yet once again, their morbid curiosity would see many more massacres in their future.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Angelus Clan ===&lt;br /&gt;
The Angelus are a clan of legendary demon hunters that protect the world from the invasion of evil forces. Over the course of human history, the Angelus have been a recurring force, passing on their skills to the next generation. &lt;br /&gt;
&lt;br /&gt;
After stopping a massive demon invasion many years ago, the clan laid dormant for a while… until one day, humans began to approach them with fears of the vampires of Gunsylvania... &lt;br /&gt;
&lt;br /&gt;
The Saints Above&lt;br /&gt;
In the old ages, religion had a massive foothold on the subconscious of humans, and churches had an overwhelming amount of power. Through these various religious corruptions existed an order known as “The Saints Above.” &lt;br /&gt;
&lt;br /&gt;
One day, this order approached the Angelus clan with a fabricated story regarding the vampires being “cursed humans possessed by demonic spirits”. This event would kick off a sustained conflict between the humans and the vampires, of which humans would attempt to take advantage of in order to bring themselves closer to discovering the secrets of the vampires. &lt;br /&gt;
&lt;br /&gt;
Of course, the Saints had no concern with putting humans at risk -- the only thing they desire is to finally bring their image of God to life, and exercise rule over humanity. And this whole time, the demons were watching this unfold, making their own plans as well…&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The First War ===&lt;br /&gt;
With the Angelus and the vampires now fully engaged in war, The Saints attempted to make moves to acquire the information and treasures they were looking for in Gunsylvania. &lt;br /&gt;
&lt;br /&gt;
As the wars continued, the sorceresses continued to exponentially increase in strength. Every drop of blood from every dead creature, they bent into their body, their thirst unquenchable. Their magicks became stronger and stronger, and the more they killed and the more they drank, the more they craved. After years and years of peace, finally a furious feast had arrived, and they would savor every last morsel.&lt;br /&gt;
&lt;br /&gt;
In the bloodshed of this war, one particular sorceress began to rise above her peers. “She with no name,” she was given the moniker of “Bullet” by her clan, as a signifier of her above-average precision with which she deals destruction to her enemies. Nobody is sure how or why, but this particular sorceress became especially notable for the incredible levels of strength that absorbing blood granted her. &lt;br /&gt;
&lt;br /&gt;
Bullet’s strength soon became something that humanity feared more than even the rest of the clan, and the Angelus quickly found themselves in a losing battle. The amount of warriors dying on each side was too disproportional for them to ever have hope of “restoring them to their former humanity”. But one day, they had a chance visit that they never would have expected… the Demon King, Diabolous,	 arrived with a message of teamwork.&lt;br /&gt;
&lt;br /&gt;
“We do not come to fight you, humans. We are both presented with a problem… The Sorceress. She is as much of a problem for you as she is for us. It is clear you do not have the strength to fight her alone. As we do not either. &lt;br /&gt;
But if we unite our forces together, our overwhelming might just be enough to finally take care of The Sorceress. And then the vampires will be no more, and you can finally discover what it is you wish to claim.&lt;br /&gt;
We have invaded your world in the past, but if The Sorceress is allowed to continue her onslaught, both of our worlds will ultimately be annihilated in her thirsty wake. &lt;br /&gt;
Surely you recognize that this is not an option either of our worlds can realistically ignore.”&lt;br /&gt;
&lt;br /&gt;
Desperate and bruised, the Angelus had no choice but to agree. This colossal moment of both human and demon history was recorded in the annals of time as “The Great Unity of Light and Dark.”&lt;br /&gt;
&lt;br /&gt;
The humans’ attack on the vampires one day suddenly slowed to a crawl, then stopped. Little did the vampires know that this escape was nothing more than a ploy to get them to drop their guard, allowing the United to perform a successful infiltration several weeks later. By this time, the humans had been given powerful demonic weaponry and defenses, and the Angelus were taught the art of demonic alchemy... as well as having the entire demon army on their side.&lt;br /&gt;
&lt;br /&gt;
After a successful, synchronized assassination of nearly all but a few of the vampire-sorceresses, the forces of the United all began to attack at once. With many of the vampires' line of defense weakened, Bullet took lead and continued to bring carnage and vengeance to the United’s armies. Even with their forces joined together, they were still unable to kill her, as she continued to siphon a disproportionate amount of bloody power from the swathes of warriors falling in her wake. &lt;br /&gt;
&lt;br /&gt;
Knowing there was no way to truly stop her, the United joined together in order to create a binding curse that would force The Sorceress into slumber for eternity, trapping her spirit in another dimension. This spell was created with the combined might of the Angelus and the demons, and with its casting, The Sorceress’s flames of destruction were finally quelled, and the humans would finally have the treasures that they so desired… except, by the time The Sorceress was sealed away, the remaining vampires had already taken many of their most prized possessions, and hidden themselves from the location. Humans would take this as an opportunity to settle on the land. Meanwhile, the demons returned home, with the humans unaware of their plan to return to claim the land again…&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The Sorceress Resurrected ===&lt;br /&gt;
She is a vampire-sorceress; a member of the vampire clan with an exceptional skill and talent in the dark arts. One of the most feared sorceresses in the world.&lt;br /&gt;
&lt;br /&gt;
Some say she forgot her name. Others say she cast it -- and her very self -- aside in pursuit of mastering the dark arts. A few say that she never had a name in the first place; she was known only as either “The Sorceress” or “The Vampire”. The few close to her called her “Bullet”, a reference to her seemingly unnatural sense of speed, focus, and precision -- and her deadly nature.&lt;br /&gt;
&lt;br /&gt;
It is said that The Sorceress’s abilities were so strong, her mastery of the dark arts so complete, her dexterity so incredible, and her thirst for blood so extreme, that the forces of light and dark were forced to temporarily unite with each other simply just to take down a lone woman, a time which would come to be known as the “Great Unity of Light and Dark”. And even then, they were simply only able to seal her away with a curse…&lt;br /&gt;
&lt;br /&gt;
She had an arsenal built around two of her favorite things; blood -- bended from her victims’ fresh corpses into her veins, and skulls -- her magical conduit of choice and her favorite “collector’s item”, shattered into bullets and fed into the magazines of her two custom magic handguns, The Catalysts. The coffin she slept in was itself a weapon as well, and she carries it with her into battle, washing carnage and corpses over every land she walks upon with explosive firepower.&lt;br /&gt;
&lt;br /&gt;
Hundreds of years later, slumbering in the gungraveyard of Gunsylvania, she finds herself jolted awake, and thundering from her coffin. She looks around at the many demons and undead that have already started roaming the land, and the sound of her guns cocking is heard.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Development of ''Bullet Sorceress'' started in early '''September of 2020'''. It was originally designed as a sort-of &amp;quot;jam game&amp;quot; that was meant to be started and finished in under four months, with its first demo originally releasing on Halloween 2020, but as the game began to shape into form, it necessitated additional development time for game polish. As of April 2021, the game is still under development.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The inspiration for the game came about because of a mockup on PixelJoint, featuring Bayonetta fighting the angel Fortitudo in a 3/4 top-down shooting game perspective.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Bullet Sorceress/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# DANGER HEART Entertainment: https://danger-heart.itch.io/ &lt;br /&gt;
# Written by the developer ([[User:CHA-STG|CHA-STG]])&lt;br /&gt;
&lt;br /&gt;
[[Category:Independent/Doujin shooting games]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Shmups_Wiki:List_of_shooting_games&amp;diff=15060</id>
		<title>Shmups Wiki:List of shooting games</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Shmups_Wiki:List_of_shooting_games&amp;diff=15060"/>
		<updated>2022-02-23T04:39:02Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
This page contains links to every game that we ''currently'' have a wiki page written about in our Library. &lt;br /&gt;
&lt;br /&gt;
If you notice a game is missing, consider '''[[(Template Page)#Creating a new page|starting a page]]'''! ❤️ &lt;br /&gt;
&lt;br /&gt;
A robust list of 100% free-to-play games can be found '''[[Free to Play|here]]'''!&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Developer !! Publisher !! Year !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aeon Zenith]]'' || [[User:Squire Grooktook|Squire Grooktook]] || Squire Grooktook || TBD || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page. '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aero Fighters 2]]'' || [[Video System]] || Video System || 1994 || &amp;lt;small&amp;gt;'''⭐''' Stub page. '''Needs content'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Aero Fighters 3]]'' || [[Video System]] || Video System || 1995 || &amp;lt;small&amp;gt;'''⭐''' Stub page. '''Needs content'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Akai Katana]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page; '''needs content &amp;amp; formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Akuu Gallet]] / Air Gallet'' || [[Gazelle]] || Banpresto || 1996 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page. Formatting is good so far, but needs content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ALLTYNEX Second]]'' || [[SITER SKAIN]] || Nyu Media || 2013 || &amp;lt;small&amp;gt;'''⭐⭐''' Fairly new WIP page, needs images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[AngerForce: Reloaded]]'' || [[Screambox Studio]] || Screambox Studio || 2019 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Well-detailed page, missing images and some '''formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[AngerForce: Strikers]]'' || [[Screambox Studio]] || Screambox Studio || 2014 || &amp;lt;small&amp;gt;'''⭐''' Stub page and fork of [[AngerForce: Reloaded]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Apare Usapie!]]'' || [[Sorafune Atelier]] || Sorafune Atelier || 2015(?) || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs more info. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed Police Batrider]]'' || [[Raizing]] || Eighting || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Great info, needs page formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Barrage Fantasia]]'' || [[Hanaji Games]] || Hanaji Games || 2021 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs more info. Controls, scoring and items missing&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Batsugun]]'' || [[Toaplan]] || Toaplan || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Bakraid]]'' || [[Raizing]] || Eighting || 1999 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Gameplay overview and controls are missing&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Battle Garegga]]'' || [[Raizing]] || Eighting || 1996 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page verified by top players!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blaynix]]'' || [[zakichi]] || zakichi || 2011 || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs more info. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Blue Revolver]]'' || [[Stellar Circle]] || Stellar Circle || 2016 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[BroodStar]]'' || [[User:Razeal|Razeal]] || Razeal || 2020 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Bullet Sorceress]]'' || [[DANGER HEART Entertainment]] || DANGER HEART Entertainment || TBD 2022 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Celtreos]]'' || [[User:vornaff|Kevin Grant]] || Kevin Grant || 2017 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' '''This wiki page was created by the developer!''' Just missing some formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Chaos Field]]'' || [[MileStone]] || Able Corporation || 2004 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page, just needs some formatting updates&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cho Ren Sha 68K]]'' || [[Koichi Yoshida]] || Koichi Yoshida || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Choujikuu Yousai Macross II]]'' || [[NMK]] || Banpresto || 1995 || &amp;lt;small&amp;gt;'''⭐''' Stub page. Contains dev team credits + some basic history&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton: Fantastic Night Dreams]]'' || [[Success]] || Success || 1991 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start but still has some template leftovers&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Cotton 2: Magical Night Dreams]]'' || [[Success]] || Success || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start but still has some template leftovers&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crimzon Clover]]'' || [[YOTSUBANE]] || YOTSUBANE || 2011 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs mode descriptions. This page is for the original doujin release.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crimzon Clover: World Ignition]] / World EXplosion'' || [[YOTSUBANE]] || Degica Games || 2014 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs mode descriptions. Includes the latest revision.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Crisis Wing]]'' || [[Pieslice Productions]] || Pieslice Productions || 2020 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dangun Feveron]] / Fever S.O.S.'' || [[CAVE]] || Atlus || 1998 || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs formatting and content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Danmaku Unlimited 2]]'' || [[Doragon Entertainment]] || Doragon Entertainment || 2013 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Danmaku Unlimited 3]]'' || [[Doragon Entertainment]] || Doragon Entertainment || 2017 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius Gaiden]]'' || [[Taito]] || Taito || 1994 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Darius Twin]]'' || [[Taito]] || Taito || 1991 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deathsmiles]]'' || [[CAVE]] || AMI || 2007 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion and formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Deathsmiles Mega Black Label]]'' || [[CAVE]] || AMI || 2008 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi]]'' || [[CAVE]] || Atlus || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu]] / DoDonPachi Resurrection'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''&amp;lt;br&amp;gt;'''''Includes information about several releases!'''''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Arrange A]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Arrange B]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page, verified by top (and frequent) players!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Black Label]]'' || [[CAVE]] || AMI || 2010 (?) || &amp;lt;small&amp;gt;'''⭐⭐''' Contains some details on mechanics and gameplay. Needs formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Black Label Arrange]]'' || [[CAVE]] || AMI || 2011 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page created by top player! Needs some updates to formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.0]]'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''; could use more images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.5]]'' || [[CAVE]] || CAVE || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page created by top player! Needs images &amp;amp; some '''formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiFukkatsu Ver1.51]]'' || [[CAVE]] || CAVE || 2010 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Slim on content and formatting, but what's there is good.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiOuJou]] White Label'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Great content; '''In need of formatting update''', lacking images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi DaiOuJou Black Label]]'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi MAXIMUM]]'' || [[CAVE]] || CAVE || 2012 || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs '''information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi SaiDaiOuJou]]'' || [[CAVE]] || CAVE || 2012 || &amp;lt;small&amp;gt;'''⭐''' Stub page, '''needs information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DoDonPachi SaiDaiOuJou exA Label]]'' || [[exA Arcadia]] || exA Arcadia || 2020 || &amp;lt;small&amp;gt;'''⭐''' Stub page, '''needs information'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dogyuun]]'' || [[Toaplan]] || Toaplan || 1992 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[DonPachi]]'' || [[CAVE]] || Atlus || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched page; '''in need of minor formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dragon Blaze]]'' || [[Psikyo]] || Psikyo || 2000 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ESP Ra.De.]]'' || [[CAVE]] || Atlus || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''In need of formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Espgaluda]]'' || [[CAVE]] || AMI || 2003 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Espgaluda II]]'' || [[CAVE]] || AMI || 2005 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[F/A]] / Fighter &amp;amp; Attacker'' || [[Namco]] || Namco || 1992 || &amp;lt;small&amp;gt;'''⭐⭐''' Contains strategy and some starter info. Missing images.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Galshell: Blood Red Skies]]'' '''(18+)''' || [[Akiragoya]] || Akiragoya || 2004 || &amp;lt;small&amp;gt;'''⭐''' Borderline empty page. Could use info, formatting, and research. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gemini Wing]]'' || [[Tecmo]] || Tecmo || 1987 || &amp;lt;small&amp;gt;'''⭐''' Stub page.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Giga Wing]]'' || [[Takumi]] || Capcom || 1999 || &amp;lt;small&amp;gt;'''⭐⭐''' Early page with a fair amount of missing content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Giga Wing 2]]'' || [[Takumi]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Great Mahou Daisakusen]] / Dimahoo'' || [[Raizing]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunbird 2]]'' || [[Psikyo]] || Psikyo || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Great info, could use a small formatting update&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gundemonium]]'' || [[Platine Dispositif]] || Rockin' Android || 2003 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page, could use minor formatting update&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Gunroar]]'' || [[Kenta Cho]] || Kenta Cho || ???? || &amp;lt;small&amp;gt;'''⭐''' Stub page, needs more info. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Guwange]]'' || [[CAVE]] || Atlus || 1999 || &amp;lt;small&amp;gt;'''⭐⭐''' In a pretty early state. '''Missing formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hacha Mecha Fighter]]'' || [[NMK]] || NMK || 1991 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Harmful Park]]'' || [[Sky Think System]] || Sky Think System || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Great info, just missing '''formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hellsinker.]]'' || [[Ruminant's Whimper]] || Ruminant's Whimper || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Highly detailed and well-researched page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Hishouzame]]'' || [[Toaplan]] || Taito || 1987 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing '''formatting and organization'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ibara]]'' || [[CAVE]] || CAVE || 2005 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ikaruga]]'' || [[Treasure]] || Treasure || 2001 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' High quality, well-researched page, just missing some formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Illmatic Envelope (Illvelo)|Illmatic Envelope]] / Illvelo'' || [[Milestone]] || Milestone || 2008 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality, well-researched page! Just missing some minor formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Jamestown]]'' || Final Form Games || Batterystaple Games || 2011 || &amp;lt;small&amp;gt;'''⭐⭐''' Low on content, contains template leftovers.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaiju Kite Attack]]'' || PWCA || PWCA || 2019 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing formatting and organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaikan]]'' || Zakichi || ©-kigekiyahonpo- || 2013 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent info! Could probably use a '''visual/formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Ketsui: Kizuna Jigoku Tachi]]'' || [[CAVE]] || AMI || 2002 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info! Missing formatting and organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kyuukyoku Tiger]] / Twin Cobra'' || [[Toaplan]] || Taito || 1987 || &amp;lt;small&amp;gt;'''⭐''' Stub page with some basic info; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Lotus Land Story]] / Touhou Gensoukyou'' || [[ZUNsoft]] / [[Amusement Makers]] || Taito || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good info, just a tad lean. Missing formatting and organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mahou Daisakusen]] / Sorcer Striker'' || [[Raizing]] || Able Corporation || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Lots of good info, but needs page formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'' || [[Takumi]] || Capcom || 2000 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Recent content and formatting update. Still needs work!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mecha Ritz: Steel Rondo]]'' || [[HEY]] || HEY || 2016 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent info! Could probably use a '''visual/formatting update'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Moon Dancer]]'' || [[Terarin Games]] || Terarin Games || 2022 || &amp;lt;small&amp;gt;'''⭐''' Stub page with basic info&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mountain of Faith]]'' || [[Team Shanghai Alice]] || Team Shanghai Alice || 2007 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent page content!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Muchi Muchi Pork!]]'' || [[CAVE]] || CAVE || 2007 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[M.U.S.H.A.]] / Musha Aleste'' || [[Compile]] || Seismic Software Inc. || 1990 || &amp;lt;small&amp;gt;'''⭐⭐''' Starter page in development.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mushihimesama]]'' || [[CAVE]] || AMI || 2004 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Excellent information detail, just needs formatting. &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mushihimesama Futari]]'' || [[CAVE]] || AMI || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Extremely detailed page! Just has a few template remainders to get rid of and some minor formatting work.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mushihimesama Futari Black Label]]'' || [[CAVE]] || AMI || 2007 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Operation STEEL]]'' || [[User:BB|BB]] || BB || TBD 2021 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Stub page. '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[OutZone]]'' || [[Toaplan]] || Tecmo || 1990 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Highly complete page. Featuring an in-depth '''Strategy''' page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[P-47 Aces]]'' || [[NMK]] || Jaleco || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page! &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pawarumi]]'' || [[Manufacture 43]] || Manufacture 43 || 2018 || &amp;lt;small&amp;gt;'''⭐⭐''' Starter page in development.&amp;lt;/small&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| ''[[Phoenix]]'' || [[Amstar Electronics]] || Taito || 1978 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good starter info and some strategy info. '''Needs expansion and cleanup work.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pink Sweets: Ibara Sorekara]]'' || [[CAVE]] || CAVE || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good start, but still needs a bit of cleanup work&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Pleasure Hearts]]'' || [[M-KAI]] || M-KAI || 1999 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Precious Star]]'' || [[Ever-Juvenile]] || Ever-Juvenile || 2016 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Well-detailed page, could use more formatting. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Progear no Arashi]]'' || [[CAVE]] || Capcom || 2001 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Lots of info here, just needs a formatting pass &amp;amp; organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[QP Shooting - Dangerous!!]]'' || [[Orange Juice]] || Orange Juice || 2014 || &amp;lt;small&amp;gt;'''⭐''' Stub page; still contains many template leftovers&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Radirgy]]'' || [[RS34]] || RS34 || 2005 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Well-researched page! &amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Radirgy Swag]]'' || [[RS34]] || RS34 || 2019 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good info, but needs expansion and images&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden Fighters Jet]]'' || [[Seibu Kaihatsu]] || Seibu Kaihatsu || 1998 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Detailed page, but needs formatting update and page organization&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Raiden IV]]'' || [[MOSS]] || MOSS || 2007 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Recent updates to content and formatting!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[RefRain - prism memories -]]'' || [[RebRank]] || Degica Games || 2011 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Rigid Force Alpha]]'' || [[Com8Com1]] || Com8Com1 || 2018 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Contains good info. Still many template leftovers on page.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type]]'' || [[Irem]] || Irem || 1987 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Content great, needs formatting.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Same! Same! Same!]] / Fire Shark'' || [[Toaplan]] || Toaplan || 1989 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Schildmaid MX]]'' || [[HitP Studio]] || HitP Studio || 2021 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Fairly robust page, needs some expansion. **Partialy written by the developer!**&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sengoku Ace]] / Samurai Aces'' || [[Psikyo]] || Psikyo || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Well-researched and well-formatted page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sexy Parodius]]'' || [[Konami]] || Konami || 1996 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs content &amp;amp; formatting&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shikigami no Shiro 3]] / Castle of Shikigami 3'' || [[AlfaSystem]] || AlfaSystem || 2005 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Highly-detailed page written by frequent players, could use more images.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shippu Mahou Daisakusen]] / Kingdom Grand Prix'' || [[Raizing]] || Eighting || 1994 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' High quality page written by a top player&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Shining Shooting Star]] || [[SSS Dev Team]] 雨夜枫雪制作组 || SSS Dev Team雨夜枫雪制作组 || 2016 || &amp;lt;small&amp;gt;'''⭐⭐''' Stub page with some images. Needs content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sine Mora]]'' || [[Digital Reality]], [[Grasshopper Manufacture]] || THQ Nordic || 2012 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Well-detailed page, just needs '''images and some slight reorganization.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Sky Adventure]]'' || [[Alpha Denshi]] || ADK || 1989 || &amp;lt;small&amp;gt;'''⭐⭐''' Needs expansion on content.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soldier Force]]'' || [[Studio Siesta]] || Studio Siesta || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Needs some page reorganization and cleanup&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Soukyugurentai]] / Terra Diver'' || [[Raizing]] || Raizing || 1996 || &amp;lt;small&amp;gt;'''⭐''' Stub page&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Space Invaders]]'' || [[Taito]] || Taito || 1978 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Short but sweet!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[STELLAVANITY - Prelude to the Destined Calamity -]]'' || [[TRIS-GRAM]] || TRIS-GRAM || 2012 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good starter info, still has some stubs from the tmeplate&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945]]'' || [[Psikyo]] || Psikyo || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Content in progress! Needs images, cleanup, fleshing out.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945 II]]'' || [[Psikyo]] || Psikyo || 1997 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Very detailed page! Needs formatting cleanup.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Strikers 1945 III]] / Strikers 1999'' || [[Psikyo]] || Psikyo || 1999 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Content in progress! Needs images, cleanup, fleshing out.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super XYX]]'' || [[Team Grybanser Fox]] || Team Grybanser Fox || 2020 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Short but sweet!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tatsujin]] / Truxton'' || [[Toaplan]] || Toaplan || 1988 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good content. Needs formatting and could use some minor expansion.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tatsujin Ou]] / Truxton II'' || [[Toaplan]] || Toaplan || 1992 || &amp;lt;small&amp;gt;'''⭐''' Stub page; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Thunder Force III]]'' || [[Technosoft]] || Technosoft || 1990 || &amp;lt;small&amp;gt;'''⭐''' Solid starter info but could use more fleshing out.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tiny XEVIVOS]]'' || [[Zakichi]] || Zakichi || 2013 || &amp;lt;small&amp;gt;'''⭐''' Stub page. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Transcendpang|TranscendPang]]'' || [[wosderge]] || wosderge || 2010 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐⭐''' Incredibly well-detailed page!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Trizeal]]'' || [[Triangle Service]] || Taito || 2004 || &amp;lt;small&amp;gt;'''⭐⭐''' Mostly a stub page, but contains some info on mechanics and score strategies. Needs more content&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Tyrian]]'' || [[Eclipse Software]] || Epic Megagames || 1995 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Good starter info, development history, version differences. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Undefined Fantastic Object]]'' || [[Team Shanghai Alice]] || Team Shanghai Alice || 2009 || &amp;lt;small&amp;gt;'''⭐⭐⭐⭐''' Excellent page content!&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[V-V]] / Grind Stormer'' || [[Toaplan]] || Toaplan || 1993 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Vastynex]]'' || [[Zakichi]] || Zakichi || 2018 || &amp;lt;small&amp;gt;'''⭐''' Stub page. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Xyanide]]'' || [[Playlogic]] || Evolved Games || 2006 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info, but page is disorganized; '''needs formatting'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zakesta]]'' || [[Zakichi]] || Zakichi || 2021 || &amp;lt;small&amp;gt;'''⭐''' Stub page. [[Free to Play]] game.&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ZeroRanger]]'' || [[SystemErasure]] || SystemErasure || 2018 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Has some good starter info; needs expansion&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Zero Wing]]'' || [[Toaplan]] || Namco || 1989 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' Some good starter info. '''Needs formatting.'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| ''[[ZOE]]'' || [[User:Retchy|Retchy]] || Retchy || TBD 2022 || &amp;lt;small&amp;gt;'''⭐⭐⭐''' '''This wiki page was created by the developer!'''&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=OutZone&amp;diff=14997</id>
		<title>OutZone</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=OutZone&amp;diff=14997"/>
		<updated>2022-02-18T21:49:29Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
[[File:Outzonelogo.jpg|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = OutZone&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Outzoneflyer.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Toaplan&lt;br /&gt;
|&lt;br /&gt;
|music = Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Naoki Ogiwara&lt;br /&gt;
|&lt;br /&gt;
|art = Person C&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Late 1990&lt;br /&gt;
&lt;br /&gt;
|nextgame = Vimana&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== OutZone ==&lt;br /&gt;
&lt;br /&gt;
OutZone (アウトゾーン) is a vertical freely scrolling shmup developed by Toaplan in 1990. It was published by Tecmo in Japan, Romstar in North America, and Toaplan in Europe. &lt;br /&gt;
&lt;br /&gt;
It was the 10th shmup developed by Toaplan.&lt;br /&gt;
&lt;br /&gt;
OutZone never received any home console ports. M2's ShotTriggers division announced in April 2020 that they were developing a new port of OutZone for modern consoles.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
OutZone is a  vertical freely scrolling shmup with 8-way movement, a shot button and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press, both main weapons):''' Fires a shot. &lt;br /&gt;
* '''A (Press, Super Ball):''' Launches a ball forward. &lt;br /&gt;
* '''A (Hold, 8 way main weapon and Super Burner):''' Auto fires at a fast rate.&lt;br /&gt;
* '''A (Hold, fixed main weapon):''' Auto fires but the shots do not repeat very fast.&lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate fire that affects the entire area of the screen. The bombs are screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets. However, the player is not invincible when bombing and may still die if ramming into an enemy.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
You have access to two normal weapons and two special weapons. You can switch between the normal weapons by picking up the C items. The two main weapons can be upgraded by picking up two &amp;quot;P&amp;quot; items. &lt;br /&gt;
* The 8-directional laser fires in whatever direction you're moving, and creates a sweep of bullets as you change direction.&lt;br /&gt;
* The 3-way wide shot always shoots forward. &lt;br /&gt;
The two special weapons are used when collecting their corresponding SP item, randomly dropped by enemies.&lt;br /&gt;
* The Super Burner is similar to the 8-directional laser but with shorter range and increased power&lt;br /&gt;
* The Super Ball will rotate around you when you keep the button pressed, and will be launched forward when you release the button&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzonebombitem.PNG|100px]]||'''Bomb:''' Adds 1 to your bomb stock.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Outzoneenergybox.PNG|100px]][[File:Outzoneeenergyitem.PNG|100px]]||'''Energy item:''' Partially fills up your energy bar.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzonecitembox.PNG|100px]] [[File:Outzonecitem.PNG|100px]]||'''Change:''' Changes your main weapon to free range if you have fixed, or fixed if you have free range. If you have a special weapon (Super Burner or Super Ball) when picking it up, you go back to the main weapon you had just before.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup.PNG|100px]]||'''Power-Up:''' Dropped by red enemies, increases the power of your main weapon by 1 level. Two are required for full power.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzonesuperburner.PNG|100px]]||'''Yellow - Super Burner:''' Replaces your main shot with the Super Burner weapon, which can shoot a column of flames in 8 directions and based on your character's position.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzonesuperball.PNG|100px]]||'''Pink - Super Ball:''' Replaces your main shot with the Super Ball weapon, which has a constantly rotating ball that contact damages any enemies it touches and can be launched forwards with a button press.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzoneshelid.PNG|100px]]||'''Pale Pink - Shield:''' Gives the player a Shield that allows them to take one bullet without dying. The player will still die if they ram into an enemy or against some attacks such as lasers.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzonespeedup.PNG|100px]]||'''Blue - Speed up:''' Increases the player's speed. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzoneenergyextend.PNG|100px]]||'''Green - Energy Extend:''' Increases the player's energy bar, allowing them to survive for a longer period of time without energy pickups. Also completely fills up your energy bar.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzone1up.png|100px]]||'''Red - 1UP:''' Gives the player a 1up. Very rare item and only present in the first loop.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank is tied to survival and maxes out in loop 3.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game will loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting enemies, destroying item boxes, and blowing up destructible environments like wall columns.&lt;br /&gt;
&lt;br /&gt;
Power Ups and Bombs: Collecting power ups and bombs yields 100 pts each. After you have collected 10 bombs, additional bomb pickups yield 5,000 points each. &lt;br /&gt;
&lt;br /&gt;
End Stage Bonus: 5000 points are awarded for each bomb left over at the end of the stage.&lt;br /&gt;
&lt;br /&gt;
Zero Wing Bonus: These give up to 50k each and can appear 9 times in a loop (1 in stages 2-4, 2 in stages 5-7). So they can give up to 450k points in a loop. They appear in certain spots if you've picked up eight C items at that point. The counter resets back to one if you pick up a ninth C item.&lt;br /&gt;
&lt;br /&gt;
Pipiru Bonus: Appears in Stage 1 and gives 5k points if you destroy it immediately, up to 40k if you manage to bring Pipiru to the Stage 1 boss.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[OutZone/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
In an advanced space era, humanity encountered, traded and formed alliances with many alien races to ensure security. Humanity had been subject to past invasions from hostile outside forces but the alliances Earth forged granted victories in the past. However in the year 2095, Earth had been subjected a to new invasion launched by the alien military force of planet Owagira, with overwhelmingly powerful and sophisticated weaponry than anything Earth's alliance could counter. With the threat of annihilation looming over, Earth's United Nations receive a message from an alien elder within their alliances about the existence of an ultra-elite mercenary unit named &amp;quot;Out Zone&amp;quot; at a remote region of the Milky Way galaxy. Known as &amp;quot;Space Entrepreneurs&amp;quot; and renowned for their fighting skills by other alien alliances, Out Zone takes sides with no one and are willing to fight any wars for the proper price. Under desperation and as a last-ditch effort to counterattack Owagira's military force, the UN requests Out Zone's service, guaranting Earth's entire budget as payment. With negotiations complete, two very powerful cyborg mercenaries belonging to Out Zone volunteer for the mission to fight for Earth. Having ties to Earth and realizing that their homeworld is in great peril, the two warriors rise up to save it from doom and destroy the Owagira Forces.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Uemura recounted its development process and history in a 2017 interview, stating that it was difficult for him as he could not apply his experience from vertical-scrolling shooters with flying ships, as players controlled the game on-foot and could not design its progress.&amp;lt;ref name=&amp;quot;pixelatedaudio&amp;quot;&amp;gt;https://web.archive.org/web/20191023230947/https://pixelatedaudio.com/out-zone/&amp;lt;/ref&amp;gt; He stated that the project was fundamentally different due to the lack of forced scrolling, which did not required skills from vertical shoot 'em ups and players could move or stop freely.&amp;lt;ref name=&amp;quot;pixelatedaudio&amp;quot;&amp;gt;https://web.archive.org/web/20191023230947/https://pixelatedaudio.com/out-zone/&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations uemura&amp;quot;&amp;gt;http://shmuplations.com/toaplan-uemura1/&amp;lt;/ref&amp;gt; Uemura stated that the intro was written during creation of the demonstration sequence, as the game's world was already established.&amp;lt;ref name=&amp;quot;shmuplations toaplan&amp;quot;&amp;gt;http://shmuplations.com/toaplan-chronicle/&amp;lt;/ref&amp;gt; The team integrated puzzle elements not found in ship-based shooters, which took time to plan out and Uemura stated that the schedule for sound production was constantly being reduced, barely implementing the music during development.&amp;lt;ref name=&amp;quot;pixelatedaudio&amp;quot;&amp;gt;https://web.archive.org/web/20191023230947/https://pixelatedaudio.com/out-zone/&amp;lt;/ref&amp;gt; When composing the music for the last stage, Uemura wanted to convey the sense of a &amp;quot;decisive battle&amp;quot;.&amp;lt;ref name=&amp;quot;pixelatedaudio&amp;quot;&amp;gt;https://web.archive.org/web/20191023230947/https://pixelatedaudio.com/out-zone/&amp;lt;/ref&amp;gt; Uemura has since regarded the project as &amp;quot;the most difficult product he worked on&amp;quot;.&amp;lt;ref name=&amp;quot;pixelatedaudio&amp;quot;&amp;gt;https://web.archive.org/web/20191023230947/https://pixelatedaudio.com/out-zone/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* JP version contains additional text during the attract mode and after you beat the stage 7 boss. &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The game contains several references to previous Toaplan works, such as&lt;br /&gt;
* Pipiru, Toaplan's mascot, appearing in Stage 1 if you shoot a specific area&lt;br /&gt;
* Planes from [[Hishouzame]] helping you if you shoot some bushes in Stage 2 in a specific order. Their behavior is reminiscent of Daisenpuu.&lt;br /&gt;
* The [[Zero Wing]] ship giving you a point bonus if you reach specific areas fulfilling a certain condition (see [[(OutZone)/Strategy#Advanced_Strategy]])&lt;br /&gt;
* The ship from [[Tatsujin]] will help you if you have exactly 7 bombs upon destroy the door at the beginning of Stage 4. It follows you, automatically fires its signature 3-way shot at a slow rate and blocks bullets. The ship is destroyed after taking 20 hits and its shot goes through some walls. The ship leaves when reaching the Stage 4 boss if it hasn't been destroyed at this point.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
https://shmups.wiki/library/OutZone/Video_Index&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[category:Puzzle_mechanic]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=(OutZone)/Strategy&amp;diff=14996</id>
		<title>(OutZone)/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=(OutZone)/Strategy&amp;diff=14996"/>
		<updated>2022-02-18T21:48:20Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: Redirected page to OutZone/Strategy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[OutZone/Strategy]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=OutZone/Strategy&amp;diff=14995</id>
		<title>OutZone/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=OutZone/Strategy&amp;diff=14995"/>
		<updated>2022-02-18T21:48:09Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: Created page with &amp;quot;&amp;lt;div style='text-align: center;'&amp;gt; ''See (Template Page)/Strategy (Scoring) for routing and techniques that are primarily focused on '''achieving high scores.''''' &amp;lt;/div&amp;gt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy (Scoring)]] for routing and techniques that are primarily focused on '''achieving high scores.'''''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy (Survival)]] for optimized safe routes, speed-kill strategies, and helpful information that prioritizes '''clearing the game''' over scoring high.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ''two sections above'' only need to be included if the game in question has vastly different routes between '''playing for score''' and '''playing for survival'''. If there is not a major difference in routing, then scoring and survival strategies will just be included in the stage/checkpoint that it refers to.&lt;br /&gt;
&lt;br /&gt;
== Weapon Tier List ==&lt;br /&gt;
This section is used to list out all strengths and weaknesses with the weapons in the game, and to sort of evaluate their general strength and usefulness.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''(X) Tier: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Fixed 3 Way Shot&amp;lt;/span&amp;gt;'''&lt;br /&gt;
----&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#1C7BFD&amp;quot;&amp;gt;'''( ~ )'''&amp;lt;/span&amp;gt; Shoots a 3 way shot directly in front of your player.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; High damage with autofire, good coverage at full power, good for recovery. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Great for all boss battles.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Cannot aim at enemies behind you or hiding behind certain wall angles. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Poor refire if not using autofire.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''(X) Tier: &amp;lt;span style=&amp;quot;color:pink&amp;quot;&amp;gt;Free Range Weapon&amp;lt;/span&amp;gt;'''&lt;br /&gt;
----&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#1C7BFD&amp;quot;&amp;gt;'''( ~ )'''&amp;lt;/span&amp;gt; Shoots pink lasers in the direction of your player.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Can be aimed in 8 directions&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Generally high damage once it is fully powered up.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Not the most useful when surrounded by enemies and for boss battles.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hard to dodge and aim at the same time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''(X) Tier: &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Super Ball&amp;lt;/span&amp;gt;'''&lt;br /&gt;
----&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#1C7BFD&amp;quot;&amp;gt;'''( ~ )'''&amp;lt;/span&amp;gt; A ball that constantly spins around your player appears and will cause contact damage to any enemies it hits. The ball can be released directly in front of you by a button press and will shortly return to spinning around you.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Extremely high damage.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Goes through walls.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The brief pause when releasing a ball in front of you can leave you open to enemy fire.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Limited range.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''(X) Tier: &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Super Burner&amp;lt;/span&amp;gt;'''&lt;br /&gt;
----&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#1C7BFD&amp;quot;&amp;gt;'''( ~ )'''&amp;lt;/span&amp;gt; Shoots out a flamethrower that will extend in front of the player, and can change its trajectory based on the player's change in direction.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; It can be aimed in 8 directions, no dead angle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Very high damage.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hardest weapon to control, can be easily overwhelmed when surrounded by enemies.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Very poor range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Basic Strategy ==&lt;br /&gt;
* The game gives you a lot of bombs ( you can stock up to 10). Make sure to use them if you feel like you're becoming trapped, and on difficult larger enemies and bosses. Using bombs is also useful for quickly gaining some distance if you notice that your energy meter is running low.&lt;br /&gt;
* Make sure to destroy all pink boxes and pick up energy items. Grabbing the Blue SP (Speed Up) and Green SP (Energy Extend) items will also make a big difference in surviving from stage 3 onwards ( even if they are random item drops). &lt;br /&gt;
* In the maze like sections of stage 3 &amp;amp; 6 use the walls &amp;amp; free range weapon to your advantage to pick off the soldiers hiding by the walls &amp;amp; popping out of the generators. If you get trapped or fail to destroy them before they start firing on your position bomb. These will be explained in more detail in the stage breakdowns below&lt;br /&gt;
* Try not to die before stage 5. If you can make it that far, you'll be able to gain most of your bombs back &amp;amp; additional points even with freely bombing.&lt;br /&gt;
* On the final boss, point-blanking the boss while having 4-5 bombs is usually enough to take him down.&lt;br /&gt;
* For stationary enemies such as turrets, if you're careful and don't push the scrolling too fast there's generally a zone where you can shoot them but they don't fire at you, which you can use to your advantage&lt;br /&gt;
* Most enemies can only fire in 8 directions, which means there are several dead angles you can abuse. &lt;br /&gt;
* For most bosses except for the final one, it is greatly recommended to use the 3-way shot, or the Super Ball if you feel comfortable with it as it can take down bosses in a matter of seconds. Avoid using the free range or Super Burner shots, they will make your life much harder.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Advanced Strategy ==&lt;br /&gt;
* If you're interested in scoring, then it is imperative to activate the zero wing bonus as early as possible. Since it needs 8 c items to be activated, you can achieve this before it appears in stage 2 by any combination of c items in stages 1 &amp;amp; 2=8. If you want to keep your fixed way shot while maintaining the bonus, you can pick up a special weapon and then a C item, since it reverts you back to the normal weapon you had before picking up the special weapon. &lt;br /&gt;
* Similar to other toaplan games of this era, subsequent loops will have enemies fire faster bullets &amp;amp; have less reload time based on survival rank. Bosses will also have slightly higher HP. In this game, the difficulty maxes out in loop 3.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== List of secrets ==&lt;br /&gt;
* The Zero Wing ship gives you a point bonus (up to 50k) if you reach specific areas fulfilling a certain condition (see Advanced Strategy)&lt;br /&gt;
* Stage 1: Pipiru, Toaplan's mascot, appears if you shoot a specific area. Gives 5k points, up to 40k when brought to the boss area.&lt;br /&gt;
* Stage 2: Planes from Hishouzame helping you if you shoot some bushes in Stage 2 in a specific order. Their behavior is reminiscent of Daisenpuu.&lt;br /&gt;
* Stage 4: The ship from Tatsujin will help you if you have exactly 7 bombs upon destroying the door at the beginning of the stage. It follows you, automatically fires its signature 3-way shot at a slow rate and blocks bullets. The ship is destroyed after taking 20 hits and its shot goes through some walls. The ship leaves when reaching the Stage 4 boss if it hasn't been destroyed at this point.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Enemy Overview ==&lt;br /&gt;
Most enemies will aim relative to your position. Some larger enemies and bosses will net x pts per shot + points ( upon enemy destruction).&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value (points)&lt;br /&gt;
! Contains Item&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | HP&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneregsoldier.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''390''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneredsolider.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''390''' &lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneturrettower.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''500''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonetransporter.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''1700''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonetrashturret.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''500''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonemissilebot.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''2500''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonemonoeye.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''290''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonewreckagebot.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''430''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonepurplebot.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''410''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneflaminonion.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''1330''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bosses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy&lt;br /&gt;
! Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value (points)&lt;br /&gt;
! Contains Item&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | HP&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss1.PNG]]&lt;br /&gt;
| 1-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''5000''' x4&lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss2.PNG]]&lt;br /&gt;
| 2-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''20,000''', '''1,000''' x2&lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss3.PNG]]&lt;br /&gt;
| 3-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''30,000''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss4.PNG]]&lt;br /&gt;
| 4-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''40,000''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss5.PNG]]&lt;br /&gt;
| 5-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''35,000''', '''2,000''' x2&lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss6.PNG]]&lt;br /&gt;
| 6-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''40,000''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss7.PNG]]&lt;br /&gt;
| 7-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''50,000''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Individual Stage Breakdown ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 1 ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage1.png|Outzone-Stage1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First stage of the game. Your main goal in this stage is to build up the power of your main shot and accumulate some extra bombs.&lt;br /&gt;
You will start off with a free range 8-way main shot, but feel free to experiment with the fixed 3-way shot (&amp;amp; vice versa) by picking up C items along the way. The two power-up items should appear before the midpoint of the stage, although it is random. If you don't get 2 power-ups it doesn't really matter and you should be powerful enough to deal with the whole stage even with only 1 upgrade.&lt;br /&gt;
Periodically throughout the stage, some larger truck/tank-like enemies will move downwards on the screen and stop in front of the player. The player can destroy these immediately by shooting closely to the enemy.&lt;br /&gt;
You can also hide behind walls to block incoming enemy bullets.&lt;br /&gt;
&lt;br /&gt;
* Advanced Strategy*&lt;br /&gt;
Red soldier enemies appear after x amount of enemies (someone should double check if there is a exact number or if its random), and will drop either a power-up or bomb on this stage. One way to get more of these red soldiers to spawn is by waiting for the truck/tank to finish unloading all of its soldiers after it stops partway down the screen. This can give you an extra 2-3 bombs compared to killing all enemies immediately.&lt;br /&gt;
&lt;br /&gt;
*Advanced Strategy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Pipiru rock.png&lt;br /&gt;
File:Pipiru appearing.png&lt;br /&gt;
File:Pipiru ricochet.png&lt;br /&gt;
File:Pipiru heroic sacrifice.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
You can uncover Toaplan's mascot, Pipiru near the middle of the stage. There is a rock hole you need to shoot enough times in order for Pipiru to appear. Pipiru will remain on the screen in front of you until you shoot it a certain number of times. After that, Pipiru will begin to ricochet around the screen and will be destroyed after enough damage is dealt to it. Enemies can't damage Pipiru, only your shot can damage it. Bombs also don't damage it. You gain 5,000 pts for destroying Pipiru, but if you can keep it alive until reaching the 1st boss area, you will receive 40,000 points. It is pretty hard to keep Pipiru alive up to the boss area, and bombing may be required in order to deal with some areas without damaging Pipiru. &lt;br /&gt;
&lt;br /&gt;
Near the end of the stage, you will encounter two turrets and a destructible gate which will bring you to the 1st boss (aptly named 1-Boss on the ground)&lt;br /&gt;
&lt;br /&gt;
==== In higher loops ====&lt;br /&gt;
&lt;br /&gt;
This stage plays very differently in loop 2 onwards. The same could be said for every stage, but the difference is more noticeable in this one because the rank was so low in loop 1.&lt;br /&gt;
&lt;br /&gt;
Take your time when crossing the corridor at the very beginning, as enemies will start firing immediately. Memorize where they spawn and start shooting immediately, then move left or right accordingly before moving to spawn the next one. After the corridor there will be a big ambush where it's advisable to bomb.&lt;br /&gt;
&lt;br /&gt;
When you reach the area with the big cannons, slowly lure one ambush after the other, and when you have to go through the narrow corridors, hug one wall to make sure you have enough room to dodge the next ambush. It's probably not worth spawning Pipiru because the bonus is so low and you lack time.&lt;br /&gt;
&lt;br /&gt;
When you reach the area with the turrets, safely take down 2 rows of them by using the pillar as a cover, before slowly moving up and taking down the other two rows one after the other.&lt;br /&gt;
&lt;br /&gt;
==== 1-Boss ====&lt;br /&gt;
&lt;br /&gt;
The 3-way shot is greatly recommended. This boss is made up of 4 pink blobs that fire semi-aimed large orange bullets at you. Dealing with all 4 of these at once can be a bit difficult for most new players, so it is essential for them to point blank one of the blobs (usually the top left one) to quickly destroy one of them. After that, try to position yourself below the second one from the right (assuming your started by destroying the top left one) so that you hit 3 of them at the same time. Don't try to pointblank them after they've all appeared on screen. If you find yourself getting trapped between bullets, make sure to bomb. 1 bomb will heavily damage most of the blobs, and 2 bombs will destroy around 1-2 blobs and leave you with more room to dodge.&lt;br /&gt;
Once there is 1 blob left, the firing speed of the remaining blob's bullets increases dramatically. Take out the last blob by firing directly at him when he is closer to the top of the screen, and hang out on the left side of the screen when he moves closer to the bottom of the screen. Destroying him will complete Stage 1. Your total bomb bonus will be tallied, and your energy will be restored to full.&lt;br /&gt;
&lt;br /&gt;
Note: The bullets from the blobs become even faster on subsequent loops, making this a much more difficult fight, and you likely won't be fully powered up even if you don't die on the stage. Don't be afraid to use 2-3 bombs to destroy most of the blobs if you get trapped early on in the fight. The recovery checkpoint on this boss will most likely require all 3 bombs to get past.&lt;br /&gt;
&lt;br /&gt;
=== Stage 2 ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage2.png|Outzone-Stage2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This stage introduces a few new hazards in the way of bottomless pits, new enemies, and also will introduce you to one of multiple Special Weapons, which are dropped randomly (listed on the General page under weapons).&lt;br /&gt;
&lt;br /&gt;
*Advanced Strategy&lt;br /&gt;
- Hishouzame planes&lt;br /&gt;
The player can uncover a helpful Easter Egg in the early part of this stage. In the section with some trees, if you destroy the trees corresponding to your last 4 score digits excluding the final one (ex. 286,950- destroy tree 6, then 9, then 5), then a squadron of Hishouzame planes (same behavior as the helper bomb in Daisenpuu) will appear on screen and provide additional firepower until all planes have been destroyed or until you die. If the last 4 digits of your score contain duplicates, then the second of third occurence can be ignored. For example, if the digits are 2320, you only have to shoot 2 then 3. It also doesn't matter if you destroy trees that don't correspond to your digits: for example, if you have 2320, you can destroy tree 4 at any point (before or after shooting the relevant trees). The score taken into account is the one the player has when passing the first set of tracks right before the area with the trees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Treesoutzone.PNG|Outzone-Stage 2 Tree Layout&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will come across a bridge and then a path that splits into two. Take the right path and proceed upwards on the brownish road. You will fall and die if you move off the road into the pits surrounding the road.&lt;br /&gt;
Next, you'll come across two destructible gates; destroy them and watch out for the purple robots that fire at you from behind both gates. On the second gate, a large red enemy will appear from the middle of the screen; stay below or far to the left to avoid its fire. &lt;br /&gt;
&lt;br /&gt;
After destroying a few more enemy soldiers, one big red enemy will appear from the top middle of the screen, and two other big enemies will appear from the left and right hatches. &lt;br /&gt;
*Advanced Strategy&lt;br /&gt;
[[File:ZIG.png]] This is the first stage that will allow you to recieve the Zero Wing bonus. In order to activate the bonus, you must collect 8 C Items. Once you have done that, the Zero Wing bonus will appear from the left side of predetermined points ( assuming you collected 8 C Items before the checkpoint of that area) in the stage and fly to the right. When you shoot the ship, you will receive a 5,000 pt bonus with a multiplier; which can scale up to 50,000 points if the ship is shot at the very right of the screen. If you collect another C item, you will need to collect 7 more C items to reactivate the Zero Wing bonus. In this stage, the Zero Wing bonus appears right before entering the area with the pits near the end&lt;br /&gt;
&lt;br /&gt;
Proceed past the next group of enemies to arrive at another yellow road junction with multiple paths. Take your time and utilize your fixed 3-way shot at this section to destroy the turrets, destroy the soliders that spawn from the left/right sides at 3/4 different points ( 8 max at each spawn point). After the last spawn point, head upwards to arrive at the second boss.&lt;br /&gt;
&lt;br /&gt;
==== 2-Boss ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at what we got here, a multi-assault tank! Watch yourself, kid&amp;quot; -Bob, 1995&lt;br /&gt;
&lt;br /&gt;
This boss is a gigantic monoeye tank, and requires a little bit of strategy to take down its arensal of 2 gun turrets, a big eye that can fire a DNA beam at multiple positions, and a hatch that shoots out flaming robots that fire blue 3-way bullets.&lt;br /&gt;
&lt;br /&gt;
Your main course of action is to quickly destroy one of the gun turrets (left or right) by briefly positioning yourself in front of the turret, and moving out of the way while firing at it. Once both are destroyed, focus your fire on the main eye while dodging his beams. You can dodge his middle one by squeezing through the large gaps created by the beam, or by moving to the side with the left/right beams. The fire robots will appear from his middle hatch and can be destroyed by point-blanking them from the side or bombing.&lt;br /&gt;
With ample amounts of damage from an autofire 3-way shot or the Super Ball Special weapon, this tank should go down fairly quickly before he can release any fire robots.&lt;br /&gt;
&lt;br /&gt;
Note: On loop 2 and above, the gun turrets and the eye have slightly higher HP, which may require you to use a bomb or two if you find yourself trapped. Recovery via checkpoint on this boss is not too difficult, but may require bomb usage on the fire robots.&lt;br /&gt;
&lt;br /&gt;
=== Stage 3 ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage3.png|Outzone-Stage3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This stage has the first big roadblock for most players: the wall-maze section, and 3-Boss. &lt;br /&gt;
&lt;br /&gt;
Before that, you start off by entering the path carved through the wreckage of 2-Boss. Make your way upwards by destroying the foot soldiers, and silver robots that fire 3-way shots. You will come to a gate, and notice a series of turrets that fire 45 degree lasers at you. Wait for the first two on the left/right to fire, then moderately inch up on the left/right side of the screen while avoiding the other laser turrets. Use a bomb if you find yourself trapped by the enemy soldiers here. &lt;br /&gt;
&lt;br /&gt;
You will come across the first maze section here. The free range shot is a bit more useful in this section for eliminating enemies that are already in position on the top/sides of the screen, as well enemies that run in from offscreen on the left/right. If you feel trapped, use a bomb.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing bonus appears after this section&lt;br /&gt;
&lt;br /&gt;
After destroying some enemies &amp;amp; a few turrets with items, a second wall maze section will appear. Enemies will pop out from the left and right, and you should use try to strafe the enemies from behind walls. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:OutZone-Stage3Snakes.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A gate opens, and in the next section some purple soldiers will pop up as a few rows of green enemies rise from below. Try to position yourself on the left and move to the right while destroying each green formation, and bomb if you get trapped at the edge of the gray platform.&lt;br /&gt;
&lt;br /&gt;
To pass this area without wasting bombs, it is paramount to learn when the green formations will rise, so you can deal with them efficiently by moving left or right without being cornered. Above is an approximative map of the points you have to cross to trigger the green formations. Note that they take a couple of seconds to actually spawn after you cross the line, which can be deceptive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Move forward as you come across 3-Boss.&lt;br /&gt;
&lt;br /&gt;
==== 3-Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss will start the fight by unveiling a laser from the left side, that will cut the ground on the right. The ground behind the cutline will sink into the lava, so you will need to move forward after the ground is cut by the laser, while destroying the small enemies that continually emerge from the boss's sides. The boss will repeat this once more, this time cutting the ground from the left diagonally downwards, requiring you to move forward. Afterwards, the boss will open his main eye and fire a few yellow rings at you at irregular intervals. Shoot the eye when it opens while destroying the enemies on the sides, and it will be destroyed after a short amount of time.&lt;br /&gt;
Try to focus on the small enemies and destroy them as soon as you can. They will always come in the same predictable order (left-right-left-right etc.). If you miss an enemy (which may happen because of the initial laser attack), it can be preferable to bomb because they will move at the bottom of the screen and shoot you.&lt;br /&gt;
&lt;br /&gt;
=== Stage 4 === &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage4.png|Outzone-Stage4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not an easy stage, there are a lot of sections that can easily trap players without careful planning and/or bombing.&lt;br /&gt;
&lt;br /&gt;
Move forward and destroy the gate ahead of you.&lt;br /&gt;
&lt;br /&gt;
Tatsujin Ship (Stage 4)&lt;br /&gt;
At the beginning of stage 4 (right after the boss that uses lasers to cut the floor apart), you will face a door: make sure you have exactly 7 bombs in stock when you destroy that gate and the Tatsujin ship will appear to help you.&lt;br /&gt;
&lt;br /&gt;
In the next section, take your time moving vertically forward, as green soldiers will appear from the top of the screen and from the right side of the screen as you move upwards. There are a few turrets that appear in this section.&lt;br /&gt;
&lt;br /&gt;
*Advanced Tip* - The turrets can be easily destroyed by inching slightly forward just as they appear on screen. Your shot can damage them and they will be unable to fire normally.&lt;br /&gt;
&lt;br /&gt;
The next section has a number of soldiers and green mobile enemies (from stage 1) appear. Keep moving forward while destroying them until you get close to a couple of crates. Some long brownish enemies will appear and fire orange balls from the sides. &lt;br /&gt;
&lt;br /&gt;
You'll come across a section of the stage with gaps. There are a total of 3 platforms that pass by a regular intervals, with a respawning grey soldier each time they appear. Destroy the soldier when crossing the platform, and bomb if too many other soldiers spawn on the sides of the platforms.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after this section if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
Next, you'll come across a long narrow section. It's good to have the 3-way main shot here, as you can destroy the side turrets on the far left and right while dealing damage to the enemies coming directly from above. Take your time when dealing with this section. It is recommended to do a &amp;quot;S&amp;quot; motion but walking straight: start on the right edge, go slightly up, then immediately move left, then slightly up, immediately dash right, and so on. &lt;br /&gt;
&lt;br /&gt;
At the end of the section, there will be a big turret on the right shooting fast bullets: use the trick with the scrolling to be in the zone where it doesn't shoot but you can destroy it. Shortly after there will be two more turrets in both top corners, which you can deal with in the same way. If you mess up and scroll too much, it may be wise to use a bomb there. You're almost on Stage 5 which will replenish your bombs anyway.&lt;br /&gt;
&lt;br /&gt;
A section of crates awaits; take your time to poke out and destroy enemies that appear on the sides of the stage. You'll come across a midboss train, which has one main part that needs to be destroyed (the one firing the fireball at you), and you can proceed onwards. Be mindful of the row of soldiers right after and immediately move to the side after you've passed the rail.&lt;br /&gt;
&lt;br /&gt;
The last section has a lot of crates that restrict your movement. While dealing with the enemies that pop out of the sides, you will move upwards, and want to likely use a bomb or two on the last portion (wall ahead/ two walls on the side with two paths on the left right) and just move swiftly upwards, where you will encounter 4-Boss. If you have a decent amount of energy (you don't need a lot of the boss), you can rush straight to the boss without taking the energy fill and without having to care about the enemies, and save a bomb in the process.&lt;br /&gt;
&lt;br /&gt;
==== 4-Boss ====&lt;br /&gt;
This boss cannot be damaged at first. He will fire 4 missiles that release yellow projectiles when destroyed by your shot, starting with its leftmost one and using the next one on the right until all 4 are fired. Simply stay in front and shoot them, then move in front of the next one.&lt;br /&gt;
Afterwards, he will move downwards and remove his outer shell, revealing a blue interior with spiny wheels around him. The spiny wheels will move outward, allowing you to move in between the spiny gaps and damage the main blue interior for a short period before the wheels move inwards. He does this once more before putting his outer shell back on, and repeating his attack cycle. 3-way or super ball destroys this boss pretty easily. With the 3-way shot, full power and 30hz autofire, you should be able to quickly destroy the boss by pointblanking it without having to move out. Timing can be pretty tight, so feel free to use a bomb or two at the beginning to damage the boss if you're not confident. If you're recovering and aren't at full power, you will have to move out once.&lt;br /&gt;
&lt;br /&gt;
=== Stage 5 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage5.png|Outzone-Stage5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This stage seems daunting at first, but ends up being easier than the previous stage, as well as the easiest recovery stage, thanks to its generous middle section of powerups dropped by soldiers.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears immediately after the beginning if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
Start this stage by moving forward and destroying a few squadrons of soldiers above you. As you move forward in this section, mechanized snakes will pop out of the wall sections to the left and right. Newer players can feel free to use bombs when a mechanized snake appears or when enemies come from behind, as they each drop either a special item or a bomb. The snakes will fire only when you're in their line of sight, otherwise they're harmless. While moving upwards, watch out for soldiers that appear from the left/right areas of the screen. &lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after the snake section and just before the moving platforms if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
Next, you'll come to a gap with a couple of moving platforms. Use these to cross the gaps and defeat the 2 groups of soldiers that appear on the right/top of the screen.&lt;br /&gt;
For the rest of this section, every single soldier spawned is red (which means they will drop a guaranteed special item or bomb). They also take a while to fire any bullets, so it is beneficial to use your regular shot for most soldiers (and bomb when you are cornered on a platform).  You may need to use a seperate autofire button if you do pick up the Flamethrower special weapon in this section. Make sure to not fall in between the stationary platform/moving platform gaps. You can afford to take your time there, you have plenty of Energy pick-ups in this stage.&lt;br /&gt;
&lt;br /&gt;
You'll come across 2 energy refills and a weapon change right next to a big platform. Once you step on the main platform, it will start moving forward and a sequence of enemies will appear. These enemies will generally appear from the left right, and you can move from one side of the platform to another while dodging their shots. Use bombs if you get cornered or if two squadrons of these enemies appear at the same time. Afterwards, the platform will stop in front of 5-Boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 5-Boss ====&lt;br /&gt;
&lt;br /&gt;
Stay in the middle of the platform as this boss moves down the screen and fires his guns to the left/right of you. He will move to the right or/left, so stay to the center of the boss and damage his main body and side guns with your main shot. Once you do this, his inner core will be exposed, and he will start firing missiles at you while green fly enemies periodically appear to the left/right of you. Bomb if you get trapped by the missiles or enemies and shoot the inner core enough times to destroy the boss.&lt;br /&gt;
&lt;br /&gt;
=== Stage 6 === &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage6.png|Outzone-Stage6&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There will be many enemies at the beginning, take your time when moving up and go from one side of the screen to the other. When you reach the door there will be a C crate and two enemies coming from the middle: move to the side before going up. With the 3-way shot, you should be able to kill the enemies after the moving doors without any issues, as well as the other soldiers from the maze.&lt;br /&gt;
&lt;br /&gt;
Before exiting the maze, go on the left side and use the wall as a cover for the big enemy incoming. There will be a few more enemies like this which you should handle one at a time. Shortly after, there will be an energy item: this is where you have to be careful. Slowly move up, just past the E, while staying on the left side of the screen, until a big tank spawns and you kill it. Then take the E and move up then left quickly without stopping. The reason being that a soldier spawns from behind and is very annoying, and you should be able to have it despawn by moving up quickly. &lt;br /&gt;
&lt;br /&gt;
There will be another maze section and another one with pits which is pretty straightforward. Once you leave that part you will have to be pretty fast because energy refills will be scarce for a while. At the end of the section there will be turrets: take your time and use the trick to reach the sweet spot where they can't shoot but you can kill them. There will be three rows of turrets. &lt;br /&gt;
&lt;br /&gt;
You will reach a section with moving walls: you can kill some of them easily by using the same trick as the turrets. For the rest, either start shooting on the (vertical) wall when the moving walls are hidden, as you should be able to kill them as soon as they appear before they even shoot, or hug the previous horizontal wall and use what seems to be a bug that allows you to shoot through it when you have the 3-way shot. This part isn't too hard, but don't take too much time because of the lack of energy refills. If you're low on energy, this is a good area to bomb to save a lot of time.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after this section if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
The next area is straightforward. If these new enemies have enough time to shoot grenades, move on its side and you will dodge the bullets easily.&lt;br /&gt;
&lt;br /&gt;
There will be another maze section. Enemies stop moving after a while, simply find a few safe spots to proceed safely, there are many of them. There is an energy refill item that you can't get if you have the 3-way shot: if you're low on energy, feel free to waste a bomb to destroy the crate, you will get many of them in a moment.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after this section if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
Finally, there is an area with moving walls, and tons of breakable walls giving you bombs or power-ups. Break the two walls on the left-hand side at the beginning for some bombs or power-ups, then go through the right-hand door. At the next junction (where an Energy refill is), go on the left, deal with the enemies, and break the walls on the right side if you want some more items. Then go through the left wall (the other one is a trap that closes too fast and will probably get you killed).&lt;br /&gt;
  &lt;br /&gt;
==== 6-Boss ====&lt;br /&gt;
&lt;br /&gt;
3-way shot is greatly recommended for this fight, although Super Ball also works if you feel more comfortable with that weapon. Super Burner and free range shots are absolutely not recommended.&lt;br /&gt;
&lt;br /&gt;
This boss can be difficult for a newbie to this game, due to being invulnerable except for his singular attack and tendency to get somewhat close later on in the fight. &lt;br /&gt;
His signature attack is for one of his four arms to glow blue and extend downwards (based on your position) towards your direction, and then his eye opens and fires a spread at you. You can only damage the boss when the eye is open. One other thing to keep in mind is that he may pause for a moment before his singular attack, be patient and keep your position until his arm glows, and then move away from him. You may need to use several bombs on this boss, especially if you are not fully powered up. Having a speed-up makes this boss much easier.&lt;br /&gt;
&lt;br /&gt;
To safely dispatch it, go below its second arm from the left until it glows and move to the right edge of the screen. When the punch goes back, quickly dash left while shooting in order to dodge the balls. Its 6th attack will happen when the boss is at the bottom of the screen: this time it is preferable to bait the leftmost punch and proceed the same as usual. Also, it pauses for a moment before using its 6th punch, so take your time and wait until the arm glows. You can also do the same thing starting on the right and dashing left, depending on your preference.&lt;br /&gt;
&lt;br /&gt;
If you're recovering against this boss, aren't at full power and don't have the energy extend, it is more than likely that you will have to use at least one bomb against it to damage it enough before running out of energy. Bomb when the boss is down on the screen, because the energy balls will be harder to dodge in this scenario. To deal slightly more damage, move up one &amp;quot;square&amp;quot; on the ground when the boss is up, while staying at the very bottom otherwise. It is extremely tight in higher loops, but with 3 bombs you may be able to kill the boss just in time. There is not a single second to waste and you have to grab the C item and move up immediately.&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 === &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage7.png|Outzone-Stage7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take your time in the beginning to take care of the swarms of smaller enemies. When you reach the crate with the C item, take the 3-way shot if you don't have it yet, hug the left wall and move up until enemies start spawning. Don't move, enemies will die before they get a chance to shoot. Once no more enemies appear, hug the right wall and do the same thing.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after this section if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
The next section is very tricky without bombs, and you should be ready to use two of them. Start on one side of the narrow corridor and move slightly up to make some enemies spawn and lure their shots, then move to the other side. Repeat until you're about the reach the point where the wall no longer protects you from the cannons on the left: at this point, quickly move up while bombing once. Take care of the next waves by using the wall as a cover, and repeat what you just did with the next corridor.&lt;br /&gt;
&lt;br /&gt;
On the next section, enemies will spawn after you pass the C crate. If you don't feel confident, simply bomb to take care of all the enemies without trouble.&lt;br /&gt;
&lt;br /&gt;
You'll reach an area with a bunch of sleeping pods: progress slowly and safely, taking down the pods one after the other. Some snake-like enemies will spawn after the 3rd, 5th, 7th and 9th row of pods, as well as from the building at the end. Start on one side of the screen and move to the other side to take care of the snake. It is the only enemy that gets stronger with every loop, even after loop 3, and will keep firing more and more bullets. If you're doing many loops (to the point of doing a counterstop), you may have to bomb. &lt;br /&gt;
&lt;br /&gt;
Then you'll reach a building with some soldiers: go on the left to grab the Energy refill, and hug the corner of the building to take down the soldiers as they come out. Move up for two more soldiers and take them down the same way. However, for some reason the top soldier will always fire before you kill it, so you should be ready to dodge.&lt;br /&gt;
&lt;br /&gt;
For the next area with sleeping pods, if you feel like you don't have much time, you can actually rush (assuming you have a speed-up) and enemies won't hit you, but you lose an opportunity to score a few points.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears between the second and third row of sleeping soldiers if you meet the requirements, and you will have to take down the first row safely if you want to get maximum value from the zero wing&lt;br /&gt;
&lt;br /&gt;
The next area with the big yellow dudes firing missiles can be tricky: don't step on the brown tiles as they will crumble and send you to your death. Move carefully, but still at a regular pace as they keep respawning. Eventually, you will get used to the position of the brown tiles as they're always the same across playthroughs. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage7ending.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The area with the big laser enemies is all about baiting the small soldiers by slowly moving up, then going back and sniping them as they appear. You have to memorize the points where they will start spawning. You occasionally have to use the big crates as a shield to safely deal with the laser enemies. It is extremely important to learn when the soldiers will spawn, as they may come from dirty places from where they can shoot you while you can't retaliate if you have the 3-way. They can also take time to spawn even after you've crossed the line, so you shouldn't rush. Sometimes, triggering their spawn will also display some big robots in the background (who will come to you shortly after), which you can use as a confirmation that you've reached that point. Above is an approximative map of the lines to cross in order to trigger their spawn, with the actual spawn position denoted by a circle. Try to go slightly above the line before going back and sniping them. You may also trigger some soldiers from above, but they're less dangerous and won't be noted.&lt;br /&gt;
&lt;br /&gt;
Finally, the last section will have a lot of small ambushes, so you want to start on one edge of the screen and move up slowly, then move to the other side to deal with the ambush. Remember where the ambushes happen, take your time, you should have plenty of energy and there will be 3 refills right before the boss. Shortly after you destroy two sets of missiles launchers, there will be a pair of strong enemies shooting missiles straight down, and a lot of fast bullets: hug one side of the screen again and slowly move up: assuming you use the 3-way shot, you should be able to destroy the first one safely, and if you're lucky you will have reached the sweet spot when the enemy doesn't fire but you can kill it.&lt;br /&gt;
&lt;br /&gt;
==== 7-Boss ====&lt;br /&gt;
&lt;br /&gt;
The final boss of the game! It is recommended to bring at least 4 or 5 bombs against it, especially in higher loops.&lt;br /&gt;
&lt;br /&gt;
This boss likes to start off by releasing a little white ball worm that somewhat homes in on your position (and will be relaunched periodically during the fight). Afterwards, the boss will have a sound effect where it launches a few orange balls towards your position from the left hand as a greeen sword appears, and then extends this hand completely downwards. He will then repeat this on the other hand, and switch back and forth (until both arms are destroyed). When you shoot the main body enough times, its armor comes off and its eye will start shooting fast orange balls at your position. While they are manageable in the first loop, it is highly recommended to continuously bomb, especially in higher loops, because of how fast they can be. To take it down safely, use the free range shot, start on top-left of the platform, dodge the initial white ball worm, then go in the middle and shoot. The second worm should go around you if you don't move. When you destroy the helmet of the boss, start bombing immediately and keep bombing without thinking while you keep firing.&lt;br /&gt;
&lt;br /&gt;
It is possible, but very hard, to beat the boss at low power, provided you have 3 bombs and good reaction time. In the first loop you can get away with 0 bombs but will have to do some dodging, but in higher loops it's pretty much mandatory to bomb. Keep the free range weapon, dodge the initial worm ball and be slightly off-center, on the right. Keep shooting while being as close as possible, but when the armor comes off, don't bomb immediately. Instead, don't move, keep shooting, pay attention to the boss and bomb only when you see bullets coming out of it (not the worm ball, as it's slow and not a danger at this point). The boss generally pauses between attacks, so you get some fractions of seconds of free shooting without needing to bomb. It is important to be on the right so you have a couple more frames of leeway when it comes to your reaction time, but not too much as you don't want to hit the arm. It will be close, but it should be enough to kill the boss just in time.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can try grabbing the 3-way weapon and starting on the left (as this arm will always go down first). The boss' pattern is predictable: it will light up its left (from your point of view) sword, shoot some bullets, the arm will go down then up, then it will fire another stream of bullets from the left as the right arm lights up, fires another stream of bullet from the right arm, the arm goes down, and it fires another stream of bullets from the right. Then the pattern repeats. Start on the left so you can move to the right when it fires bullets, and do you best to dodge the second stream while finding a moment to move to the right (good moment to bomb) in order to repeat the same motion in reverse. If you are cornered, feel free to bomb, as it will cancel the boss' laser sword (and it will stay cancelled even after the bomb wears off). You will probably get some slowdown to help you. The boss keeps firing some aimed energy balls, but because you'll keep moving, they shouldn't be much of an issue. &lt;br /&gt;
&lt;br /&gt;
If you shoot it enough times, the body will disintegrate, and you will be treated with a &amp;quot;Congratulation! You've Completed This Game&amp;quot; alongside the main character (or Pipiru if you got the stage 1 pipiru bonus) egging you to keep playing for 10 million?! in Japanese. Afterwards, you will be brought back to the first stage.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:ggmaximo|ggmaximo]]&lt;br /&gt;
[1]https://vgmaps.com/Atlas/Arcade/index.htm#O&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=OutZone&amp;diff=14994</id>
		<title>OutZone</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=OutZone&amp;diff=14994"/>
		<updated>2022-02-18T21:47:53Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Strategy */ re-linking proper Strategy page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General remarks ==&lt;br /&gt;
&lt;br /&gt;
[[File:Outzonelogo.jpg|400px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = OutZone&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Outzoneflyer.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = Toaplan&lt;br /&gt;
|&lt;br /&gt;
|music = Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Naoki Ogiwara&lt;br /&gt;
|&lt;br /&gt;
|art = Person C&lt;br /&gt;
|&lt;br /&gt;
|releasedate = Late 1990&lt;br /&gt;
&lt;br /&gt;
|nextgame = Vimana&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== OutZone ==&lt;br /&gt;
&lt;br /&gt;
OutZone (アウトゾーン) is a vertical freely scrolling shmup developed by Toaplan in 1990. It was published by Tecmo in Japan, Romstar in North America, and Toaplan in Europe. &lt;br /&gt;
&lt;br /&gt;
It was the 10th shmup developed by Toaplan.&lt;br /&gt;
&lt;br /&gt;
OutZone never received any home console ports. M2's ShotTriggers division announced in April 2020 that they were developing a new port of OutZone for modern consoles.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
OutZone is a  vertical freely scrolling shmup with 8-way movement, a shot button and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A (Press, both main weapons):''' Fires a shot. &lt;br /&gt;
* '''A (Press, Super Ball):''' Launches a ball forward. &lt;br /&gt;
* '''A (Hold, 8 way main weapon and Super Burner):''' Auto fires at a fast rate.&lt;br /&gt;
* '''A (Hold, fixed main weapon):''' Auto fires but the shots do not repeat very fast.&lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate fire that affects the entire area of the screen. The bombs are screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets. However, the player is not invincible when bombing and may still die if ramming into an enemy.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
You have access to two normal weapons and two special weapons. You can switch between the normal weapons by picking up the C items. The two main weapons can be upgraded by picking up two &amp;quot;P&amp;quot; items. &lt;br /&gt;
* The 8-directional laser fires in whatever direction you're moving, and creates a sweep of bullets as you change direction.&lt;br /&gt;
* The 3-way wide shot always shoots forward. &lt;br /&gt;
The two special weapons are used when collecting their corresponding SP item, randomly dropped by enemies.&lt;br /&gt;
* The Super Burner is similar to the 8-directional laser but with shorter range and increased power&lt;br /&gt;
* The Super Ball will rotate around you when you keep the button pressed, and will be launched forward when you release the button&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzonebombitem.PNG|100px]]||'''Bomb:''' Adds 1 to your bomb stock.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Outzoneenergybox.PNG|100px]][[File:Outzoneeenergyitem.PNG|100px]]||'''Energy item:''' Partially fills up your energy bar.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzonecitembox.PNG|100px]] [[File:Outzonecitem.PNG|100px]]||'''Change:''' Changes your main weapon to free range if you have fixed, or fixed if you have free range. If you have a special weapon (Super Burner or Super Ball) when picking it up, you go back to the main weapon you had just before.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Powerup.PNG|100px]]||'''Power-Up:''' Dropped by red enemies, increases the power of your main weapon by 1 level. Two are required for full power.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzonesuperburner.PNG|100px]]||'''Yellow - Super Burner:''' Replaces your main shot with the Super Burner weapon, which can shoot a column of flames in 8 directions and based on your character's position.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzonesuperball.PNG|100px]]||'''Pink - Super Ball:''' Replaces your main shot with the Super Ball weapon, which has a constantly rotating ball that contact damages any enemies it touches and can be launched forwards with a button press.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzoneshelid.PNG|100px]]||'''Pale Pink - Shield:''' Gives the player a Shield that allows them to take one bullet without dying. The player will still die if they ram into an enemy or against some attacks such as lasers.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzonespeedup.PNG|100px]]||'''Blue - Speed up:''' Increases the player's speed. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzoneenergyextend.PNG|100px]]||'''Green - Energy Extend:''' Increases the player's energy bar, allowing them to survive for a longer period of time without energy pickups. Also completely fills up your energy bar.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Outzone1up.png|100px]]||'''Red - 1UP:''' Gives the player a 1up. Very rare item and only present in the first loop.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank is tied to survival and maxes out in loop 3.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game will loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting enemies, destroying item boxes, and blowing up destructible environments like wall columns.&lt;br /&gt;
&lt;br /&gt;
Power Ups and Bombs: Collecting power ups and bombs yields 100 pts each. After you have collected 10 bombs, additional bomb pickups yield 5,000 points each. &lt;br /&gt;
&lt;br /&gt;
End Stage Bonus: 5000 points are awarded for each bomb left over at the end of the stage.&lt;br /&gt;
&lt;br /&gt;
Zero Wing Bonus: These give up to 50k each and can appear 9 times in a loop (1 in stages 2-4, 2 in stages 5-7). So they can give up to 450k points in a loop. They appear in certain spots if you've picked up eight C items at that point. The counter resets back to one if you pick up a ninth C item.&lt;br /&gt;
&lt;br /&gt;
Pipiru Bonus: Appears in Stage 1 and gives 5k points if you destroy it immediately, up to 40k if you manage to bring Pipiru to the Stage 1 boss.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[OutZone/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
In an advanced space era, humanity encountered, traded and formed alliances with many alien races to ensure security. Humanity had been subject to past invasions from hostile outside forces but the alliances Earth forged granted victories in the past. However in the year 2095, Earth had been subjected a to new invasion launched by the alien military force of planet Owagira, with overwhelmingly powerful and sophisticated weaponry than anything Earth's alliance could counter. With the threat of annihilation looming over, Earth's United Nations receive a message from an alien elder within their alliances about the existence of an ultra-elite mercenary unit named &amp;quot;Out Zone&amp;quot; at a remote region of the Milky Way galaxy. Known as &amp;quot;Space Entrepreneurs&amp;quot; and renowned for their fighting skills by other alien alliances, Out Zone takes sides with no one and are willing to fight any wars for the proper price. Under desperation and as a last-ditch effort to counterattack Owagira's military force, the UN requests Out Zone's service, guaranting Earth's entire budget as payment. With negotiations complete, two very powerful cyborg mercenaries belonging to Out Zone volunteer for the mission to fight for Earth. Having ties to Earth and realizing that their homeworld is in great peril, the two warriors rise up to save it from doom and destroy the Owagira Forces.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
Uemura recounted its development process and history in a 2017 interview, stating that it was difficult for him as he could not apply his experience from vertical-scrolling shooters with flying ships, as players controlled the game on-foot and could not design its progress.&amp;lt;ref name=&amp;quot;pixelatedaudio&amp;quot;&amp;gt;https://web.archive.org/web/20191023230947/https://pixelatedaudio.com/out-zone/&amp;lt;/ref&amp;gt; He stated that the project was fundamentally different due to the lack of forced scrolling, which did not required skills from vertical shoot 'em ups and players could move or stop freely.&amp;lt;ref name=&amp;quot;pixelatedaudio&amp;quot;&amp;gt;https://web.archive.org/web/20191023230947/https://pixelatedaudio.com/out-zone/&amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;shmuplations uemura&amp;quot;&amp;gt;http://shmuplations.com/toaplan-uemura1/&amp;lt;/ref&amp;gt; Uemura stated that the intro was written during creation of the demonstration sequence, as the game's world was already established.&amp;lt;ref name=&amp;quot;shmuplations toaplan&amp;quot;&amp;gt;http://shmuplations.com/toaplan-chronicle/&amp;lt;/ref&amp;gt; The team integrated puzzle elements not found in ship-based shooters, which took time to plan out and Uemura stated that the schedule for sound production was constantly being reduced, barely implementing the music during development.&amp;lt;ref name=&amp;quot;pixelatedaudio&amp;quot;&amp;gt;https://web.archive.org/web/20191023230947/https://pixelatedaudio.com/out-zone/&amp;lt;/ref&amp;gt; When composing the music for the last stage, Uemura wanted to convey the sense of a &amp;quot;decisive battle&amp;quot;.&amp;lt;ref name=&amp;quot;pixelatedaudio&amp;quot;&amp;gt;https://web.archive.org/web/20191023230947/https://pixelatedaudio.com/out-zone/&amp;lt;/ref&amp;gt; Uemura has since regarded the project as &amp;quot;the most difficult product he worked on&amp;quot;.&amp;lt;ref name=&amp;quot;pixelatedaudio&amp;quot;&amp;gt;https://web.archive.org/web/20191023230947/https://pixelatedaudio.com/out-zone/&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* JP version contains additional text during the attract mode and after you beat the stage 7 boss. &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
The game contains several references to previous Toaplan works, such as&lt;br /&gt;
* Pipiru, Toaplan's mascot, appearing in Stage 1 if you shoot a specific area&lt;br /&gt;
* Planes from [[Hishouzame]] helping you if you shoot some bushes in Stage 2 in a specific order. Their behavior is reminiscent of Daisenpuu.&lt;br /&gt;
* The [[Zero Wing]] ship giving you a point bonus if you reach specific areas fulfilling a certain condition (see [[(OutZone)/Strategy#Advanced_Strategy]])&lt;br /&gt;
* The ship from [[Tatsujin]] will help you if you have exactly 7 bombs upon destroy the door at the beginning of Stage 4. It follows you, automatically fires its signature 3-way shot at a slow rate and blocks bullets. The ship is destroyed after taking 20 hits and its shot goes through some walls. The ship leaves when reaching the Stage 4 boss if it hasn't been destroyed at this point.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
https://shmups.wiki/library/OutZone/Video_Index&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[category:Puzzle_mechanic]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=14615</id>
		<title>DoDonPachi DaiOuJou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=DoDonPachi_DaiOuJou&amp;diff=14615"/>
		<updated>2022-02-07T17:29:57Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== DoDonPachi DaiOuJou (&amp;quot;Blissful Death&amp;quot;) ==&lt;br /&gt;
&lt;br /&gt;
'''''DoDonPachi DaiOuJou''''' (JP: 怒首領蜂 大往生, abbreviated: '''DOJ''', iOS/Android: '''''DoDonPachi Blissful Death''''') is the fourth entry in the [[:Category:DonPachi series|DonPachi series]] of shoot-em-ups (the third developed by [[CAVE]]). It is one of the most well-regarded games in CAVE's catalog of shooters. DOJ introduced the '''[[Hyper System]]''' to the series, which allowed the player to give all of their firepower an enormous boost in strength, in exchange for increased game difficulty.&lt;br /&gt;
&lt;br /&gt;
There are two versions of ''DoDonPachi DaiOuJou'' that were released to the arcades; ''White Label'' and ''Black Label''. ''White Label'' is the original release of the game, and ''Black Label'' is a sort of &amp;quot;revised&amp;quot; version of the game featuring an easier first loop, and a more difficult second loop, as well as the option to select between a one-loop or two-loop game. ''Black Label'' also contains a selection of mechanics adjustments and bug fixes. When differentiating between the two, people abbreviate the game as &amp;quot;DOJ WL&amp;quot; for White Label and &amp;quot;DOJ BL&amp;quot; for Black Label.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Overview===&lt;br /&gt;
The controls in DaiOuJou are identical to the previous games in the series. The joystick (or controller on the PS2 version) moves the ship. Tapping button 1 fires standard shots, and holding button 1 fires the laser weapon. Pressing button 2 activates a hyper if one is available, or uses a bomb if no hypers are in stock. If the laser is active the bomb is an amplification of the laser weapon; otherwise it is an explosion that covers the screen. In all cases the player becomes invincible for a short period. There is also an option to enable button 3, which automatically fires only the standard shots, otherwise known as &amp;quot;auto(matic) fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
DaiOuJou follows the conventions of the previous game with only a few changes. The chaining system is intact and works in much the same way. Causing an enemy to explode fills a meter, and every enemy destroyed before the meter depletes adds to the current chain and again refills the meter. Holding the laser weapon over a large enemy will hold the meter steady and slowly accumulate hits. In this way it is possible to create a single chain out of any of the 5 stages.&lt;br /&gt;
&lt;br /&gt;
===Fighters===&lt;br /&gt;
* TYPE-A: High speed, fires front concentration shots&lt;br /&gt;
* TYPE-B: Low speed, fires wide front area shots&lt;br /&gt;
&lt;br /&gt;
Type B shot speed is slightly faster in the Black Label version than it is in the White Label version.&lt;br /&gt;
&lt;br /&gt;
===Element Dolls===&lt;br /&gt;
The selection of Element Dolls is similar to the selection of Shot or Laser variants in DoDonPachi. A doll is chosen after a fighter type is selected. &lt;br /&gt;
* DFSD-010 SHOTIA: Increases shot power, 3 bombs (max 6)&lt;br /&gt;
* DFSD-014 LEINYAN: Increases laser power, 2 bombs (max 4)&lt;br /&gt;
* FSD-002 EXY: Increases shot and laser powers, 1 bomb (max 2)&lt;br /&gt;
When the player loses a life, the revived fighter's enhanced weapon is reduced in power by one level, while the non-enhanced weapon's power is reduced to its lowest level. In the case of Expert type, both weapons are lowered by only one level upon death. Also, a player's maximum bomb capacity may be increased after respawning.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:HitboxDOJ.png|thumb]]&lt;br /&gt;
Here are the position and size of the hitbox depending of the ship&lt;br /&gt;
&lt;br /&gt;
These are the actual hitbox dimensions (y,y,x,x)in hexadecimal values (64 subpixels = 1 pixel) :&lt;br /&gt;
* Type A WL: 0x100, 0xc0, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type B WL: 0xc0, 0x100, 0xc0, 0xc0 (rectangle 7x6 pixels) &lt;br /&gt;
* Type A BL: 0x80,0x100,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
* Type B BL: 0x100,0x80,0x80,0x80 (rectangle 6x4 pixels) &lt;br /&gt;
&lt;br /&gt;
When moving to the side, the hitbox is slightly thinner&lt;br /&gt;
&lt;br /&gt;
===Stages===&lt;br /&gt;
There are 5 stages per loop. The second loop becomes available if the player completes the first loop and satisfies one of the following requirements:&lt;br /&gt;
&lt;br /&gt;
* Loses at most 2 lives&lt;br /&gt;
* Uses at most 3 bombs&lt;br /&gt;
* Collects all 10 bees in at least 3 stages. The bees in each stage must be collected without dying before the boss (basically, collect the &amp;quot;2x bee&amp;quot; in at least 3 stages).&lt;br /&gt;
* (White Label Only) When finishing the first 5 stages with more than 350 million&lt;br /&gt;
&lt;br /&gt;
If the player then defeats the regular stage 2-5 boss, the true final boss of the game, Hibachi, appears.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
On default settings, the player starts with 2 extends. &lt;br /&gt;
There are 2 scoring based extends, one at 10 million, the other one at 30 million for the White Label version, one at 20 million, the other one at 50 million for the Black Label version.&lt;br /&gt;
There is one hidden extend in stage 4, if the player destroy both side parts of the midboss before destroying the central part (the central part must not be destroyed by a bomb), a 1-up item will appear. The player need to grab this item to get the extend. &lt;br /&gt;
It is possible to get this hidden extend in both loops.&lt;br /&gt;
The player can get more extends during the 2nd loop under some conditions : &lt;br /&gt;
* In White Label, every time the player clears a stage without bombing or without dying (or both), he will get an extend during the transition to the next stage.&lt;br /&gt;
* In Black Label, if the player starts a stage of the second loop without any extends, if he clears the stage without dying, he will be awarded an extend during the transition to the next stage. If the player picks up the hidden extend during stage 2-4, this will not work.&lt;br /&gt;
&lt;br /&gt;
===Bombs===&lt;br /&gt;
Depending on which ship the player choose and how many lives were lost, he is given a certain number of bombs. &lt;br /&gt;
At the start of the game, the player will have :&lt;br /&gt;
* 3 bombs for Shot type&lt;br /&gt;
* 2 bombs for Laser type&lt;br /&gt;
* 1 bomb for Expert type&lt;br /&gt;
Then if the player dies, he will have a full bomb stock and an additional bomb unless he died while being in hyper mode or if he already had the maximum bomb stock on his previous life. The maximum bomb stock is :&lt;br /&gt;
* 6 bombs for Shot type &lt;br /&gt;
* 4 bombs for Laser type&lt;br /&gt;
* 2 bombs for Expert type&lt;br /&gt;
&lt;br /&gt;
Whether the player is pressing the bomb button while using shot or laser, the bomb will be different.&lt;br /&gt;
If he presses the bomb button while using shot, the bomb will take the form of a big explosion that will clear all the small enemies. All the bullets are canceled and turn into star items at the moment of the explosion and bullets don’t spawn during the whole duration of the bomb.&lt;br /&gt;
If he presses the bomb button while using laser, the bomb will take the form of a big laser that will deal a lot of damage to anything in front of the player ship. The bullets are canceled (but no star items in this case) just at the moment the bomb button is pressed (but they will keep spawning during the bomb).&lt;br /&gt;
In both case, the player is invulnerable during the whole duration of the bomb.&lt;br /&gt;
&lt;br /&gt;
Bombs items are pretty rare in the game. After the player destroys the ship that carries them, they stay on the screen for a while, following a predictable rectangular movement then they disappear from the screen after a while&lt;br /&gt;
If a bomb is collected while the stock is already full, instead of seeing the number of bomb displayed, the player will see the message : “maximum”. Which means that, for every frame outside of boss fight, he will earn bonus points while this message is displayed. For each life lost and bomb used, this bonus decrease, so to maximize the score, it is best not to die and bomb at all if possible. This bonus becomes much more important in the second loop.&lt;br /&gt;
&lt;br /&gt;
===Chaining===&lt;br /&gt;
Chaining is the most important part of Daioujou scoring system. Whether the player preserves or breaks his chain is determined by the chain gauge. Every time an enemy is killed, the chain gauge will go up, else it will go down at a constant speed. If it goes all the way down, the chain breaks.&lt;br /&gt;
If an enemy is killed with shot, the  chain gauge is filled completely but if an enemy is killed with the laser, the chain gauge will only be filled up to 50%. But holding the laser on a big enemy can preserve the chain.  In this case, instead of going down, the chaining gauge will stay at 25%.&lt;br /&gt;
As in the previous DonPachi games, scoring in Daioujou is all about achieving and properly maintaining a high combo chain. As the point value of the enemies you destroy and some items you collect are multiplied by the current chain counter. &lt;br /&gt;
&lt;br /&gt;
===Bee item===&lt;br /&gt;
Bees play an important role in DaiOuJou, and are worth 1,000 points multiplied by the number of hits in the current combo chain. Uncovering a bee item with the Laser will add a HIT to the current chain counter, and  it will refill the chain gauge by 50%. If a player can collect all ten bee items in a stage without dying, the last item will have an additional x2 multiplier. Collecting all the bee items in a stage will also increase their default value by 1,000 for every subsequent stage. Collecting every bee item in both loops without dying outside of boss fights will cause the bee items to be worth 10,000 points each in the final stage! &lt;br /&gt;
The player can fill the Hyper Gauge by collecting a bee item while having at least a 20-HIT chain. &lt;br /&gt;
&lt;br /&gt;
In Black Label, collecting a bee item with a 20 to 39 hit chain will fill 3% of the Hyper Gauge, having a 40 to 59 HIT chain will give 6%, and so on until the player has a 200+ HIT chain, which fills 30% of the Hyper Gauge. &lt;br /&gt;
&lt;br /&gt;
However, collecting a bee item while in Hyper Mode won’t give any hyper gauge. That’s why, at many points in the game, it is better to collect the bees before activating the hyper mode, or just after the hyper ends.&lt;br /&gt;
&lt;br /&gt;
===Hyper item===&lt;br /&gt;
This is an addition to the series. A hyper meter is incorporated into the upper-left status display and is filled by chaining, collecting bees, and dying, amongst other things. When the meter is filled, a hyper item falls from the top of the screen, unless the player is currently in a boss battle. A player can hold up to 5 hyper items at any one time.&lt;br /&gt;
&lt;br /&gt;
When a hyper is activated, all hyper items are used at once with an effect proportional to the amount of hypers consumed. A hyper causes the player's fighter to be invincible for a short while (90 frames of invulnerability), and amplifies the powers of both normal fire and the laser. Once the timer runs out the player's ship returns to normal. As a side effect, all enemy bullets move faster when the hyper is activated, increasing the &amp;quot;RANK&amp;quot; difficulty level of the game, until a bomb is used during hyper mode or when the player's ship is destroyed. This effect does not disappear when the hyper wears off. Using a bomb during a hyper will end it immediately; dying causes the player to lose all in-stock hyper items. Using a hyper while there is an uncollected hyper item will transform it into a large star (which gives 10.000 points).&lt;br /&gt;
&lt;br /&gt;
''How to get hypers :''&lt;br /&gt;
In order to get an hyper, the player need to fill the hyper gauge. When the hyper gauge is full, an hyper medal  should drop from the top of the screen but there are some exceptions :&lt;br /&gt;
* If the hyper gauge is filled when the hyper mode is still active, the hyper medal won’t drop. Instead, the player will get an hyper cancel.&lt;br /&gt;
* During a boss fight if there is at least one bomb in stock. To make an hyper drop during a boss fight, the player can fill an hyper gauge without any bomb in stock, use all the remaining bombs or die during hyper mode without any bomb in stock if he has at least 1 full hyper gauge.&lt;br /&gt;
&lt;br /&gt;
When the player fills an hyper gauge but is in one of the two situations mentioned before, instead of making an hyper drop, he will get an hyper cancel. All the bullets on the screen disappear at the very moment the hyper gauge is filled. This can be especially useful on some stage sections and boss fight.&lt;br /&gt;
&lt;br /&gt;
''Hyper item properties :'' &lt;br /&gt;
Once they appear from the top of the screen, if the player does not pick them up, they will slowly go down until they hit the bottom of the screen and then they will go up until they exit the screen by the top. &lt;br /&gt;
If the player activates an hyper while there is an hyper item on the screen, the hyper item will turn into a 10 000 points star and this hyper item is “wasted”.&lt;br /&gt;
&lt;br /&gt;
''How to fill the hyper gauge :''&lt;br /&gt;
The hyper gauge can be filled by killing enemies. Killing small enemies with the shot gives more hyper than killing them with the laser. This means it is possible to regulate the speed at which the hyper gauge is filled by deliberately choosing to kill the popcorn enemies with shot or laser.&lt;br /&gt;
It is also possible to gain hyper by using the laser on big enemies and bosses, it gives even more hyper by pointblanking them because the aura is also touching them (note : pointblanking can also give more hits). This means it is also possible to regulate the speed at which the hyper gauge is filled during boss fights by dealing damage with the shot instead of the laser for example.&lt;br /&gt;
Losing a life fills 25% of a full Hyper Gauge (to be verified for White Label)&lt;br /&gt;
The final way to fill the Hyper Gauge is to collect a bee with at least a 20-HIT chain (see the “Bees” paragraph)&lt;br /&gt;
&lt;br /&gt;
Important note : &lt;br /&gt;
When the hyper gauge is filled by collecting a bee or dying, there is no leftover. &lt;br /&gt;
For example, in Black Label if the hyper gauge is filled at 80% and the players grabs a bee with a 700-HIT combo chain, he should get 30% of hyper gauge, but in this case, he will fill the hyper gauge, make an hyper item drop and start the new gauge at 0%. Which means he only gained 20% of hyper gauge.&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
DoDonPachi DaiOuJou has a hidden ranking system, one that makes the game harder as the rank increases. Rank is increased by using Hypers, and the amount it increases is proportional to the level of the hyper used. Rank can only be decreased by bombing during hyper mode or losing a life.&lt;br /&gt;
&lt;br /&gt;
===Star and Medal items===&lt;br /&gt;
The star and medal items are pretty much worthless in comparison to the other aspects of the scoring system.&lt;br /&gt;
&lt;br /&gt;
Picked up during stage gameplay&lt;br /&gt;
small star = 500 pts&lt;br /&gt;
small medal = 500 pts&lt;br /&gt;
Big star = 10 000 pts&lt;br /&gt;
Big medal = 10 000 pts&lt;br /&gt;
&lt;br /&gt;
Stars attracted during hyper cancels are worth 500pts/star. &lt;br /&gt;
&lt;br /&gt;
===End-stage Bonus===&lt;br /&gt;
If no-miss : take into account all the stars and medals collected only during this stage, If one or more deaths (during the stage or boss) : take into account the stars and medals collected since the last death.&lt;br /&gt;
&lt;br /&gt;
Nb of stars  X 1000 pts&lt;br /&gt;
&lt;br /&gt;
Nb of medals X 2000 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOSS HIT BONUS&lt;br /&gt;
&lt;br /&gt;
Stage 1 : 300 000 + 1,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 2 : 400 000 + 2 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 3 : 500 000 + 2,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 4 : 600 000 + 3 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
Stage 5 : 700 000 + 3,5 x BOSS_HITS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always true, no matter how many deaths during stage section or boss fight.&lt;br /&gt;
Stage 1-1 and 2-1 BOSS HITS BONUS is counted the same way, same for 1-2 and 2-2, 1-3 and 2-3, ...&lt;br /&gt;
&lt;br /&gt;
''Funny detail :''&lt;br /&gt;
The scrolling of the BOSS HIT BONUS is not synchronized with the reverse scrolling of the HITS.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
===Synopsis===&lt;br /&gt;
Centuries have passed since the [[DoDonPachi | catastrophic war]] that almost cost the human race its complete annihilation at the hands of the deranged Colonel Schwarlitz Longhener, leader of the DonPachi Corps: a military squad of starfighter pilots known for their combat prowess and emotional detachment (as a result of the inhuman training they are subjected to - the [[DonPachi | first game]] being a prime example of it, with the trainee actually slaughtering comrades posing as the enemy); whatever remained of his genocidal army was gathered, transported to the Moon and sealed within a network of caves, left to rot away as the nightmares faded into legend.&lt;br /&gt;
&lt;br /&gt;
The human race flourished again, to the point of colonizing the Moon itself, the megacity of Lunapolis being the hub of human activity on lunar soil. However, as time passed, the dormant machines reawakened, rebuilt, evolved: the caverns of the planet swarmed with all sorts of advanced war machines, and automated production facilities, at their core a heavily guarded platform where the ultimate fighting machine of the past, the mechanical bee Hibachi (this time named 緋蜂, lit. &amp;quot;Scarlet Bee&amp;quot;), was slowly being rebuilt. Still following their original programming, the machines broke the seal, invading the surface and quickly seizing control of the almost defenseless Lunapolis, its streets and facilities now completely overtaken and littered with heavy artillery emplacements.&lt;br /&gt;
&lt;br /&gt;
With little time to spare, the DonPachi Corps are reactivated, with enough time to build only two fighters; nevertheless, to each was bestowed the assistance of an Element Doll, highly evolved sentient droids (apparently widespread in human society by then, and treated as little more than slaves) capable of providing tactical data and enhancing the craft's own capabilities. Knowing that the mission is plausibly suicidal, the two attack ships are deployed on the Moon surface, just outside Lunapolis, alone against a ruthless army of machines with a single objective; killing. &lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
&lt;br /&gt;
The game's ending reveals, in a chilling twist, that the Element Dolls are, in truth, cybernetic beings built by forcefully turning human beings into servants, laborers and soldiers, their minds and wills rewritten and bent to the whim of Earth's upper class. Then, a Doll-specific coda is shown:&lt;br /&gt;
&lt;br /&gt;
* '''Shotia:''' Interfacing with the enemy's computer network and forcibly shutting it down, Shotia is finally pulled out of the fighter jet by her pilot, who has come to grow feelings for the biomechanical soldier. As he holds her however, her mind is overcome by a virus hidden in Hibachi's mainframe and slowly deteriorates, each memory being deleted until, at last, tears accompany the Doll's final ones, those of her in her human days, before being abducted and converted. With a smile, Shotia dies.&lt;br /&gt;
* '''Leinyan:''' Having finally destroyed the devilish war machine Hibachi and ensuing the collapse of the enemy's computer network, the fighter plane returns to base, the pilot's mission completed. However, Leinyan rebels against her masters, having fallen in love with her pilot, who is forced to watch helplessly as she is dragged away, deactivated and her body dissected for research. In an atypical subversion of the series' dark endings, the Doll's consciousness takes control of the laboratory's systems, escaping into cyberspace and, finally, reuniting with her lover.&lt;br /&gt;
* '''EXY:''' In a desperate attempt to shut down the enemy's computer network, EXY interfaces with it and delves within the massive data stream with her own consciousness. The attempt is successful, however the information flow drives her mad (it is implied that she discovered Colonel Schwarlitz Longhener's involvement and betrayal), who ultimately breaks free from the fighter's armor and, in a fit of blind rage, chokes the pilot and slaughters the accompanying infantry escort. This, along with the deranged realization that mankind is the one true enemy to defeat, ultimately leads to the events depicted in [[DoDonPachi DaiFukkatsu | Dai-Fukkatsu]].&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
===Black Label===&lt;br /&gt;
This variant was a limited edition release. The arcade board includes the original and Black Label games, which can be selected during boot time. The Black Label game can be identified by the black title screen. After the release of the Black label, the original version is called as White Label, particularly for clarification.&lt;br /&gt;
&lt;br /&gt;
Changes in Black Label include:&lt;br /&gt;
&lt;br /&gt;
* The player can select 1 Loop Mode or 2 Loop Mode at the beginning of the game, after selecting a battle fighter and Element Doll. In 2 Loop Mode, after completing stage 1–5, the player now has the option to play the second loop as before, but in 1 Loop Mode, the player immediately fights Hibachi after defeating the normal final stage boss.&lt;br /&gt;
* The player is no longer reduced to only one life when entering the 2nd loop.&lt;br /&gt;
* The player can continue should he/she lose all his/her lives in the 2nd loop by inserting more coins and pressing START (and a second player can join in), up until he/she reaches the true final stage.&lt;br /&gt;
* The game is easier in general. The enemy bullets are fewer and move slower, but the changes are subtle.&lt;br /&gt;
* The Hyper Meter fills faster than in the original.&lt;br /&gt;
* Some bug fixes. The chain meter now has 5 digits, so it no longer rolls over if it reaches 9,999 hits. (In the original version, the chain meter counts internally correct, but displays only lower 4 digits.)&lt;br /&gt;
* Both weapons are lowered by only one level upon respawning for all types when in the 2nd loop.&lt;br /&gt;
&lt;br /&gt;
A prototype export/overseas version of the Black Label edition named DoDonPachi III was discovered in 2016.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
=== Bugs and Glitches ===&lt;br /&gt;
* A strange visual glitch occasionally occurs with the score digits, causing one of the digits to show up as a symbol instead of a number (such as '&amp;gt;' instead of a number). This glitch has a high chance of occuring in stage 2-2, and with the bees in stage 2-4. &amp;lt;br&amp;gt;Interestingly, if you game over with the glitch active, the glitched score number will show as a regular digit, but it will be a different color from the rest of the score.&amp;lt;br&amp;gt;This glitch does not seem to have any adverse effect on gameplay other than an odd display.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:DoDonPachi DaiOuJou]]&lt;br /&gt;
[[Category:DonPachi series]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet Hell]]&lt;br /&gt;
[[Category:Hyper system mechanic]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14354</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14354"/>
		<updated>2022-02-01T20:28:51Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Gameplay Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
The player can select between three ship colors with Shot, Bomb, or Start.&lt;br /&gt;
&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game, or by entering a cheat code in the Gallery.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;gt;His Bomb releases a lightning storm with full screen coverage, but the lowest raw power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Raijin.png]]&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high power, technical ship. Mine options' angle can be adjusted.&amp;lt;br&amp;gt;His Bomb releases a cybernetic gravity hole with full screen coverage and high power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Jiderstand.png]]&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Features two options that fire homing missiles. Missiles track whatever enemy is closest.&amp;lt;br&amp;gt;Her Bomb is a snowstorm with a strong concentrated center stream.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Porchka.png]]&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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high-speed ship focused on power and aggression.&amp;lt;br&amp;gt;Her Bomb is a central fire blast with spreading fire shots to the side.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Carmine.png]]&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;Bomb releases four medallions that fire powerful laser blasts.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power, collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]]&amp;lt;br&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. Different size medals are worth different multiplier value. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&amp;lt;br&amp;gt;''Note: Medals do not have any point value; they only add to the multiplier.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the '''trillions'''. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}Collecting excess '''Power-Up''' icons will also reward the player with multiplier value. The value of extra P icons is '''+10''' in the first four stages, '''+50''' on stages 5 and 6, and '''+250''' on the final stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y + A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
==== End-of-Stage Bonus ====&lt;br /&gt;
The end-of-stage bonus rewards players with bonus score based on three things; the rate of boss destruction, rate of enemy destruction, and their remaining bomb stock. All three rewards are increased based on the multiplier, leading to these bonuses becoming exponentially more rewarding the further the player is into their run.&lt;br /&gt;
----&lt;br /&gt;
  BOSS BREAK: (1000 * Y) * Bs * T * St&lt;br /&gt;
  Bs = Boss destruction percentage&lt;br /&gt;
  T = Time remaining&lt;br /&gt;
  St = Stage number&lt;br /&gt;
Boss Break Bonus rewards the player based on how much destruction they've inflicted upon the boss. &lt;br /&gt;
* If '''Bs''' is 100%, then this bonus is doubled.&lt;br /&gt;
* In the final stage, the value of '''T''' will always be set to 1.&lt;br /&gt;
* In later stages, efficiently and quickly destroying bosses can yield very high bonuses.&lt;br /&gt;
&lt;br /&gt;
  SHOOT DOWN: (10000 * Y) * Sh * St&lt;br /&gt;
  Sh = Enemy destruction percentage&lt;br /&gt;
Shoot Down Bonus rewards the player with bonus score based on their efficiency in destroying as many enemies in the stage as possible.&lt;br /&gt;
* If '''Sh''' is 100%, then this bonus is doubled.&lt;br /&gt;
&lt;br /&gt;
  BOMB RESERVE: (10000 * Y) * Bm * St&lt;br /&gt;
  Bm = Bombs remaining at end of stage&lt;br /&gt;
Bomb Reserve Bonus rewards the player with additional score for holding onto their bomb stock. This is the least-valuable end-of-stage bonus, but can still yield high score gain.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14353</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14353"/>
		<updated>2022-02-01T20:28:31Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
The player can select between three ship colors with Shot, Bomb, or Start.&lt;br /&gt;
&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game, or by entering a cheat code in the Gallery.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;gt;His Bomb releases a lightning storm with full screen coverage, but the lowest raw power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Raijin.png]]&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high power, technical ship. Mine options' angle can be adjusted.&amp;lt;br&amp;gt;His Bomb releases a cybernetic gravity hole with full screen coverage and high power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Jiderstand.png]]&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Features two options that fire homing missiles. Missiles track whatever enemy is closest.&amp;lt;br&amp;gt;Her Bomb is a snowstorm with a strong concentrated center stream.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Porchka.png]]&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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high-speed ship focused on power and aggression.&amp;lt;br&amp;gt;Her Bomb is a central fire blast with spreading fire shots to the side.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Carmine.png]]&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;Bomb releases four medallions that fire powerful laser blasts.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power, collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]]&amp;lt;br&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. Different size medals are worth different multiplier value. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&amp;lt;br&amp;gt;''Note: Medals do not have any point value; they only add to the multiplier.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the '''trillions'''. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}Collecting excess '''Power-Up''' icons will also reward the player with multiplier value. The value of extra P icons is '''+10''' in the first four stages, '''+50''' on stages 5 and 6, and '''+250''' on the final stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y + A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
==== End-of-Stage Bonus ====&lt;br /&gt;
The end-of-stage bonus rewards players with bonus score based on three things; the rate of boss destruction, rate of enemy destruction, and their remaining bomb stock. All three rewards are increased based on the multiplier, leading to these bonuses becoming exponentially more rewarding the further the player is into their run.&lt;br /&gt;
----&lt;br /&gt;
  BOSS BREAK: (1000 * Y) * Bs * T * St&lt;br /&gt;
  Bs = Boss destruction percentage&lt;br /&gt;
  T = Time remaining&lt;br /&gt;
  St = Stage number&lt;br /&gt;
Boss Break Bonus rewards the player based on how much destruction they've inflicted upon the boss. &lt;br /&gt;
* If '''Bs''' is 100%, then this bonus is doubled.&lt;br /&gt;
* In the final stage, the value of '''T''' will always be set to 1.&lt;br /&gt;
* In later stages, efficiently and quickly destroying bosses can yield very high bonuses.&lt;br /&gt;
&lt;br /&gt;
  SHOOT DOWN: (10000 * Y) * Sh * St&lt;br /&gt;
  Sh = Enemy destruction percentage&lt;br /&gt;
Shoot Down Bonus rewards the player with bonus score based on their efficiency in destroying as many enemies in the stage as possible.&lt;br /&gt;
* If '''Sh''' is 100%, then this bonus is doubled.&lt;br /&gt;
&lt;br /&gt;
  BOMB RESERVE: (10000 * Y) * Bm * St&lt;br /&gt;
  Bm = Bombs remaining at end of stage&lt;br /&gt;
Bomb Reserve Bonus rewards the player with additional score for holding onto their bomb stock. This is the least-valuable end-of-stage bonus, but can still yield high score gain.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14352</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14352"/>
		<updated>2022-02-01T20:27:25Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
The player can select between three ship colors with Shot, Bomb, or Start.&lt;br /&gt;
&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game, or by entering a cheat code in the Gallery.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;gt;His Bomb releases a lightning storm with full screen coverage, but the lowest raw power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Raijin.png]]&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Features two options that fire homing missiles. Missiles track whatever enemy is closest.&amp;lt;br&amp;gt;Her Bomb is a snowstorm with a strong concentrated center stream.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Porchka.png]]&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high power, technical ship. Mine options' angle can be adjusted.&amp;lt;br&amp;gt;His Bomb releases a cybernetic gravity hole with full screen coverage and high power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Jiderstand.png]]&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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high-speed ship focused on power and aggression.&amp;lt;br&amp;gt;Her Bomb is a central fire blast with spreading fire shots to the side.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Carmine.png]]&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;Bomb releases four medallions that fire powerful laser blasts.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power, collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]]&amp;lt;br&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. Different size medals are worth different multiplier value. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&amp;lt;br&amp;gt;''Note: Medals do not have any point value; they only add to the multiplier.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the '''trillions'''. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}Collecting excess '''Power-Up''' icons will also reward the player with multiplier value. The value of extra P icons is '''+10''' in the first four stages, '''+50''' on stages 5 and 6, and '''+250''' on the final stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y + A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
==== End-of-Stage Bonus ====&lt;br /&gt;
The end-of-stage bonus rewards players with bonus score based on three things; the rate of boss destruction, rate of enemy destruction, and their remaining bomb stock. All three rewards are increased based on the multiplier, leading to these bonuses becoming exponentially more rewarding the further the player is into their run.&lt;br /&gt;
----&lt;br /&gt;
  BOSS BREAK: (1000 * Y) * Bs * T * St&lt;br /&gt;
  Bs = Boss destruction percentage&lt;br /&gt;
  T = Time remaining&lt;br /&gt;
  St = Stage number&lt;br /&gt;
Boss Break Bonus rewards the player based on how much destruction they've inflicted upon the boss. &lt;br /&gt;
* If '''Bs''' is 100%, then this bonus is doubled.&lt;br /&gt;
* In the final stage, the value of '''T''' will always be set to 1.&lt;br /&gt;
* In later stages, efficiently and quickly destroying bosses can yield very high bonuses.&lt;br /&gt;
&lt;br /&gt;
  SHOOT DOWN: (10000 * Y) * Sh * St&lt;br /&gt;
  Sh = Enemy destruction percentage&lt;br /&gt;
Shoot Down Bonus rewards the player with bonus score based on their efficiency in destroying as many enemies in the stage as possible.&lt;br /&gt;
* If '''Sh''' is 100%, then this bonus is doubled.&lt;br /&gt;
&lt;br /&gt;
  BOMB RESERVE: (10000 * Y) * Bm * St&lt;br /&gt;
  Bm = Bombs remaining at end of stage&lt;br /&gt;
Bomb Reserve Bonus rewards the player with additional score for holding onto their bomb stock. This is the least-valuable end-of-stage bonus, but can still yield high score gain.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14351</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14351"/>
		<updated>2022-02-01T20:20:53Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;gt;His Bomb releases a lightning storm with full screen coverage, but the lowest raw power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Raijin.png]]&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Features two options that fire homing missiles. Missiles track whatever enemy is closest.&amp;lt;br&amp;gt;Her Bomb is a snowstorm with a strong concentrated center stream.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Porchka.png]]&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high power, technical ship. Mine options' angle can be adjusted.&amp;lt;br&amp;gt;His Bomb releases a cybernetic gravity hole with full screen coverage and high power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Jiderstand.png]]&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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high-speed ship focused on power and aggression.&amp;lt;br&amp;gt;Her Bomb is a central fire blast with spreading fire shots to the side.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Carmine.png]]&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;Bomb releases four medallions that fire powerful laser blasts.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power, collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]]&amp;lt;br&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. Different size medals are worth different multiplier value. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&amp;lt;br&amp;gt;''Note: Medals do not have any point value; they only add to the multiplier.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the '''trillions'''. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}Collecting excess '''Power-Up''' icons will also reward the player with multiplier value. The value of extra P icons is '''+10''' in the first four stages, '''+50''' on stages 5 and 6, and '''+250''' on the final stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y + A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
==== End-of-Stage Bonus ====&lt;br /&gt;
The end-of-stage bonus rewards players with bonus score based on three things; the rate of boss destruction, rate of enemy destruction, and their remaining bomb stock. All three rewards are increased based on the multiplier, leading to these bonuses becoming exponentially more rewarding the further the player is into their run.&lt;br /&gt;
----&lt;br /&gt;
  BOSS BREAK: (1000 * Y) * Bs * T * St&lt;br /&gt;
  Bs = Boss destruction percentage&lt;br /&gt;
  T = Time remaining&lt;br /&gt;
  St = Stage number&lt;br /&gt;
Boss Break Bonus rewards the player based on how much destruction they've inflicted upon the boss. &lt;br /&gt;
* If '''Bs''' is 100%, then this bonus is doubled.&lt;br /&gt;
* In the final stage, the value of '''T''' will always be set to 1.&lt;br /&gt;
* In later stages, efficiently and quickly destroying bosses can yield very high bonuses.&lt;br /&gt;
&lt;br /&gt;
  SHOOT DOWN: (10000 * Y) * Sh * St&lt;br /&gt;
  Sh = Enemy destruction percentage&lt;br /&gt;
Shoot Down Bonus rewards the player with bonus score based on their efficiency in destroying as many enemies in the stage as possible.&lt;br /&gt;
* If '''Sh''' is 100%, then this bonus is doubled.&lt;br /&gt;
&lt;br /&gt;
  BOMB RESERVE: (10000 * Y) * Bm * St&lt;br /&gt;
  Bm = Bombs remaining at end of stage&lt;br /&gt;
Bomb Reserve Bonus rewards the player with additional score for holding onto their bomb stock. This is the least-valuable end-of-stage bonus, but can still yield high score gain.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14350</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14350"/>
		<updated>2022-02-01T20:19:08Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;gt;Bomb has full screen coverage, but the lowest raw power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Raijin.png]]&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Features two options that fire homing missiles. Missiles track whatever enemy is closest.&amp;lt;br&amp;gt;Bomb is a snowstorm with a strong concentrated center stream.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Porchka.png]]&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high power, technical ship. Mine options' angle can be adjusted.&amp;lt;br&amp;gt;Bomb has full screen coverage and high power.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Jiderstand.png]]&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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;A high-speed ship focused on power and aggression.&amp;lt;br&amp;gt;Bomb is a central fire blast with spreading fire shots to the side.&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Carmine.png]]&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;Bomb releases four medallions that fire powerful laser blasts.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power, collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]]&amp;lt;br&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. Different size medals are worth different multiplier value. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&amp;lt;br&amp;gt;''Note: Medals do not have any point value; they only add to the multiplier.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the '''trillions'''. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}Collecting excess '''Power-Up''' icons will also reward the player with multiplier value. The value of extra P icons is '''+10''' in the first four stages, '''+50''' on stages 5 and 6, and '''+250''' on the final stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y + A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
==== End-of-Stage Bonus ====&lt;br /&gt;
The end-of-stage bonus rewards players with bonus score based on three things; the rate of boss destruction, rate of enemy destruction, and their remaining bomb stock. All three rewards are increased based on the multiplier, leading to these bonuses becoming exponentially more rewarding the further the player is into their run.&lt;br /&gt;
----&lt;br /&gt;
  BOSS BREAK: (1000 * Y) * Bs * T * St&lt;br /&gt;
  Bs = Boss destruction percentage&lt;br /&gt;
  T = Time remaining&lt;br /&gt;
  St = Stage number&lt;br /&gt;
Boss Break Bonus rewards the player based on how much destruction they've inflicted upon the boss. &lt;br /&gt;
* If '''Bs''' is 100%, then this bonus is doubled.&lt;br /&gt;
* In the final stage, the value of '''T''' will always be set to 1.&lt;br /&gt;
* In later stages, efficiently and quickly destroying bosses can yield very high bonuses.&lt;br /&gt;
&lt;br /&gt;
  SHOOT DOWN: (10000 * Y) * Sh * St&lt;br /&gt;
  Sh = Enemy destruction percentage&lt;br /&gt;
Shoot Down Bonus rewards the player with bonus score based on their efficiency in destroying as many enemies in the stage as possible.&lt;br /&gt;
* If '''Sh''' is 100%, then this bonus is doubled.&lt;br /&gt;
&lt;br /&gt;
  BOMB RESERVE: (10000 * Y) * Bm * St&lt;br /&gt;
  Bm = Bombs remaining at end of stage&lt;br /&gt;
Bomb Reserve Bonus rewards the player with additional score for holding onto their bomb stock. This is the least-valuable end-of-stage bonus, but can still yield high score gain.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14349</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14349"/>
		<updated>2022-02-01T20:14:06Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Gameplay Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Raijin.png]]&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Features two options that fire homing missiles. Missiles track whatever enemy is closest.&lt;br /&gt;
| [[File:GW_Bomb_Porchka.png]]&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high power, technical ship. Mine options' angle can be adjusted.&lt;br /&gt;
| [[File:GW_Bomb_Jiderstand.png]]&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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high-speed ship focused on power and aggression.&lt;br /&gt;
| [[File:GW_Bomb_Carmine.png]]&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power, collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]]&amp;lt;br&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. Different size medals are worth different multiplier value. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&amp;lt;br&amp;gt;''Note: Medals do not have any point value; they only add to the multiplier.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the '''trillions'''. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}Collecting excess '''Power-Up''' icons will also reward the player with multiplier value. The value of extra P icons is '''+10''' in the first four stages, '''+50''' on stages 5 and 6, and '''+250''' on the final stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y + A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
==== End-of-Stage Bonus ====&lt;br /&gt;
The end-of-stage bonus rewards players with bonus score based on three things; the rate of boss destruction, rate of enemy destruction, and their remaining bomb stock. All three rewards are increased based on the multiplier, leading to these bonuses becoming exponentially more rewarding the further the player is into their run.&lt;br /&gt;
----&lt;br /&gt;
  BOSS BREAK: (1000 * Y) * Bs * T * St&lt;br /&gt;
  Bs = Boss destruction percentage&lt;br /&gt;
  T = Time remaining&lt;br /&gt;
  St = Stage number&lt;br /&gt;
Boss Break Bonus rewards the player based on how much destruction they've inflicted upon the boss. &lt;br /&gt;
* If '''Bs''' is 100%, then this bonus is doubled.&lt;br /&gt;
* In the final stage, the value of '''T''' will always be set to 1.&lt;br /&gt;
* In later stages, efficiently and quickly destroying bosses can yield very high bonuses.&lt;br /&gt;
&lt;br /&gt;
  SHOOT DOWN: (10000 * Y) * Sh * St&lt;br /&gt;
  Sh = Enemy destruction percentage&lt;br /&gt;
Shoot Down Bonus rewards the player with bonus score based on their efficiency in destroying as many enemies in the stage as possible.&lt;br /&gt;
* If '''Sh''' is 100%, then this bonus is doubled.&lt;br /&gt;
&lt;br /&gt;
  BOMB RESERVE: (10000 * Y) * Bm * St&lt;br /&gt;
  Bm = Bombs remaining at end of stage&lt;br /&gt;
Bomb Reserve Bonus rewards the player with additional score for holding onto their bomb stock. This is the least-valuable end-of-stage bonus, but can still yield high score gain.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14348</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14348"/>
		<updated>2022-02-01T20:08:57Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Raijin.png]]&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Features two options that fire homing missiles. Missiles track whatever enemy is closest.&lt;br /&gt;
| [[File:GW_Bomb_Porchka.png]]&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high power, technical ship. Mine options' angle can be adjusted.&lt;br /&gt;
| [[File:GW_Bomb_Jiderstand.png]]&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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high-speed ship focused on power and aggression.&lt;br /&gt;
| [[File:GW_Bomb_Carmine.png]]&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power, collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]]&amp;lt;br&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. Different size medals are worth different multiplier value. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&amp;lt;br&amp;gt;''Note: Medals do not have any point value; they only add to the multiplier.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the '''trillions'''. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}Collecting excess '''Power-Up''' icons will also reward the player with multiplier value. The value of extra P icons is '''+10''' in the first four stages, '''+50''' on stages 5 and 6, and '''+250''' on the final stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y + A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
==== End-of-Stage Bonus ====&lt;br /&gt;
The end-of-stage bonus rewards players with bonus score based on three things; the rate of boss destruction, rate of enemy destruction, and their remaining bomb stock. All three rewards are increased based on the multiplier, leading to these bonuses becoming exponentially more rewarding the further the player is into their run.&lt;br /&gt;
----&lt;br /&gt;
  BOSS BREAK: (1000 * Y) * Bs * T * St&lt;br /&gt;
  Bs = Boss destruction percentage&lt;br /&gt;
  T = Time remaining&lt;br /&gt;
  St = Stage number&lt;br /&gt;
Boss Break Bonus rewards the player based on how much destruction they've inflicted upon the boss. &lt;br /&gt;
* If '''Bs''' is 100%, then this bonus is doubled.&lt;br /&gt;
* In the final stage, the value of '''T''' will always be set to 1.&lt;br /&gt;
* In later stages, efficiently and quickly destroying bosses can yield very high bonuses.&lt;br /&gt;
&lt;br /&gt;
  SHOOT DOWN: (10000 * Y) * Sh * St&lt;br /&gt;
  Sh = Enemy destruction percentage&lt;br /&gt;
Shoot Down Bonus rewards the player with bonus score based on their efficiency in destroying as many enemies in the stage as possible.&lt;br /&gt;
* If '''Sh''' is 100%, then this bonus is doubled.&lt;br /&gt;
&lt;br /&gt;
  BOMB RESERVE: (10000 * Y) * Bm * St&lt;br /&gt;
  Bm = Bombs remaining at end of stage&lt;br /&gt;
Bomb Reserve Bonus rewards the player with additional score for holding onto their bomb stock. This is the least-valuable end-of-stage bonus, but can still yield high score gain.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=User:CHA-STG/Sandbox&amp;diff=14347</id>
		<title>User:CHA-STG/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=User:CHA-STG/Sandbox&amp;diff=14347"/>
		<updated>2022-02-01T20:08:21Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Ships ===&lt;br /&gt;
----&lt;br /&gt;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;gt;&lt;br /&gt;
| [[File:GW_Bomb_Raijin.png]]&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Features two options that fire homing missiles. Missiles track whatever enemy is closest.&lt;br /&gt;
| [[File:GW_Bomb_Porchka.png]]&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high power, technical ship. Mine options' angle can be adjusted.&lt;br /&gt;
| [[File:GW_Bomb_Jiderstand.png]]&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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high-speed ship focused on power and aggression.&lt;br /&gt;
| [[File:GW_Bomb_Carmine.png]]&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:GW_Bomb_Porchka.png&amp;diff=14346</id>
		<title>File:GW Bomb Porchka.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:GW_Bomb_Porchka.png&amp;diff=14346"/>
		<updated>2022-02-01T20:06:43Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:GW_Bomb_Jiderstand.png&amp;diff=14345</id>
		<title>File:GW Bomb Jiderstand.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:GW_Bomb_Jiderstand.png&amp;diff=14345"/>
		<updated>2022-02-01T20:06:36Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:GW_Bomb_Carmine.png&amp;diff=14344</id>
		<title>File:GW Bomb Carmine.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:GW_Bomb_Carmine.png&amp;diff=14344"/>
		<updated>2022-02-01T20:06:26Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:GW_Bomb_Raijin.png&amp;diff=14343</id>
		<title>File:GW Bomb Raijin.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:GW_Bomb_Raijin.png&amp;diff=14343"/>
		<updated>2022-02-01T19:58:37Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:GW_Ship_Raijin.png&amp;diff=14342</id>
		<title>File:GW Ship Raijin.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:GW_Ship_Raijin.png&amp;diff=14342"/>
		<updated>2022-02-01T19:28:20Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: CHA-STG uploaded a new version of File:GW Ship Raijin.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:GW_Ship_Porchka.png&amp;diff=14341</id>
		<title>File:GW Ship Porchka.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:GW_Ship_Porchka.png&amp;diff=14341"/>
		<updated>2022-02-01T19:28:05Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: CHA-STG uploaded a new version of File:GW Ship Porchka.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:GW_Ship_Jiderstand.png&amp;diff=14340</id>
		<title>File:GW Ship Jiderstand.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:GW_Ship_Jiderstand.png&amp;diff=14340"/>
		<updated>2022-02-01T19:27:31Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: CHA-STG uploaded a new version of File:GW Ship Jiderstand.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:GW_Ship_Jiderstand.png&amp;diff=14339</id>
		<title>File:GW Ship Jiderstand.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:GW_Ship_Jiderstand.png&amp;diff=14339"/>
		<updated>2022-02-01T19:26:36Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:GW_Ship_Porchka.png&amp;diff=14338</id>
		<title>File:GW Ship Porchka.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:GW_Ship_Porchka.png&amp;diff=14338"/>
		<updated>2022-02-01T19:26:27Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:GW_Ship_Carmine.png&amp;diff=14337</id>
		<title>File:GW Ship Carmine.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:GW_Ship_Carmine.png&amp;diff=14337"/>
		<updated>2022-02-01T19:26:19Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:GW_Ship_Raijin.png&amp;diff=14336</id>
		<title>File:GW Ship Raijin.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:GW_Ship_Raijin.png&amp;diff=14336"/>
		<updated>2022-02-01T19:26:02Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: CHA-STG uploaded a new version of File:GW Ship Raijin.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14335</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14335"/>
		<updated>2022-02-01T19:22:15Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high-speed ship focused on power and aggression.&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Features two options that fire homing missiles. Missiles track whatever enemy is closest.&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high power, technical ship. Mine options' angle can be adjusted.&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power, collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]]&amp;lt;br&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. Different size medals are worth different multiplier value. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&amp;lt;br&amp;gt;''Note: Medals do not have any point value; they only add to the multiplier.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the '''trillions'''. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}Collecting excess '''Power-Up''' icons will also reward the player with multiplier value. The value of extra P icons is '''+10''' in the first four stages, '''+50''' on stages 5 and 6, and '''+250''' on the final stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y + A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
==== End-of-Stage Bonus ====&lt;br /&gt;
The end-of-stage bonus rewards players with bonus score based on three things; the rate of boss destruction, rate of enemy destruction, and their remaining bomb stock. All three rewards are increased based on the multiplier, leading to these bonuses becoming exponentially more rewarding the further the player is into their run.&lt;br /&gt;
----&lt;br /&gt;
  BOSS BREAK: (1000 * Y) * Bs * T * St&lt;br /&gt;
  Bs = Boss destruction percentage&lt;br /&gt;
  T = Time remaining&lt;br /&gt;
  St = Stage number&lt;br /&gt;
Boss Break Bonus rewards the player based on how much destruction they've inflicted upon the boss. &lt;br /&gt;
* If '''Bs''' is 100%, then this bonus is doubled.&lt;br /&gt;
* In the final stage, the value of '''T''' will always be set to 1.&lt;br /&gt;
* In later stages, efficiently and quickly destroying bosses can yield very high bonuses.&lt;br /&gt;
&lt;br /&gt;
  SHOOT DOWN: (10000 * Y) * Sh * St&lt;br /&gt;
  Sh = Enemy destruction percentage&lt;br /&gt;
Shoot Down Bonus rewards the player with bonus score based on their efficiency in destroying as many enemies in the stage as possible.&lt;br /&gt;
* If '''Sh''' is 100%, then this bonus is doubled.&lt;br /&gt;
&lt;br /&gt;
  BOMB RESERVE: (10000 * Y) * Bm * St&lt;br /&gt;
  Bm = Bombs remaining at end of stage&lt;br /&gt;
Bomb Reserve Bonus rewards the player with additional score for holding onto their bomb stock. This is the least-valuable end-of-stage bonus, but can still yield high score gain.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14334</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14334"/>
		<updated>2022-02-01T19:21:10Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high-speed ship focused on power and aggression.&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Features two options that fire homing missiles. Missiles track whatever enemy is closest.&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high power, technical ship. Mine options' angle can be adjusted.&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]]&amp;lt;br&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&amp;lt;br&amp;gt;''Note: Medals do not have any point value, they ''only'' add to the multiplier.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the '''trillions'''. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}Collecting excess '''Power-Up''' icons will also reward the player with multiplier value. The value of extra P icons is '''+10''' in the first four stages, '''+50''' on stages 5 and 6, and '''+250''' on the final stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y + A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
==== End-of-Stage Bonus ====&lt;br /&gt;
The end-of-stage bonus rewards players with bonus score based on three things; the rate of boss destruction, rate of enemy destruction, and their remaining bomb stock. All three rewards are increased based on the multiplier, leading to these bonuses becoming exponentially more rewarding the further the player is into their run.&lt;br /&gt;
----&lt;br /&gt;
  BOSS BREAK: (1000 * Y) * Bs * T * St&lt;br /&gt;
  Bs = Boss destruction percentage&lt;br /&gt;
  T = Time remaining&lt;br /&gt;
  St = Stage number&lt;br /&gt;
Boss Break Bonus rewards the player based on how much destruction they've inflicted upon the boss. &lt;br /&gt;
* If '''Bs''' is 100%, then this bonus is doubled.&lt;br /&gt;
* In the final stage, the value of '''T''' will always be set to 1.&lt;br /&gt;
* In later stages, efficiently and quickly destroying bosses can yield very high bonuses.&lt;br /&gt;
&lt;br /&gt;
  SHOOT DOWN: (10000 * Y) * Sh * St&lt;br /&gt;
  Sh = Enemy destruction percentage&lt;br /&gt;
Shoot Down Bonus rewards the player with bonus score based on their efficiency in destroying as many enemies in the stage as possible.&lt;br /&gt;
* If '''Sh''' is 100%, then this bonus is doubled.&lt;br /&gt;
&lt;br /&gt;
  BOMB RESERVE: (10000 * Y) * Bm * St&lt;br /&gt;
  Bm = Bombs remaining at end of stage&lt;br /&gt;
Bomb Reserve Bonus rewards the player with additional score for holding onto their bomb stock. This is the least-valuable end-of-stage bonus, but can still yield high score gain.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14333</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14333"/>
		<updated>2022-02-01T19:17:30Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Scoring */  end of stage bonus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high-speed ship focused on power and aggression.&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Features two options that fire homing missiles. Missiles track whatever enemy is closest.&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high power, technical ship. Mine options' angle can be adjusted.&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the '''trillions'''. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}Collecting excess '''Power-Up''' icons will also reward the player with multiplier value. The value of extra P icons is '''+10''' in the first four stages, '''+50''' on stages 5 and 6, and '''+250''' on the final stage.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y + A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
==== End-of-Stage Bonus ====&lt;br /&gt;
The end-of-stage bonus rewards players with bonus score based on three things; the rate of boss destruction, rate of enemy destruction, and their remaining bomb stock. All three rewards are increased based on the multiplier, leading to these bonuses becoming exponentially more rewarding the further the player is into their run.&lt;br /&gt;
----&lt;br /&gt;
  BOSS BREAK: (1000 * Y) * Bs * T * St&lt;br /&gt;
  Bs = Boss destruction percentage&lt;br /&gt;
  T = Time remaining&lt;br /&gt;
  St = Stage number&lt;br /&gt;
Boss Break Bonus rewards the player based on how much destruction they've inflicted upon the boss. &lt;br /&gt;
* If '''Bs''' is 100%, then this bonus is doubled.&lt;br /&gt;
* In the final stage, the value of '''T''' will always be set to 1.&lt;br /&gt;
* In later stages, efficiently and quickly destroying bosses can yield very high bonuses.&lt;br /&gt;
&lt;br /&gt;
  SHOOT DOWN: (10000 * Y) * Sh * St&lt;br /&gt;
  Sh = Enemy destruction percentage&lt;br /&gt;
Shoot Down Bonus rewards the player with bonus score based on their efficiency in destroying as many enemies in the stage as possible.&lt;br /&gt;
* If '''Sh''' is 100%, then this bonus is doubled.&lt;br /&gt;
&lt;br /&gt;
  BOMB RESERVE: (10000 * Y) * Bm * St&lt;br /&gt;
  Bm = Bombs remaining at end of stage&lt;br /&gt;
Bomb Reserve Bonus rewards the player with additional score for holding onto their bomb stock. This is the least-valuable end-of-stage bonus, but can still yield high score gain.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14332</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14332"/>
		<updated>2022-02-01T19:00:22Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Version Differences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high-speed ship focused on power and aggression.&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Features two options that fire homing missiles. Missiles track whatever enemy is closest.&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high power, technical ship. Mine options' angle can be adjusted.&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the trillions. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y + A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
'''US / Euro Version (vs. Japan Version)'''&lt;br /&gt;
* The US / Euro versions are set to difficulty 4 by default (JP version is set to 2).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14331</id>
		<title>Giga Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Giga_Wing&amp;diff=14331"/>
		<updated>2022-02-01T18:57:08Z</updated>

		<summary type="html">&lt;p&gt;CHA-STG: /* Gameplay Overview */ added rank, stage order for characters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GW_Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #FFBB00&lt;br /&gt;
|title = Giga Wing&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = GW_Title.png&lt;br /&gt;
|width = 300px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|&lt;br /&gt;
|music = Yasushi Kaminishi&lt;br /&gt;
|&lt;br /&gt;
|designer = Kei Toume&lt;br /&gt;
|&lt;br /&gt;
|art = &lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1999&lt;br /&gt;
&lt;br /&gt;
|nextgame = '''''[[Mars Matrix|Mars Matrix: Hyper Solid Shooting]]'''''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giga Wing ==&lt;br /&gt;
[[File:GW_Screenshot_01.png|thumb|300px|right]]'''''Giga Wing''''' is a vertical shooting game released by '''[[Takumi]]''' in 1999 for the '''CPS-2''' arcade system. It was later ported to the Sega Dreamcast in 2000 (1999 for Japan), and is also available on the ''Capcom Arcade Stadium'' collection, released in 2021 for Nintendo Switch, PlayStation 4, Xbox One, and PC (Steam).&amp;lt;br&amp;gt;&lt;br /&gt;
Although it is a vertically-oriented game, it features a wide aspect ratio (commonly referred to as '''&amp;quot;vertizontals&amp;quot;''' in the STG fandom). It is the second game Takumi released, and the first featuring their own original IP. The game was published by [[Capcom]].&amp;lt;br&amp;gt;&lt;br /&gt;
It is notable for its massive score potential -- reaching even higher than the trillions when played for score proper, huge number of bullets on-screen, and its bullet- reflecting mechanic -- one of the first of its kind -- which would prove to become a central idea in all of Takumi's games moving forward. &lt;br /&gt;
&lt;br /&gt;
It was successful enough to be followed up by a [[Giga Wing 2|sequel]] the following year, and a third game (''[[Giga Wing Generations]]'') released in 2004, ending the trilogy.&lt;br /&gt;
&lt;br /&gt;
In ''Giga Wing'', the player is fighting through a war in a futuristic steampunk setting, with the end goal of destroying the '''Medallion''' &amp;lt;small&amp;gt;''(spelled as &amp;quot;Medalion&amp;quot; in game)''&amp;lt;/small&amp;gt;, a powerful artifact that is being used for evil. There are four characters in the game, each with their own story unfolding around the chase for the Medallion. Notably, if the game is being played with two players at once, another story unfolds where the two characters work as a team, and it even features both good and bad endings.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Giga Wing'' features seven total stages, although the seventh stage can only be played by completing the first six stages without using a continue. It is a single-loop game with a large focus on scoring.&lt;br /&gt;
&lt;br /&gt;
The first three stages are played in different order, depending on the character that you select:&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: 120px;&amp;quot; | Character&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 1&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 2&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 80px;&amp;quot; | Stage 3&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Sinnosuke'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Ruby'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Isha'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;'''Stuck'''&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Volcano&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Train&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Airport&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' uses two buttons for its control scheme, with the Shot button also controlling the game's bullet reflection mechanic.&amp;lt;br&amp;gt;&lt;br /&gt;
On the Sega Dreamcast port, the player can set up dedicated buttons for auto-firing the Shot and using the reflection weapon.&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;br&amp;gt;Tap intervals are very wide, reducing the overall rate of button mashing.&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;'''Reflect Force'''&amp;lt;/center&amp;gt;&amp;lt;small&amp;gt;Unleashes a massive blast that reflects enemy bullets.&amp;lt;br&amp;gt;Takes a second to charge, and once used, the gauge must cool down before it can be used again.&amp;lt;br&amp;gt;Fully invincible upon successful activation.&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 massive, explosive bomb attack that clears the screen of bullets, makes the player invincible, and deals massive damage.&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;
There are four ships to play in ''Giga Wing'', each one being piloted by a different character, which feature their own unique dialogue between stages.&amp;lt;br&amp;gt;&lt;br /&gt;
A fifth ship can be unlocked in the Dreamcast port by 1CCing the game.&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:#EE0099; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Wide Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Raijin'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Raijin.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A basic ship that has good screen coverage and movement, but low power.&amp;lt;br&amp;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:#FF4400; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Ruby&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Ruby.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Straight Shot&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Carmine'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Carmine.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high-speed ship focused on power and aggression.&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:#77BBDD; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Isha&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Isha.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Average&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Homing Missile&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Porchka'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Porchka.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Features two options that fire homing missiles. Missiles track whatever enemy is closest.&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:#22BB44; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Stuck&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Stuck.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Explosive Mine&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Jiderstand'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Jiderstand.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
A high power, technical ship. Mine options' angle can be adjusted.&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:#000000; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;Sinnosuke&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; | Weapon&lt;br /&gt;
! style=&amp;quot;background-color:#a9a9a9; color:#ffffff;&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
{{!}} colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[File:GW_CharSel_Sinnosuke.png|center]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | ???&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Highest&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;13&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | '''Stranger'''&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:GW_Ship_Stranger.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
Exclusive to Dreamcast version. Highly overpowered, but terrible for scoring.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
----&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;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Power-Up'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Increases the player's shot strength by one level (maximum level is 3). Once the player reaches max power collecting these adds to the score multiplier.&lt;br /&gt;
|-&lt;br /&gt;
| &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.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;'''Gold Medal'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|| Collect to add to the multiplier. See ''[[Giga Wing#Scoring|Scoring]]'' for more information.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
''Giga Wing'' features a basic [[rank]] system, which will increase the speed of enemy bullets, and reduce the [[Help:Glossary#Sealing|bullet sealing]] distance between the player and enemies.&amp;lt;br&amp;gt;&lt;br /&gt;
The earlier you die, the lower rank will increase.&amp;lt;br&amp;gt;&lt;br /&gt;
The default difficulty is 2 on the Japanese versions and 4 on US/EURO ones.&amp;lt;br&amp;gt;&lt;br /&gt;
Stage order will also influence the difficulty of stages and the bosses in said stage; Volcano as stage 3 is harder than Volcano as stage 1, for example.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Giga Wing'' revolves around a game-spanning '''multiplier''' that the player is constantly increasing by collecting '''Gold Medals''' and destroying enemies, massively increasing their base value.&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Medals are generated by destroying airborne enemies, destroying certain objects, and deflecting enemy bullets into enemies and objects using Reflect Force.&amp;lt;br&amp;gt;&lt;br /&gt;
By chaining medals and maximizing destruction rate, the player can earn millions of points per hit.&lt;br /&gt;
&lt;br /&gt;
High scores can be valued upwards of the trillions. The [[STG Hall of Records#Giga Wing|Hall of Records]] shows that the highest scoring runs between all four ships average upwards of 260,000,000,000,000pts (260 trillion). &lt;br /&gt;
&lt;br /&gt;
==== Medal Chaining Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gold Medals&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_1.gif]] '''+1'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_5.gif]] '''+5'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_10.gif]] '''+10'''&amp;lt;/div&amp;gt; &lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:GW_Medal_20.gif]] '''+20'''&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gold Medals '''exponentially increase in value''' as they are collected.&amp;lt;br&amp;gt;&lt;br /&gt;
Each Gold Medal collected increases the value of all following medals, and this value is then added into the game's multiplier.&amp;lt;br&amp;gt;&lt;br /&gt;
The chain value is reset when the player dies, or a new stage has begun. &lt;br /&gt;
&lt;br /&gt;
Achieving particularly high scores is greatly dependent on maintaining large medal chains without dying, and routing the best moments and angles to reflect enemy bullets and collect many medals.&lt;br /&gt;
 (B + N) = V&amp;lt;br&amp;gt;&lt;br /&gt;
  B = Base value of the medal collected.&lt;br /&gt;
  N = Overall medal collection value at the time of collection&lt;br /&gt;
  V = Final value that is added to the following medal, then added to the multiplier&lt;br /&gt;
&lt;br /&gt;
As an example; if the player collects a medal that is worth '''+10''' after collecting no medals, then the overall medal collection value applied to the next medal will be '''10''', and the multiplier will now be at '''x11'''. &amp;lt;br&amp;gt;(10 + 0) = 10&lt;br /&gt;
&lt;br /&gt;
If the player then collects five medals, each worth '''+1''', then the first medal, instead of being worth 1, will be worth '''11''' (making the multiplier '''x22'''), then 12 ('''x34'''), then 13 ('''x47'''), then 14 ('''x61'''), then 15 ('''x76''').&amp;lt;br&amp;gt;(1 + 10) = 11 &amp;gt; ''etc.'' &amp;gt; (1 + 15) = 16&lt;br /&gt;
&lt;br /&gt;
==== Multiplier Breakdown ====&lt;br /&gt;
----&lt;br /&gt;
The multiplier in ''Giga Wing'' spans the entire run.&amp;lt;br&amp;gt;&lt;br /&gt;
The player is constantly carrying a massive multiplier with them through all seven stages, and it makes going for high scoring strategies extremely valuable in the early game.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 (V + X) = Y&amp;lt;br&amp;gt;&lt;br /&gt;
  X = Previous multiplier value&lt;br /&gt;
  Y = Current multiplier value&lt;br /&gt;
&lt;br /&gt;
The multiplier, much like medals, is increasing exponentially with each medal collected, and this multiplier increases the value of every object and enemy that the player destroys. &lt;br /&gt;
 (Y + A) = Z&amp;lt;br&amp;gt;&lt;br /&gt;
  A = Base value of object destroyed&lt;br /&gt;
  Z = Score given to player on destruction&lt;br /&gt;
&lt;br /&gt;
For example; if the player destroyed an enemy worth '''150pts''', with a '''x394049''' multiplier, the enemy will be worth '''59,107,350pts'''.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Giga Wing/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=====Endings=====&lt;br /&gt;
TBD&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;
TBD&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
TBD&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 [[Giga Wing/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
'''[[Giga Wing/Video_Index|Video Index]]'''&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;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>CHA-STG</name></author>
		
	</entry>
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