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	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
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	<updated>2026-04-21T19:17:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37216</id>
		<title>R-Type II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=R-Type_II&amp;diff=37216"/>
		<updated>2026-03-09T19:47:20Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: Edited staff list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rtype2_logo.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #A2AAAA&lt;br /&gt;
|background = #E3FBFB&lt;br /&gt;
|innerbordercolor = #A2AAAA&lt;br /&gt;
|width =&lt;br /&gt;
|title = R-Type II&lt;br /&gt;
|image = rtype2_title_screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 320px&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP:''' November 1989 &amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n15/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''US:''' April 1990&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n164/mode/1up Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt; &amp;lt;br&amp;gt; '''PlayStation''' &amp;lt;br&amp;gt; '''JP:''' February 5, 1998 &amp;lt;br&amp;gt; '''JP:''' October 25, 2001 (Reprint) &amp;lt;br&amp;gt; '''US:''' February 28, 1999 &amp;lt;br&amp;gt; '''EU:''' September 20, 1998 &amp;lt;br&amp;gt; '''Xbox 360:''' 2009&lt;br /&gt;
|previousgame = [[Dragon Breed]]&lt;br /&gt;
|nextgame = [[X Multiply]]&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Yoshihito Tagami&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiko Ishida&lt;br /&gt;
|&lt;br /&gt;
|program = Takeo Sumita&lt;br /&gt;
|&lt;br /&gt;
|art = Akio Oyabu &amp;lt;br&amp;gt; Yoshio Shimizu&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''R-Type II''' is a horizontal scrolling shoot em up developed by [[Irem]] in the year 1989. It is the first sequel to the original [[R-Type]] and the second game in the series. Just like its predecessor, ''R-Type II'' has had several ports, more often than not downscaled in some way to make up for the different hardware (most notable one is ''Super R-Type'' for the Super Nintendo). The Arcade version has been ported to PlayStation as part of the R-Types compilation and R-Type Dimensions release.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
There are 6 stages with a second loop in ''R-Type II''. Extends are granted at 200k, 350k, 500k and 700k points respectively.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
*'''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
*'''A button (Hold):''' Charges the Wave Cannon.&lt;br /&gt;
*'''B button (Press):''' Controls the Force Pod.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
====Wave Cannon====&lt;br /&gt;
&lt;br /&gt;
This is always available without the need of any power-ups. By holding the A button, the player can fire larger single shots, represented by the bar at the bottom of the screen. About a second after fully charged, the bar will go from light blue to gold, allowing the usage of several overlapping shots. There is a small window to use this, afterwards it will keep looping from blue to gold. &lt;br /&gt;
&lt;br /&gt;
====Force Pod====&lt;br /&gt;
&lt;br /&gt;
The Force Pod is obtained by collecting any laser items. It can block projectiles and deal contact damage. The pod works differently when it's attached or detached. While attached, it fires the respective laser weapon the player has in the direction it's currently facing. Pressing the B button will release the pod, making it fire bullets forward. This can be upgraded to a &amp;lt; shaped arc of bullets and it can additionally fire up and down when maxed.&lt;br /&gt;
&lt;br /&gt;
The Force can be reattached by pressing the B button or simply flying close to it.&lt;br /&gt;
&lt;br /&gt;
====Laser====&lt;br /&gt;
&lt;br /&gt;
They are the upgrade to the main shot. Initially, picking up a laser item just makes the Force pod appear, level 2 makes the player fire the respective laser that was picked up and the third upgrade grants the strongest version of it.&lt;br /&gt;
&lt;br /&gt;
====Missile====&lt;br /&gt;
&lt;br /&gt;
Used alongisde the player's main shot. Unlike other weapons, they don't have any subsequent upgrades after the initial pick up. There are 2 different types of missiles available.&lt;br /&gt;
&lt;br /&gt;
====Bits====&lt;br /&gt;
&lt;br /&gt;
The bits are option items that follow the player. The first one is attached to the top of the player's ship and the second underneath. They can deal contact damage and fire while using the red laser.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon || Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue.png|center]] || '''Rebound Laser''' &amp;lt;br&amp;gt; Fires 2 lasers at 45° angles and one directly forward. They bounce off terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_yellow.png|center]] || '''Counter-Ground Laser''' &amp;lt;br&amp;gt; Fires 2 laser at 90° angles that travel across the terrain.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red.png|center]] || '''Counter-Air Laser''' &amp;lt;br&amp;gt; Usually called the &amp;quot;DNA shot&amp;quot;. Fires intertwined shots forward.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_green.png|center]] || '''Search Laser''' &amp;lt;br&amp;gt; 2 thin lasers that move diagonally (including terrain) while tracking enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_gray.png|center]] || '''Shotgun Laser''' &amp;lt;br&amp;gt; Fires special rounds that explode after a short distance. &amp;lt;br&amp;gt; At full power, they can travel about half a screen.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_blue_missile.png|center]] || '''Scatter Bombs''' &amp;lt;br&amp;gt; Travels across the ground releasing explosions on its way.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_red_missile.png|center]] || '''Homing Missile''' &amp;lt;br&amp;gt; Flies forward and tracks enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_bit.png|center]] || '''Bit''' &amp;lt;br&amp;gt; Adds a bit.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Rtype2_speedup.png|center]] || '''Speed-up''' &amp;lt;br&amp;gt; Increases movement speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Loops==&lt;br /&gt;
&lt;br /&gt;
At the start of the second loop the player retains their missile and current movement speed, other upgrades are removed. Due to the higher difficulty bullets move faster, enemies fire more and most of them have higher HP.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Environmental_hazard_mechanic]]&lt;br /&gt;
[[Category:Horizontal_orientation]]&lt;br /&gt;
[[Category:Option_mechanic]]&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Kyuukyoku_Tiger&amp;diff=36122</id>
		<title>Kyuukyoku Tiger</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Kyuukyoku_Tiger&amp;diff=36122"/>
		<updated>2025-11-20T23:17:56Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kyuukyoku_Tiger.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Kyuukyoku Tiger&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image =KTiger_title_screen.png&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;
|program = Masahiro Yuge&amp;lt;br&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&amp;lt;br&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|art = Kōetsu Iwabuchi&amp;lt;br&amp;gt;Yumiko Shimizu&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
|previousgame = [[Hishouzame]]&lt;br /&gt;
|nextgame = [[Tatsujin]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Kyuukyoku Tiger / Twin Cobra ==&lt;br /&gt;
Shooting game from [[Toaplan]]. 1987. Published by [[Taito]]. The sequel to ''[[Tiger-Heli]]''. Known outside of Japan as ''Twin Cobra''.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Kyuukyoku Tiger'' is a highly rudimentary game with a barebones control format and marathon-like game loop. There are ten stages in the game, with the latter five games serving as re-arranged versions of the first five stages. The game loops infinitely, with each loop increasing bullet speed and enemy aggression.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Fires your Weapon. There is no auto-fire functionality in the game.&lt;br /&gt;
* '''B:''' Fires a Bomb. Bombs have a brief delay before they become active, and the player is '''not''' invincible at any point during the bomb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
There are four weapons to choose from in ''Kyuukyoku Tiger'', each one identified by the '''color''' of the weapon pickup. Every weapon has several power levels that offers increased firepower and slightly varies the weapon functionality.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:KTiger-Red.png|50px]]&amp;lt;br&amp;gt;'''Vulcan''' (Red)&amp;lt;/div&amp;gt; || Fires a straight shot. Concurrent upgrades increase the number of bullets shot at once, and very marginally increases the horizontal range of the weapon.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:KTiger-Blue.png|50px]]&amp;lt;br&amp;gt;'''Spread''' (Blue)&amp;lt;/div&amp;gt; || Fires a series of blue bullets that increase in size and amount with upgrades. When upgraded twice, the weapon gains a 3-way spread fire, which then upgrades to a 5-way. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:KTiger-Green.png|50px]]&amp;lt;br&amp;gt;'''Laser''' (Green)&amp;lt;/div&amp;gt; || A variation on the straight shot that features increased power and refire rate, but a narrower bullet range.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:KTiger-Yellow.png|50px]]&amp;lt;br&amp;gt;'''Four-Way''' (Yellow)&amp;lt;/div&amp;gt; || Fires a multi-directional shot. When upgraded to level 3, it begins firing from the left and right of the helicopter, as well as from behind.&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&amp;amp;nbsp; !! Description&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:KTiger_Star.png|50px]]&amp;lt;br&amp;gt;'''P-Star'''&amp;lt;/div&amp;gt; || Awards 100pts. Tallied at the end of the stage for bonus points.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:KTiger-Red.png|50px]] [[File:KTiger-Blue.png|50px]] [[File:KTiger-Green.png|50px]] [[File:KTiger-Yellow.png|50px]]&amp;lt;br&amp;gt;'''Weapon Pickup'''&amp;lt;/div&amp;gt;|| Switches the weapon the player is using based on the color. Awards 2000pts on collection if the color is the same as the shot already used, 100pts otherwise.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:KTiger_Power_Up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt; || Increases the player's weapon power level by 1. Once the player is fully powered up, the item is replaced by the Weapon Pickup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:KTiger_Bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt; || Awards a bomb to the player. The player can hold up to 7 bombs, and the item will be replaced by the Weapon Pickup if the player already has a full bomb stock.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:KTiger_1up.png|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt; || Awards an extend to the player.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
''Kyuukyoku Tiger'', like many early Toaplan shmups, features an '''infinite loop''', allowing the skilled player to play the game forever as long as they're able to keep up with the scaling increase in enemy bullet speed and general ferocity.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Scoring in ''Kyuukyoku Tiger'' is extremely basic, with each enemy and item offering a flat amount of points. Like most Toaplan games, Kyuukyoku Tiger loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop. However, most of the scoring will come from dying as little as possible.&lt;br /&gt;
&lt;br /&gt;
=====End-Stage Bonus=====&lt;br /&gt;
&lt;br /&gt;
The player is awarded '''3000pts''' for every P-Star they collected in the stage. If the player dies in a stage, any Stars collected on that life are lost.&lt;br /&gt;
&lt;br /&gt;
=====Weapon pickup=====&lt;br /&gt;
&lt;br /&gt;
If the item is collected while its color is the same as the shot the player was already using, they are awarded 2000 points. Otherwise, they only get 100 points.&lt;br /&gt;
&lt;br /&gt;
=====Infinite pattern=====&lt;br /&gt;
&lt;br /&gt;
The final boss doesn't time out, while enemy tanks will appear infinitely. By using the yellow shot type (four-way) and staying in a safespot while shooting, it is possible to destroy the tanks as they spawn without damaging the boss, making the score slowly increase. Players aiming to record their high scores on public leaderboards are discouraged from using this sort of exploit to earn points.&lt;br /&gt;
&lt;br /&gt;
=====Not bombing=====&lt;br /&gt;
&lt;br /&gt;
If the player has a full bomb stock (7), any item drop that would have been a bomb will be replaced by a weapon pickup, and therefore with the opportunity to get 2000 points.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Kyuukyoku Tiger/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapon choice ===&lt;br /&gt;
&lt;br /&gt;
The '''blue''' weapon is universally considered the best weapon at high power. It has great coverage when the player has collected a few power-ups, and can deal extremely high damage when pointblanking a boss. Considering the fact that enemies in this game tend to spawn in corners of the screen, the blue weapon's spread makes it perfect to deal with such threats.&lt;br /&gt;
&lt;br /&gt;
The '''red''' weapon is acceptable at low power. With only 2 or 3 power ups, it is the most convenient solution for pointblanking bosses, as the player doesn't have to stay too close. However, outside of this niche use case, the player should aim to switch to the '''blue''' weapon as soon as possible.&lt;br /&gt;
&lt;br /&gt;
The '''green''' weapon can deal high damage to a boss, but has terrible coverage and will struggle for stage portions. It has to be used with extreme caution.&lt;br /&gt;
&lt;br /&gt;
The '''yellow''' weapon is considered the worst in the game. The way it shoots means that pointblanking is impossible, and this weapon will struggle to damage any middle-sized enemy or boss. &lt;br /&gt;
&lt;br /&gt;
=== Autofire ===&lt;br /&gt;
&lt;br /&gt;
Autofire is greatly recommended for this game, and modern ports come with appropriate options. &lt;br /&gt;
&lt;br /&gt;
The player can make great use of a '''30hz''' (1 frame ON, 1 frame OFF) button in order to deal with bosses, and will have to stay close to them in order to take advantage of the high firing rate. &lt;br /&gt;
&lt;br /&gt;
However, '''30hz''' is not optimal for stages, because the game's shot limit prevents the player from having more than 4 volleys on screen at a time. If using '''30hz''' all the time, all the volleys will be grouped together, but will leave big gaps before the next 4 volleys are fired, exposing the player. To mitigate this, the player can either start by tapping manually in order to spread their volleys, then start using 30hz, or simply use another autofire frequency (close to '''8''' or '''10hz'''), which will leave smaller gaps between volleys and should deal with all the smaller threats.&lt;br /&gt;
&lt;br /&gt;
=== Bomb usage ===&lt;br /&gt;
&lt;br /&gt;
In typical early Toaplan fashion, bombs should be considered a secondary weapon that the player may want to use in order to deal with the most dangerous parts of the game, namely bosses. Since the player cannot hold more than 7 bombs anyway, and because the point penalty for using a bomb is extremely low (the player would only lose the opportunity to score 2000 points), it is recommended to use bombs for the parts a player would struggle with.&lt;br /&gt;
&lt;br /&gt;
It should be noted that many bosses can be killed quickly by using a bomb for safety, then moving up close and shooting them down with 30hz autofire. Considering how difficult bosses in this game can be, the player may want to allocate bombs specifically for some bosses.&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 Boss ===&lt;br /&gt;
&lt;br /&gt;
This boss is a massive wall for newcomers, and is arguably the hardest in the whole game. There are two common ways of dealing with it.&lt;br /&gt;
&lt;br /&gt;
The first one requires the player to bomb and pointblank one of the two halves of the boss, destroying it as soon as possible. Then, the player has to move in circles around the boss, dodging the aimed bullets. From there, the player can simply keep dodging until the boss time outs, which happens fairly quickly, or move below to destroy the other part. This approach is unreliable in higher loops, as the boss' movement is seemingly random, and bullets much faster.&lt;br /&gt;
&lt;br /&gt;
The second one is a pacifist approach, which is actually consistent and will see the boss moving in the exact same way every time. The player should absolutely '''not''' shoot in order to not destroy the junction between the two tanks. Then, it is simply a matter of moving left and right, tapping slowly, and finding opportunities to move to the other side.&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
During the development of ''[[Slap Fight]]'', the developers at Toaplan had already developed the &amp;quot;shot + bomb&amp;quot; structure of Hishouzame and Kyuukyoku Tiger, intending to focus mostly on &amp;quot;the simple thrill of shooting and dodging&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Kyuukyoku Tiger was received well both in and outside of Japan, quoted as being Toaplan's &amp;quot;biggest hit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
The international release of Kyuukyoku Tiger is known as '''''Twin Cobra''''', and it features a few key differences that separate it from the original game, and make for an overall easier experience. Aside from the extend setting, all international Twin Cobra versions are assumed to be functionally the same.&lt;br /&gt;
* Kyuukyoku Tiger features a [[checkpoint]] system, where ''Twin Cobra'' simply respawns you instantly on death. This change can allow you to fly past troublesome sections, but can also heavily affect routing and death recovery, as you can end up going a very long time woefully underpowered.&lt;br /&gt;
* In ''Twin Cobra'', if the player dies against a boss, the boss will see its HP greatly lowered. Generally, only a few shots will be needed to finish it.&lt;br /&gt;
* The overall '''flying speed''' of the heli in ''Twin Cobra'' is faster than in ''Kyuukyoku Tiger''.&lt;br /&gt;
* ''Twin Cobra'' reduces the number of shots you can fire at once to three, whereas ''Kyuukyoku Tiger'' allows four.&lt;br /&gt;
* ''Twin Cobra'' allows two players to play simultaneously, while ''Kyuukyoku Tiger'' is limited to one player.&lt;br /&gt;
* The extend thresholds in default dip switches are different from version to version. In ''Kyuukyoku Tiger'', the first extend is awarded at 70k points, then every 200k points (270k, 470k...). In World ''Twin Cobra'', the first extend is awarded at 50k points, then every 150k points (200k, 350k...). In US ''Twin Cobra'', only 1 extend at 100k points is awarded. It should be noted that while the default dip switches in MAME are set at 50k/150k for both US and World, the manual for US arcade operators states that one extend at 100k points is considered the default setting.&lt;br /&gt;
&lt;br /&gt;
===PC Port===&lt;br /&gt;
A PC port of the arcade version is available on [https://store.steampowered.com/app/2022910/Twin_Cobra/ Steam], released by Bitwave Games on February 14, 2023. Aside from autofire, This version provides an assist feature and other quality of life improvements in order to make the game significantly easier:&lt;br /&gt;
*Includes both versions of the game.&lt;br /&gt;
*Auto-dodging&lt;br /&gt;
*Instant slowdown button&lt;br /&gt;
*Health: Allows the player to take a select number of hits before dying.&lt;br /&gt;
*Hitbox size modification&lt;br /&gt;
*Hitbox display&lt;br /&gt;
*Rewinds&lt;br /&gt;
*Savestates, up to 10&lt;br /&gt;
*Practice mode&lt;br /&gt;
*Widescreen Mode&lt;br /&gt;
*Online leaderboards, only accessible when not using assists.&lt;br /&gt;
&amp;lt;br/&amp;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 [[Kyuukyuku Tiger/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;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# &amp;quot;Toaplan Developer Interview -- Gamest, September 1990, translated into EN by Shmupulations | http://shmuplations.com/toaplan-gamest/&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dogyuun&amp;diff=36121</id>
		<title>Dogyuun</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dogyuun&amp;diff=36121"/>
		<updated>2025-11-20T23:11:24Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dogyuun_Dogyuun.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Dogyuun&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Dogyuun_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 = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Hiroaki Furukawa&amp;lt;br&amp;gt;Tomoaki Takanohashi&amp;lt;br&amp;gt;Toshiaki Ota&amp;lt;br&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|art = Junya Inoue&amp;lt;br&amp;gt;Kōetsu Iwabuchi&amp;lt;br&amp;gt;Yuko Tataka&amp;lt;br&amp;gt;Miho Hayashi&amp;lt;br&amp;gt;Saori Hiratsuka&amp;lt;br&amp;gt;Ikuo Matsumura&amp;lt;br&amp;gt;Kaneyo Ohira&amp;lt;br&amp;gt;&amp;quot;Anpanman!&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1992&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[FixEight]]&lt;br /&gt;
|nextgame = [[Tatsujin Ou]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Dogyuun ドギューン!! ==&lt;br /&gt;
'''''Dogyuun''''' (ドギューン!!) is a vertical [[shooting game]] developed and published by [[Toaplan]] in 1992, and one of the few titles created by the company that has not received any ports to home platforms to date. It is set on a fictional planet called '''Dino''', where the player faces off against a race of robotic aliens holding the planet hostage. The player ship in ''Dogyuun'' is known as the '''Sylfer''', and is equipped with a tractor beam that can grab smaller enemies and item containers and carry it with them. There are four weapons and two modules for the player to take advantage of, as well as a unique ship upgrade mechanic that is only available when two players are tagged in.&lt;br /&gt;
&lt;br /&gt;
It has received criticism for its basic design sensibilities -- compared to other games in the genre by 1992 (including others made by Toaplan) --, as it doesn't particularly innovate in any strong ways. Its most unique feature (fusing into a super-ship) is only available when playing the game with two players, so the game essentially rides or dies by its excellent visual presentation. It also has received criticism from high-level players regarding its scoring, as the scoring is easily broken by [[counter-stop]]s due to oversights with the boss design and the tractor beam mechanic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:Dogdogdog.png|left]]''Dogyuun'' utilizes three buttons for its core gameplay.&lt;br /&gt;
&lt;br /&gt;
There are ten stages in the game, and the game [[loop]]s forever, in theory. However, due to a programming error, the game soft-locks at the start of loop 5 stage 1 (5-1), so the game is considered to only have four loops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''A:''' Fires the equipped weapon&lt;br /&gt;
* '''B:''' Uses the player's equipped module&lt;br /&gt;
* '''C (Hold):''' Activates the ship's tractor beam, which can grab small enemies and item containers (once grabbing an object, you no longer have to hold the button)&lt;br /&gt;
* '''C (Press):''' Releases any objects caught by the tractor beam (this will also release your equipped module)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Weapons &amp;amp; Modules'''&lt;br /&gt;
----&lt;br /&gt;
''Dogyuun'' features '''four''' primary weapon types, selected by collecting a colored weapon capsule that cycles between ''red'', ''blue'', ''purple'', and ''green'' (in that order). There are no weapon upgrades to collect; collecting the same weapon rewards the player with '''5000pts'''. Uniquely, if you tag in a second player, and tractor beam their ship, your ships will fuse together into a '''super-ship''', allowing the player access to stronger versions of these four weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Screenshot of Dogyuun 0037.png|thumb]]&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mega Shot&amp;lt;/span&amp;gt;''' (Blue): ''The default player shot.'' Fires a straight beam forward that shrinks as it's out. Fire rate can be increased by rapidly pressing A. When equipped with the Thruster, smaller lasers are also shot from the side of the player's [[option]]s.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:magenta&amp;quot;&amp;gt;Psycho Beam&amp;lt;/span&amp;gt;''' (Purple): A curving homing shot that bends towards enemies. Only one volley can be on screen at once. It deals a respectable amount of damage, and can hit targets several times, but it is limited in the amount of firepower that can be on-screen at once, and it has a hard time hitting enemies at certain angles.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;V-Laser&amp;lt;/span&amp;gt;''' (Green): Two bolts of lightning curve out of the ship. The major advantage of this weapon is that it can consistently damage anything in its path, and its path can be left out indefinitely, but it is by far the weakest weapon in the game, only finding use in particularly unique situations against basic [[zako]].&amp;lt;small&amp;gt;''(It also plays a horrible sound when being fired.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Homing Fire&amp;lt;/span&amp;gt;''' (Red): A homing shot that curves in 90 degree angles towards its targets. Only two volleys can be on screen at once. Fire rate can be increased by rapidly pressing A, allowing it to deal great damage with [[point-blank]]ing, and its movement patterns make it useful in more situations than its purple counterpart.&lt;br /&gt;
&lt;br /&gt;
==== Modules ====&lt;br /&gt;
----&lt;br /&gt;
* '''Bomb''': Releases a one-time use bomb that grants the player invincibility and deals significant damage to any enemies unlucky enough to be caught in its path. The bomb is strong enough to destroy many sub-bosses in the game alone.&lt;br /&gt;
* '''Thruster''': When pressed down, the player's movement speed is massively increased, granting them the ability to dart across the screen. This module is highly useful, but must be used carefully in order to avoid jetting straight into bullets or airborne enemies.&lt;br /&gt;
&lt;br /&gt;
==== Two-Player ====&lt;br /&gt;
----&lt;br /&gt;
In a feature that is unique to ''Dogyuun'', both players have the ability to tractor-beam each others' ships with the C button. When this is done, the two ships fuse into one super-ship and gain devastating firepower, enhancing their equipped weapon and doubling their damage and spread. In exchange, the players are given a bigger hitbox, increasing the chances that they'll get hit by enemy bullets and colliding with ships. &lt;br /&gt;
&lt;br /&gt;
Checkpoints are disabled when two players are playing; players will instead quickly respawn after taking damage. Dying while using the fused ship results in a lost life from both players.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
The player can passively earn '''10pts''' about every '''10 frames''' (out of 60F/sec) by grabbing an enemy or weapon capsule with the '''tractor beam'''. As long as they are carrying an object, they will continue to earn this score bonus. Carried objects have their own hitboxes that can be destroyed by enemy collisions and bullets, ending the score bonus once destroyed. If carrying a particularly '''large enemy''' (such as the red missile-shooting enemies in stage 2), the player will instead earn '''100pts''' every '''10F''', but they will suffer massively reduced movement speed on their ship until the enemy is destroyed or released. &amp;lt;small&amp;gt;''(Information on enemies that can and can't be carried by the player is available on the [[Dogyuun/Strategy#Enemy Overview|Enemy Overview]] section of the [[Dogyuun/Strategy|expanded strategy page]].)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missiles fired by enemies are destructible and are worth '''10pts''' each. &lt;br /&gt;
&lt;br /&gt;
Collecting a power-up that the player is already holding will reward them with '''5000pts'''. There are also score items that reward the player with '''5000 points''' when collected, but for the most part, these only appear in Stage 3. There are no bonuses tied to end-of-stage boss destruction (even destroying boss parts typically doesn't award very many points), no bonus points awarded for [[extend]]s and bombs at the end of stages (you can only hold one bomb at a time anyway), and there is no bonus points awarded when defeating a boss. &lt;br /&gt;
&lt;br /&gt;
There is an '''item''' in one of the capsules at the end of boss fights that flashes back and forth between '''+100000pts''' and a '''1UP''', and through the use of a glitch, you can acquire two of these for a total of '''200,000pts''' rewarded. &amp;lt;small&amp;gt;''(See '''[[Dogyuun#Extends|Strategy/Extends]]''' below for more information on how to get these items to trigger.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The best scores in ''Dogyuun'' involve '''optimizing movement''' in order to '''hold onto objects with the tractor beam''' for as long as you can, picking up a new object as soon as possible, and destroying as many destructible objects as possible. A significant amount of score comes from putting together an '''optimal route''' for collecting the '''+5000pts items''' during the '''high-speed section''' at the start of '''Stage 3'''.&lt;br /&gt;
&lt;br /&gt;
Each loop of the game '''increases the overall score potential''' (including the automatic score gain from tractor beaming objects), with points earned being quadrupled in loop 2, then doubled for each subsequent loop. As such, an enemy worth '''100''' points in loop 1 would be worth '''400''' points in loop 2, '''800''' in loop 3, and '''1600''' in loop 4.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Dogyuun EN-002.gif]] ''See [[Dogyuun/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.'' [[File:Dogyuun EN-002.gif]]&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Extends =====&lt;br /&gt;
----&lt;br /&gt;
The player can earn a '''score-based 1UP''' by earning '''200,000 points'''. This is the only score-based extend in the game &amp;lt;small&amp;gt;(on default dipswitch settings)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A '''hidden extend/score item''' can be discovered by destroying specific bosses with specific weapons. It flashes back and forth between '''1UP''' and '''+100,000pts'''.&lt;br /&gt;
&lt;br /&gt;
The extend will only appear '''once''' per credit/run. If the extend was collected in a previous boss fight, the weapon capsule that the boss drops will only contain a weapon pick-up. However, the '''100,000pts item will continue to appear''' even if it is collected, making it a good choice for scoring to collect the 100,000pts item instead of the extend.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Boss !! Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;V-Laser&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Homing Fire&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || &amp;lt;span style=&amp;quot;color:magenta&amp;quot;&amp;gt;Psycho Beam&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;V-Laser&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 7 || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mega Shot&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 9 || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mega Shot&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is a tricky glitch that the player can perform that allows the player to acquire '''two extends''' &amp;lt;small&amp;gt;(or extra bonus 100000pts items)&amp;lt;/small&amp;gt; instead of one. See the [[Dogyuun/Strategy#Double_Extend_.2F_200000pts_Glitch|Strategy]] page for ''Dogyuun'' to learn more about this trick.&lt;br /&gt;
&lt;br /&gt;
===== Counter-stops =====&lt;br /&gt;
----&lt;br /&gt;
Due to the a combination of the design of the '''tractor beam''''s bonus point mechanic, various [[safespot]]s in boss encounters, and [[boss time-out|bosses not timing out]], it is possible to achieve several different [[counter-stop]]s in ''Dogyuun''. Some bosses can be rendered '''completely defenseless''' via boss part destruction, or have places on the screen that they are unable to hit the player at. When holding an object with the tractor beam in one of these situations, it's possible to leave the game untouched from that point on, and eventually acquire '''huge amounts of points, forever'''. The automatic point gain from the tractor beam is also increased in subsequent loops, making the strategy particularly lucrative in the third or fourth loops of the game. &lt;br /&gt;
&lt;br /&gt;
This is most easily done against the Stage 4 boss, for which you have to destroy one claw before moving to one of the top corners of the screen, as well as the Stage 7 boss, for which you simply have to move to one of the top corners of the screen at the start of the fight. Any other boss would require constant dodging, making the infinites not viable in the long run, but these two bosses require absolutely no effort aside from the initial setup, and the player could let the game run for hours without touching it to achieve the desired score.&lt;br /&gt;
&lt;br /&gt;
Players aiming to record their high scores on public leaderboards are discouraged from using these sorts of exploits to earn points.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''&amp;lt;small&amp;gt;(Special thanks to mojilove for the story translation, as well as several other translations on this page!)&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Lagoon''', the 104th planet, is home to the '''International Defense Force Headquarters''' where defense organizations from all countries come together. &lt;br /&gt;
&lt;br /&gt;
This headquarters assembled a special squadron called '''ISM''' to intercept aliens that could attack at any moment. &lt;br /&gt;
&lt;br /&gt;
ISM harnesses the power of the most advanced technology available to man, and is fully backed by the International Defense Force. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One day, ISM received an emergency sortie order from the Commander:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is an emergency at the planet colony Dino! Move out immediately!!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The squadron, including the '''new variable fighter Sylfer''' that had just been deployed, went to scout out the base on the planet, as communications had suddenly ceased.&lt;br /&gt;
&lt;br /&gt;
Dino was a beautiful planet—what had happened here...?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the base came into sight, the ISM pilots found it had become infested with mysterious '''mechanoid lifeforms'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ISM Pilot''': &amp;quot;Let's head back. It's too dangerous to go any further.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kyle''': &amp;quot;Wait, we're this close to getting intel on the centropolis. There are still many people trapped in there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''ISM Pilot''': &amp;quot;But we'll be dead meat if the aliens find us. All right, let's do this quickly!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kyle''': &amp;quot;Yeah, I found it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just then, Kyle's recon ship was captured and destroyed by a '''huge robot''' &amp;lt;small&amp;gt;(the stage 2 boss)&amp;lt;/small&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ISM Pilot''': &amp;quot;Kyle!!!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recon mission had taken a drastic turn, with the other pilots now ready to launch a desperate counteroffensive!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|　第１０４惑星ラグーン。ここは全国家の防衛組織が集められた国際防衛軍本部が&lt;br /&gt;
&lt;br /&gt;
置かれている。この本部には、いつ襲ってくるかもしれないエイリアンを&lt;br /&gt;
&lt;br /&gt;
迎え撃つために特殊軍隊が組まれていた。&lt;br /&gt;
&lt;br /&gt;
　軍隊の名は「ＩＳＭ」。この軍隊は、最高のテクノロジーを駆使し、&lt;br /&gt;
&lt;br /&gt;
国際防衛軍が作り上げた軍事機関である。その「ＩＳＭ」に、司令部から&lt;br /&gt;
&lt;br /&gt;
緊急出動の命令が下された。&lt;br /&gt;
&lt;br /&gt;
「惑星植民地ディノに異常事態発生！直ちに出動せよ！！」&lt;br /&gt;
&lt;br /&gt;
通信の途絶えた基地へ、ロールアウトしたばかりの新型可変戦闘機シルファーらは&lt;br /&gt;
&lt;br /&gt;
調査に向かった。&lt;br /&gt;
&lt;br /&gt;
　この美しい惑星植民地ディノに、何があったというのか、、、。&lt;br /&gt;
&lt;br /&gt;
その時だった。彼らの眼に映ったものは、謎の機械生命体の巣窟と化した基地であった。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
「そろそろ引き上げよう。これ以上の偵察は危険だ。」&lt;br /&gt;
&lt;br /&gt;
「もう少し待ってくれ。あと少しでセンターポリスの情報が手にはいる。&lt;br /&gt;
&lt;br /&gt;
　あの中にはまだ我々の仲間が大勢残っているんだ。」&lt;br /&gt;
&lt;br /&gt;
「だがエイリアンに発見されるとまずい。急ぐんだ！」&lt;br /&gt;
&lt;br /&gt;
「よし・・・見つけたぞ！」&lt;br /&gt;
&lt;br /&gt;
とその時！カイルの搭乗する偵察機が敵の大型ロボットに捕らえられ、破壊されてしまった。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
「カイルッ！！！！！」&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
　今、決死の逆襲が始まる！&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dogyuun_Story01.png|200px|thumb]] || [[File:Dogyuun_Story02.png|200px|thumb]] || [[File:Dogyuun_Story03.png|200px|thumb]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Dogyuun_Story04.png|200px|thumb]] || [[File:Dogyuun_Story05.png|200px|thumb]] || [[File:Dogyuun_Story06.png|200px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dogyuun_Story07.png|200px|thumb]] || [[File:Dogyuun_Story08.png|200px|thumb]] || [[File:Dogyuun_Story09.png|200px|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
From the start, Toaplan's goal with ''Dogyuun'' was to make a game with the best visuals possible, in response to criticism on the visuals of their previous games. Since graphics were their main focus with ''Dogyuun'', the team were unable to put a greater focus on the gameplay, which they felt was &amp;quot;unimaginative&amp;quot;. A significant amount of development time was spent on designing and animating huge bosses.&lt;br /&gt;
[http://shmuplations.com/toaplan-chronicleqa]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* In the '''European''' release of ''Dogyuun'', the rank cap is much lower than in the Japanese version. This makes the European release of the game much '''easier''' as a result.&lt;br /&gt;
* The opening cinematic is '''not included''' in either the '''European''' or '''USA''' releases of the game, likely due to the lack of English translation.&lt;br /&gt;
* There is a '''location test ROM''' of ''Dogyuun'' that is presumably an earlier build of the game &amp;lt;small&amp;gt;(we are not sure exactly how much older)&amp;lt;/small&amp;gt;. ''This is a pending research project!''&lt;br /&gt;
** In the location test ROM, the Bomb module has an '''Auto-Bomb''' feature, which will '''detonate the Bomb and protect the player from taking damage''' when hit by bullets or enemy ships. It is possible that the developers (or the playtesters?) thought the Auto-Bomb made the game too easy, and changed it before the game was finalized and sent to arcades. &lt;br /&gt;
** In the final version of the game, the Bomb module still goes off when the player dies, but '''no longer saves the player'''. This behavior is likely a remnant of the aforementioned location test's Auto-Bomb feature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
WIP&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* In the fifth loop, the game will soft-lock at the start of the first stage before any enemy appears. &lt;br /&gt;
&lt;br /&gt;
* On rare occasions, the game may crash immediately after defeating the Stage 5 Boss. The exact cause and trigger for this crash don't seem to be documented.&lt;br /&gt;
&lt;br /&gt;
* If not defeating the Stage 7 Boss in a specific way, the game will soft-lock and display explosions continuously for 20 minutes, before resuming normally. There are two known ways to avoid this. The first one, harder, is to destroy the round bottom part of the boss before killing it completely. The second one, assuming the player wants to use the top-left safespot immediately without destroying the bottom part of the boss, requires them to shoot very slowly when dealing the final blow to the boss. One tap of the button every 2 seconds is considered safe to kill the boss without triggering the bug.&lt;br /&gt;
&lt;br /&gt;
* After beating the Stage 7 boss, its remains still have a hitbox active, and it is possible to earn tick points by shooting them, and to die if going onto them.&lt;br /&gt;
&lt;br /&gt;
* If destroying the Stage 3 boss when it's firing its laser attack, the laser will remain active and travel diagonally across the screen until the player dies (or, if 2 people are playing, until they game over). If it reaches the bottom of the screen, the laser will go back to the top.&lt;br /&gt;
&lt;br /&gt;
* After beating the boss of a stage, the game should normally pause for a few seconds and display &amp;quot;Stage XXX Completed&amp;quot;. On some occasions, the game will not display the message and the game will resume immediately, without any interruption.&lt;br /&gt;
&lt;br /&gt;
* After beating a boss with a specific weapon, the game drops a capsule containing an item that will alternate between 100,000 pts and an extend. Normally, only one such capsule can be received for the whole credit. However, if the player collects this capsule with the tractor beam, then shoves it into another capsule dropped by another boss, it is possible to have the item appearing twice.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Dogyuun/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Shooting Star: ''Dogyuun'' page (JP): http://shootingstar.game.coocan.jp/dogyuun.html&lt;br /&gt;
## http://shmups.wiki/files/dogyuun_E.docx (EN translation -- thanks mojilove!)&lt;br /&gt;
# &amp;quot;Toaplan Game Q&amp;amp;A with Yuge and Uemura&amp;quot;, translated into EN by Shmupulations | http://shmuplations.com/toaplan-chronicleqa&lt;br /&gt;
# Additional info contributions by orccommander via the STG Rev. 2020 Discord&lt;br /&gt;
# Primary info and all information verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
&lt;br /&gt;
[[File:Logo Toaplan.png|center]]&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Slap_Fight&amp;diff=36120</id>
		<title>Slap Fight</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Slap_Fight&amp;diff=36120"/>
		<updated>2025-11-20T23:09:10Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: added staff credits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Slap Fight Logo.png|center|800px]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Slap Fight&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Slap Fight Title Screen.png&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|developer = Toaplan&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&lt;br /&gt;
|&lt;br /&gt;
|program = Etsuhiro Wada&lt;br /&gt;
|&lt;br /&gt;
|art = Koetsu Iwabuchi&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1986&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Tiger-Heli]]&lt;br /&gt;
|nextgame = [[Hishouzame]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Slap Fight''', also known as '''Alcon''', is a vertically scrolling shoot-em-up developed by [[Toaplan]] and released in 1986. It is notable for its upgrade system similar to [[Gradius]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Slap Fight''' is a typical game with 8-way movement, a shot button, and a secondary button to activate upgrades. Like most Toaplan titles, it features a checkpoint system, as well as the loss of all power ups after a death.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A:''' Shoots the equipped weapon&lt;br /&gt;
* '''A (Hold):''' With Laser equipped, the ray will travel further. With other weapons, will fire automatically at a very slow rate.&lt;br /&gt;
* '''B:''' Activates the upgrade highlighted in the bar&lt;br /&gt;
&lt;br /&gt;
=== Upgrade Bar ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Slap Fight Upgrade.png|center|800px]]&lt;br /&gt;
&lt;br /&gt;
The game features an upgrade bar similar to [[Gradius]]. By collecting stars, the player advances the upgrade bar, and can press the second button to activate the corresponding upgrade. &amp;lt;br/&amp;gt;&lt;br /&gt;
If the player collects a Star while the last upgrade is highlighted, the selection rolls back to the first upgrade again.&amp;lt;br/&amp;gt;&lt;br /&gt;
If the player dies while one upgrade is highlighted, or pressed '''Up+Right+A+B''' upon respawning, they start their next life with the '''Speed''' already highlighted. Otherwise, the player resumes with no upgrade.&lt;br /&gt;
&lt;br /&gt;
The '''Shot''', '''Bomb''', '''Laser''' and '''Homing Missiles''' are mutually exclusive, and activating one will deactivate the one that was active before. &lt;br /&gt;
&lt;br /&gt;
Activating any shot type or the '''Wing''' power-up will move the ship close to the middle of the screen and award the player around 2 seconds of full invincibility. &amp;lt;br/&amp;gt;&lt;br /&gt;
However, probably due to a glitch, activating another power-up while the invincibility timer is still running won't reload it. This means that, for an example assuming the timer is 2 seconds, if you activate an upgrade, then 1.5 seconds later upgrade again, you will only have 0.5 seconds of invincibility left instead of another 2 seconds.&lt;br /&gt;
&lt;br /&gt;
* '''Speed''': Increases the ship's speed. Up to 5 Speed Ups can be stacked. There is no way to lower the ship's speed to a lower level without dying, aside from the small decrease when activating the first Wing upgrade.&lt;br /&gt;
* '''Shot''': Activates the starting shot again. Limited range, but can deal decent damage to every type of enemy.&lt;br /&gt;
* '''Side''': Activates a secondary weapon fired from each side of the ship. Can be stacked with any other weapon.&lt;br /&gt;
* '''Wing''': Can be stacked up to three times, increasing the firepower each time (and, for H. Missiles, the missiles' speed). The first upgrade will make the ship wider and a little slower, while the second and third upgrade will made two options appear each time, one on each side of the ship. Options can be destroyed by enemies, and the upgrade can be activated again after this happens. Whenever one option is destroyed, the one on the other side of the ship is also destroyed.&lt;br /&gt;
* '''Bomb''': Fairly powerful weapon, but with range similar to Shot, and terrible reload time.&lt;br /&gt;
* '''Laser''': Long-range weapon. The player has to keep the button pressed for the shot to hit long distances, otherwise the ray will disappear. It is inefficient against the rail and diamond enemies.&lt;br /&gt;
* '''H. Mis''': Will fire one homing missile for each enemy present on screen, with a few exceptions for some midbosses. If no targets are on screen, the ship will fire many missiles in all directions. Cannot be fired again until all missiles hit their targets or left the screen, but the '''Side''' secondary weapon will keep shooting normally. It is almost useless against the rotating turrets in the second half of the game.&lt;br /&gt;
* '''Shield''': Limited duration shield that can withstand a few hits. Getting hit will decrease the shield's timer.&lt;br /&gt;
&lt;br /&gt;
=== Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== General secrets ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* If the player died with no upgrade pending, it is possible to start the next life as if they collected one star by keeping '''Up+Right+A+B''' pressed. It is also possible to perform this trick at the start of a credit.&lt;br /&gt;
&lt;br /&gt;
* After starting a game, if the player dies without having scored any point, they will respawn with complete Wings and the homing missiles, as well as 1,000 points earned. However, no speed up will have been granted, nor the Side shot. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Slap Fight Warp 1.png|160px]] [[File:Slap Fight Warp 2.png|160px]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* If the player reaches a certain point in the game without destroying anything, dying will award the player hundreds of thousands of points and will make them respawn much later in the game, and once again with complete Wings and the homing missiles. The longer the player survives, the more points are earned, and the further they will respawn. The earliest occurrence of this trick is if the player can reach the area in the left screenshot above (roughly). In this case, they will be awarded 150,000 points and respawn after the section with the crystal tubes, skipping the first third of the game. Surviving a little longer will award more points.&amp;lt;br/&amp;gt;&lt;br /&gt;
* The maximum possible amount of points that are possible to get with this trick appears to be 240,000, and the point to reach is roughly the one depicted in the right screenshot. Any survival beyond this is superfluous. In fact, even if the player can somehow reach beyond the &amp;quot;warp&amp;quot; checkpoint without scoring any point (which is next to impossible in an actual run with no cheats or tools), they will be warped back even if they would otherwise be eligible to a later checkpoint.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Slap Fight 1up 1.png|160px]] [[File:Slap Fight 1up 2.png|160px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* There are two hidden 1-up locations, in the form of a '''?''' item revealed by firing at it with '''Shot'''. However, shooting again before collecting the item will destroy the extend and award the player 3,000 points instead. The extends are always in the same general location, but their exact location differs with each run. The first 1-up is located at the end of the part with the enemies in the tubes. The exact location of the second 1-up in the desert seems very inconsistent, and the item sometimes doesn't seem to be present. &amp;lt;small&amp;gt;More research about this item has to be conducted.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* If the player reaches specific spots while having the Shot equipped, and a certain number of stars collected, a helper ship will come and help them. The helper can only shoot if the Shot is equipped. &amp;lt;small&amp;gt;More research about the exact spawn conditions has to be conducted.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Scoring secrets ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* When starting the game while pressing '''Down+Left+B''', the player will be awarded an extra 10,000 points as soon as they earn their first points. A sound can be heard at the start of the game if the command was successful. Note that this secret is also stackable with the points obtained from dying without killing anything, and the 10,000 points will be awarded upon respawn, in addition to the points from the other trick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt; [[File:Slap Fight SI Location 1.png|160px]] [[File:Slap Fight SI Location 2.png|160px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Slap Fight SI.png|110px|center]]&lt;br /&gt;
&lt;br /&gt;
* If the player has the '''Shot''' weapon equipped at specific spots, an enemy from Space Invaders will appear on screen. The player can earn points by shooting at it repeatedly. With a good autofire frequency, and by staying close to it all the time, it is possible to earn around 80k points from each, making them a very good source of score. Having options can greatly help connecting as many shots as possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Slap Fight Roof.png|160px]] [[File:Slap Fight Plant.png|160px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Using the '''Bomb''' in some specific spots (mainly in the area after the second midboss) reveals some plants, earning 1,000 points for each. Some roofs can also be destroyed by bombs, earning the player a whopping 170 points. Because these bonuses are low and the bomb is bad, the player may want to neglect those. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt; [[File:Slap Fight Flower Before.png|80px]] [[File:Slap Fight Flower After.png|80px]] &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The player can bloom flowers by repeatedly firing their '''Laser''' at them. It is possible to earn around 15,000 points per flower. Keeping the button pressed rather than using fast autofire is more efficient. The optimal rythm for points appears to be around 15 frames ON and 2 frames OFF, while being as close to the flower as possible. &lt;br /&gt;
&lt;br /&gt;
[[File:Slap Fight Missiles bonus.png|center|110px]]&lt;br /&gt;
&lt;br /&gt;
* In many areas of the game, some metallic things are revealed by shooting '''Homing Missiles''', and give 1,000 points when doing so. Destroying them also awards 150 additional points.&lt;br /&gt;
&lt;br /&gt;
* The faster the final boss is killed, the more points are earned. With high autofire frequency and the helper ship, it is possible to earn up to 240,000 points.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The game loops infinitely, with enemy aggression and bullet speed increasing with each loop. However, enemy bullet speed will be reset to a low speed when ''loop % 8'' is equal to 1 (loop 9, 17, 25...), resuming a new cycle of bullet speed increase.&lt;br /&gt;
&lt;br /&gt;
As the game loops infinitely, scoring mainly comes from clearing several loops, but there are many scoring secrets to take into account in order to reduce the number of loops needed to reach certain score thresholds. A loop with optimized scoring can earn roughly twice as many points as a loop with no scoring effort. As such, it is possible to reach the counterstop (9,999,990 pts) after around 16 loops by scoring, which could take around 30 loops otherwise.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
===Sega Genesis/Mega Drive===&lt;br /&gt;
The only console port of the game was released exclusively in Japan in 1993 and developed by MNM Software. It is an incredibly faithful version of the game which features and an enhanced soundtrack and a new, enhanced game titled ''Slap Fight MD'' with it's own soundtrack composed by Yuzo Koshiro.&lt;br /&gt;
&lt;br /&gt;
===PC===&lt;br /&gt;
A Windows, Mac, and Linux version of the game is available on [https://store.steampowered.com/app/2022980/Slap_Fight/ Steam], released by Bitwave Games. It is only a direct port of the original arcade version, featuring various additional features such as savestates, rewind, and other gadgets.&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=OutZone&amp;diff=36119</id>
		<title>OutZone</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=OutZone&amp;diff=36119"/>
		<updated>2025-11-20T23:07:19Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 = Tatsuya Uemura &amp;lt;br&amp;gt; Etsuhiro Wada&lt;br /&gt;
|&lt;br /&gt;
|art = Naoki Ogiwara &amp;lt;br&amp;gt; Miho Hayashi&lt;br /&gt;
|&lt;br /&gt;
|releasedate = August 1990&lt;br /&gt;
|previousgame = [[Same! Same! Same!]]&lt;br /&gt;
|nextgame = [[Vimana]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&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;
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. A PC port on [https://store.steampowered.com/app/2022920/Out_Zone/ Steam] was released in February 2023. &lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
OutZone is a two-button game with 7 stages.&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. In two-player games, two energy items will appear in each container, and can only be collected by the player of the matching color.&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;
===Hit Box===&lt;br /&gt;
----&lt;br /&gt;
The player's [[Help:Glossary#Hitbox|hit box]] covers the chest and legs, making the head and gun of the character unaffected.&lt;br /&gt;
&lt;br /&gt;
[[File:OUTZONE_HITBOX.png]]&lt;br /&gt;
&lt;br /&gt;
When dying by a bullet or enemy collision, a large explosion will occur where the player died that covers the entire sprite. This is meaningless when playing solo.&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;
==Ports==&lt;br /&gt;
There is currently only one port of the game on [https://store.steampowered.com/app/2022920/Out_Zone/ Steam], released by Bitwave Games on February 14, 2023. Aside from autofire, This version provides an assist feature and other quality of life improvements in order to make the game significantly easier:&lt;br /&gt;
*Auto-dodging&lt;br /&gt;
*Instant slowdown button&lt;br /&gt;
*Health: Allows the player to take a select number of hits before dying.&lt;br /&gt;
*Hitbox size modification&lt;br /&gt;
*Hitbox display&lt;br /&gt;
*Rewinds&lt;br /&gt;
*Savestates, up to 10&lt;br /&gt;
*Practice mode&lt;br /&gt;
*Online leaderboards, only accessible when not using assists.&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, appears in Stage 1 if you shoot a specific area&lt;br /&gt;
* Planes from [[Hishouzame]] help you if you shoot some bushes in Stage 2 in a specific order. Their behavior is similar to the helper planes in [[Daisenpuu]].&lt;br /&gt;
* The [[Zero Wing]] ship can give you a point bonus if you reach specific areas fulfilling a certain condition (see [[(OutZone)/Strategy#Advanced_Strategy|the Advanced Strategy page.]])&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 it's 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;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;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>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Batsugun&amp;diff=35860</id>
		<title>Batsugun</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Batsugun&amp;diff=35860"/>
		<updated>2025-10-19T03:17:00Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: edited staff list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Batsugun.png|250px|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = blue&lt;br /&gt;
|title = Batsugun&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Batsugun_title_screen.png&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;
|music = Yoshitatsu Sakai&lt;br /&gt;
|program = Satoshi Koyama&amp;lt;br&amp;gt;Seiji Iwakura&amp;lt;br&amp;gt;Tsuneki Ikeda&lt;br /&gt;
|art = Junya Inoue&amp;lt;br&amp;gt;Takeshi Kawamoto&amp;lt;br&amp;gt;Yuko Tataka&lt;br /&gt;
|releasedate = 1993&lt;br /&gt;
|previousgame = [[V-V]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Batsugun]] (バツグン) is a [[Toaplan]] vertically scrolling shmup.  It is regarded as an important step in the future development of bullet hell games. It primarily feels like a classic Toaplan shmup in the beginning but it eventually turns into a more bullet hell affair later on. It also features a RPG-like level up system where your shot increases in power as you shoot down enemies and gain experience points.&lt;br /&gt;
&lt;br /&gt;
It was developed and released by Toaplan in Japan in 1993 and would be their last shoot 'em up they developed before declaring bankruptcy. The game was published by [[Taito]] in Europe and Unite Trading in Korea.&lt;br /&gt;
&lt;br /&gt;
'''''Batsugun Special Version''''' was shown at the Amusement Machine Operators' Union (AOU) show in 1994 but was never released due to Toaplan's financial situation. The Special Version did eventually find its way onto the secondary market. It is prototypical of later [[CAVE]] games and arrange modes. It features multiple loops which increase in difficulty with faster and a high number of bullets, ship [[hitbox]]es are smaller, bombs are better at clearing the screen (having the same effect as both players bombing simultaneously in the original version&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Asq-PP1GpIM&amp;lt;/ref&amp;gt;), and the scoring is different.&lt;br /&gt;
&lt;br /&gt;
A home console version was released for the Sega Saturn in 1996. It was developed Toaplan partner Gazelle and published by Banpresto. &amp;lt;ref&amp;gt;https://www.gamengai.com/#/cmnt-info?id=2332&amp;amp;p=4&amp;lt;/ref&amp;gt; The version features both the original version of ''Batsugun'' and ''Batsugun Special Version'' as well as an arranged soundtrack. &lt;br /&gt;
&lt;br /&gt;
A PC port by Bitwave Games is set to release on Feburary 1st, 2024.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;left&amp;quot;&amp;gt;&lt;br /&gt;
Batsugun_title_screen.png|Batsugun&lt;br /&gt;
Batsugun special version title screen.gif|Batsugun SP ver.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Batsugun is a vertically scrolling shmup with 8 way directional movement, a shot button and a bomb button. It is similar in gameplay to other Toaplan shmups like ''[[Same! Same! Same!]]'' and ''[[Tatsujin]]'' but adds elements to them. There are 3 ship types to choose from, each with a different type of standard shot.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''Directional:''' 8 way directional movement&lt;br /&gt;
* '''A:''' Shot Button&lt;br /&gt;
* '''A (Press):''' Fire a bullet stream for ship A, fire a lightning stream with ship B, fire a wide shot for ship C&lt;br /&gt;
* '''A (Hold):''' Fire a bullet stream and then nothing for ship A, fire a continual lighting stream with ship B, and fire a narrow shot for ship C&lt;br /&gt;
* '''B:''' Bomb Button. Launches screen clearing bomb.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
This game features 3 ship types (A,B,C) with different types of fire. Each ship is piloted by a 1P character and a different character for 2P.&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
'''Type A''' = [[File:Batsugun type A shot.png|230px|thumb|right|Type-A]]&lt;br /&gt;
&lt;br /&gt;
* Piloted by Jeeno for 1P and Schneider for 2P. &lt;br /&gt;
* Fires a spread shot. The fire button must be tapped for continuous fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
Batsugun type A ships.png&lt;br /&gt;
Batsugun Jeeno.png&lt;br /&gt;
Batsugun Schneider.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
|-|&lt;br /&gt;
'''Type B''' = [[File:Batsugun type B.png|130px|thumb|right|Type-B]]&lt;br /&gt;
&lt;br /&gt;
* Piloted by Beltiana for 1P and Alteeno for 2P. &lt;br /&gt;
* Fires a lightning stream. Holding the fire button emits a continual stream.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
Batsugun_type_B_ships.png&lt;br /&gt;
Batsugun Beltiana.png&lt;br /&gt;
Batsugun Alteeno.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
|-|&lt;br /&gt;
'''Type C''' = [[File:Batsugun type C wide.png|130px|thumb|right|Type-C wide]][[File:Batsugun type C narrow.png|130px|thumb|right|Type-C narrow]]&lt;br /&gt;
&lt;br /&gt;
*Piloted by Iceman for 1P and Olisis for 2P.&lt;br /&gt;
*Tapping the fire button shoots a wide shot. Holding the fire button fires a narrow shot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
Batsugun type C ships.png&lt;br /&gt;
Batsugun Iceman.png&lt;br /&gt;
Batsugun Olisis.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leveling Up: ===&lt;br /&gt;
[[File:Batsugun level meter.png|thumb|left|Level meter]]&lt;br /&gt;
All ships can level up by gaining experience points by shooting down enemies, bosses, or parts of the stage environment. Additionally, ships can gain experience by dying and upon continuing, ships maintain their experience level even if the ship type is changed. Once enough experience points are acquired and the bottom meter is filled, the ship level goes up by 1 and its fire power is greatly increased. Ships can be leveled up twice to reach a maximum level of 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Batsugun power up.png|100px]]||'''Power Up:''' Slight increase to current ship's level firepower.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Batsugun bomb.png|100px]]||'''Bomb:''' Increases bomb stock by 1.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Batsugun small V.png|100px]]||'''Small &amp;quot;V:&amp;quot;''' Increases score by 500 points.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Batsugun large V.png|100px]]||'''Large &amp;quot;V:&amp;quot;''' Increases score by 1000 points.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Batsugun peach pig.PNG|100px]]||'''Peach Points Pig:''' These are revealed upon destroy particular enemies or parts of the background. Hovering near them gets them in an &amp;quot;excited&amp;quot; state and nets the player 110 points for every 1/60th of second in this &amp;quot;excited&amp;quot; state. They are more common in Batsugun Special Version than the original.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Batsugun purple pig.PNG|100px]]||'''Purple EXP Pig:''' These are revealed upon destroy particular enemies or parts of the background. Hovering near them gets them in an &amp;quot;excited&amp;quot; state and nets the player 1.1 experience points for every 1/60th of second in this &amp;quot;excited&amp;quot; state. They do not appear in the original Batsugun, only in Batsugun Special Version.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Batsugun Special Version has 4 loops. Each time a loop is completed the player is given an extend.&lt;br /&gt;
&lt;br /&gt;
Loop 1 contains stages 1-5. &amp;lt;br&amp;gt;&lt;br /&gt;
Loop 2 contains stages 2-5. It introduces suicide bullets from defeated enemies. &amp;lt;br&amp;gt;&lt;br /&gt;
Loop 3 contains stages 3-5. Suicide bullets become larger. &amp;lt;br&amp;gt;&lt;br /&gt;
Loop 4 contains stages 4-5. Suicide bullets are much larger when spawned, and then reduce to the size in loop 3. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Batsugun original does not loop.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
The basic scoring methods include blowing up enemies and backgrounds and collecting &amp;quot;V&amp;quot; medals. More advanced scoring methods include chaining Power Up pickups, hovering over peach pigs, and bombing particular enemies. This game also can be exploited and milked in several ways to really tally up a score.&lt;br /&gt;
&lt;br /&gt;
'''Small V medals:''' Small &amp;quot;V&amp;quot; medals are worth 500 points upon pick up. All the ones collected are worth 3000 points at the end of the stage. All medals gained before a death are lost in the end stage tally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Large V medals:''' Large &amp;quot;V&amp;quot; medals are worth 1000 points upon pick up. All the ones collected are worth 5000 points at the end of the stage. All medals gained before a death are lost in the end stage tally.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Power ups:''' Collecting power ups increases shot power for each up to 4 pick ups. The fifth power up collected before death is worth 1000 points. Subsequent power ups acquired add 1000 points to the previous pick up point total up to a maximum of 10,000 points. So the 8th pickup is worth 4000 points and the 14th, 15th, etc. power up is worth 10,000 points.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Peach colored pigs:'''  110 points for every 1/60th of second you hover near them.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bombing enemies:''' Particular enemies can be bombed for a 59,630 score bonus in Batsugun Special Version but not in the original. An icon appears when this happens.&lt;br /&gt;
&lt;br /&gt;
[[File:Bomb score bonus.png|thumb|left|Bomb score bonus]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
== Story ==&lt;br /&gt;
On a distant planet in the universe, not unlike Earth, Renoselva A. Gladebara created the Epsilon Project. This project's purpose was to transport all humans into space since the planet had become overpopulated and over-polluted. The government rejected this plan and enraged Gladebara. Gladebara then initiated a deadly coup d'etat and swiftly defeated much of the government's military resistance. Tens of millions of people died in this conflict and the coup's take over was eminent.&lt;br /&gt;
&lt;br /&gt;
However, a secret undersea base was not damaged in the conflict. The government quickly assembled the elite fighter pilots of the remaining fleets. The were called the Skull Hornets and were the planet's last hope to stop Gladebara and restore peace.&amp;lt;ref&amp;gt;http://www.toaplan.org/&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;http://shootingstar.game.coocan.jp/batsugun.html&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://segaretro.org/File:BatsugunSaturnJPManual.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Junya Inoue was involved with the graphic design of Batsugun before joining Cave later on.&lt;br /&gt;
* A manga entitled ''Truth Story Batsugun'' was released in 2017 and covers the first 3 stages of the game story. It also includes a CD of the original and arranged soundtrack as well as an interview with the developers of the game.&lt;br /&gt;
* 59630 stands for GOKUROSAN which can be translated as &amp;quot;Good Job&amp;quot;&amp;lt;ref&amp;gt;https://twitter.com/dent4face/status/1059496050099150849&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Tiger-Heli&amp;diff=35859</id>
		<title>Tiger-Heli</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Tiger-Heli&amp;diff=35859"/>
		<updated>2025-10-19T03:12:55Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: edited staff list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TigerHeli Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Tiger-Heli&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = TigerHeli Title.png&lt;br /&gt;
|width = 280px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 240px&lt;br /&gt;
|developer = [[Toaplan]]&lt;br /&gt;
|publisher = JP:[[Taito]], NA: Romstar&lt;br /&gt;
|music = Tatsuya Uemura&amp;lt;br&amp;gt;Masahiro Yuge&lt;br /&gt;
|program = Tatsuya Uemura&amp;lt;br&amp;gt;Masahiro Yuge&amp;lt;br&amp;gt;Yuichiro Nozawa&lt;br /&gt;
|releasedate = July 1985&lt;br /&gt;
|nextgame = ''[[Slap Fight]]''&lt;br /&gt;
}}&lt;br /&gt;
''[[Tiger-Heli]]'' ''(タイガー・ヘリ)'' Is a vertically scrolling shoot-em-up developed by [[Toaplan]] and released in July of 1985. It is notable for being their very first shooting game, and was popular enough that it paved the way for the company to create even more and greater games, turning them one of the most well-known shoot-em-up developers of all time.&lt;br /&gt;
&lt;br /&gt;
Despite the game's simplistic nature, it is very difficult, and often requires proper routing in order to get far into the game.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:TigerHeli DipSwitch.png|thumb|right|&amp;lt;center&amp;gt;Default DIP Switch settings.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
''Tiger-Heli'' is only four stages long, which each stage containing a large amount of tanks and turrets which the player must shoot down. Alongside them are various ground targets which can be shot for extra points (eg: rooftops, fences, jets). The player helicopter can fire up to 3 shots on screen, which have limited range up to half the screen's length. The helicopter is also equipped with two bombs on it's sides which can be used a create a large explosion, destroying all enemies and bullets in it's range. Additionally, certain ground targets can provide extra bonuses, such as extra bombs, firepower, and lives. There are no continues in ''Tiger-Heli''.&lt;br /&gt;
&lt;br /&gt;
By default, score extends are at 50,000 points, then every 120,000 points.&lt;br /&gt;
&lt;br /&gt;
All enemies that shoot behave exactly the same, which is to turn their barrels directly at the player and shoot immediately when the barrel lines up close enough. All enemy shots fire directly at the player. [[Help:Glossary#Sealing|Bullet sealing]] is also not a thing, and you can get shot down at point-blank range. On stage 2 onward, larger boss-type enemies will start appearing, which quickly shoot groups of two bullets: one aimed and one at an offset angle.&lt;br /&gt;
===Controls===&lt;br /&gt;
The titular ''Tiger-Heli'' helicopter can move in 8 directions at a rather sluggish pace. The speed can be altered through a DIP switch setting.&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]]&lt;br /&gt;
* '''A''' Fire a shot&lt;br /&gt;
* '''B''' Launch bomb&lt;br /&gt;
===Hitbox===&lt;br /&gt;
The player hitbox is fairly large, which covers most the of the helicopter. The bombs attached to the helicopter have their own hitbox, and when hit, will explode on their own.&lt;br /&gt;
&lt;br /&gt;
Little-Helis that have been picked up can also be shot down.&lt;br /&gt;
===Power-Ups===&lt;br /&gt;
The player always starts with two bombs.&lt;br /&gt;
&lt;br /&gt;
All power-ups are acquired through destroying flashing ground targets. Aside from the diamonds, The target will cycle between three different colors which corresponds to a specific power-up. Destroying the ground target will drop a power-up from the top of the screen that is dependent of what color the target was. Little-Helis provide extra firepower to the helicopter, with the first Little-Heli picked up being on the left, and the second on the right. Only two bombs and Little-Helis can be active.&lt;br /&gt;
&lt;br /&gt;
Each stage ends with a point bonus of 5000 per Bomb and Little-Heli, as well as a full Bomb restock.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:TigerHeli Diamond.gif|frameless|none|upright]]'''Diamond'''&lt;br /&gt;
| Periodically appears and disappears at fixed locations. Shoot down 10 of these to earn an extend.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:TigerHeli White.gif|frameless|none|left]][[File:TigerHeli WhiteHeli.gif|frameless|none|right]]'''White Little-Heli'''&lt;br /&gt;
| Summons a white Little-Heli to pick up, which shoots straight forward.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:TigerHeli Red.gif|frameless|none|left]][[File:TigerHeli RedHeli.gif|frameless|none|right]]'''Red Little-Heli'''&lt;br /&gt;
| Summons a red Little-Heli to pick up, which shoots sideways.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:TigerHeli Grey.gif|frameless|none|left]][[File:TigerHeli Bomb.gif|frameless|none|right]]'''Bomb'''&lt;br /&gt;
| Summons a Bomb pickup.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Score bonuses===&lt;br /&gt;
&lt;br /&gt;
There are a few areas where the player can improve their score by performing specific actions.&lt;br /&gt;
&lt;br /&gt;
====10,000 points roof====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:TH Roof.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the player shoots enough times at a specific roof in the first stage, the game will offer a 10,000 points bonus and its sprite will change. While autofire greatly helps, it is perfectly possible to obtain it with manual mashing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt; [[File:10k pts roof.png|40px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, the player can earn 10 tick points each time their shots hit the roof.&lt;br /&gt;
&lt;br /&gt;
====10,000 points cars====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:TH car.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At several points in the game, a hidden car can potentially appear. If the player shoots it, they will earn 10,000 points.&lt;br /&gt;
In order to trigger the appearance of the car, the player has to reach designated hidden areas while their total of shots fired since the beginning of the stage is a multiple of 16. &lt;br /&gt;
&lt;br /&gt;
While it can be very hard to keep track of this number while playing, it is possible to get the first bonus car easily, by only firing once at each enemy or destructible part of the scenery, and stopping right after, as the number of necessary shots is exactly 16.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:M2 Secret bonus car.png]] [[File:Shot counter.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If gadgets are enabled, the M2 port displays the hidden areas for the cars' appearance, as well as the number of shots fired, making the bonus much easier to get.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rank===&lt;br /&gt;
&lt;br /&gt;
''Disclaimer: The following information on rank is best seen as purely technical knowledge. There is absolutely no way to implement any form of rank control into your gameplay.''&lt;br /&gt;
&lt;br /&gt;
Tiger-Heli uses a simplistic rank formula, which is only affected by the area reached, each area corresponding to a checkpoint. Each stage comprises 8 areas. Note that &lt;br /&gt;
* At the end of the first loop (and only the first loop), the rank will have an abrupt increase equivalent to the traversal of 8 areas, despite the area count remaining unchanged.&lt;br /&gt;
* At the end of subsequent loops, the area count increases by 8 abruptly, likely to make up for the disappearance of the first stage. There is therefore a rank increase corresponding to this change in the area count.&lt;br /&gt;
&lt;br /&gt;
Dying, bombing, picking up or losing a Little-heli has no effect on rank.&amp;lt;br/&amp;gt;&lt;br /&gt;
Rank maxes out in the middle of the third loop.&amp;lt;br/&amp;gt;&lt;br /&gt;
Rank primarily affects the frequency of enemy attacks as well as the frequency at which enemies will rotate their cannons.&lt;br /&gt;
&lt;br /&gt;
Rank has a maximum value of 87 and follows the simplistic formula ''area + cleared_loop1'', where ''cleared_loop1'' equals 8 if the player beat the first loop, and 0 otherwise. &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Bullet interval&amp;quot; follows the formula ''75 - (rank - 1)/2'', with the result expressing the number of frames between two attacks from an enemy.&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Tiger-Heli'' loops indefinitely. After completing the first loop, all loops afterwards will start on Stage 2.&lt;br /&gt;
&lt;br /&gt;
Rank slowly increases as the player makes their way through each area, maxing out near the end of Stage 3 in the third loop (with &amp;quot;Stage 3&amp;quot; being the second playable stage in the loops). This makes the fourth loop the first loop where every stage has its difficulty maxed out, and can be considered, as well as all subsequent loops, the hardest possible loop.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
Infamously, ''Tiger-Heli'' was ported to the NES a year later, which was developed by Micronics. This version is known for it's bugs and very choppy frame rate. Despite this, it is somewhat playable.&lt;br /&gt;
&lt;br /&gt;
An accurate port was brought to the original PlayStation in the ''Toaplan Shooting Battle 1'' compilation in 1996 by Banpresto. This compilation also includes ''[[Kyuukyoku Tiger]]''.&lt;br /&gt;
&lt;br /&gt;
Today, M2's ''Toaplan Arcade Garage'' series on the Nintendo Switch and PlayStation 4 also includes ''Tiger-Heli'', which includes gadgets that provide extra game-information.&lt;br /&gt;
&lt;br /&gt;
A PC port by Bitwave Games is set to release on February 1, 2024, featuring all the extra features from their previous Toaplan ports.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
#Rank information deduced from the gadgets on the M2 port&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hishouzame&amp;diff=35858</id>
		<title>Hishouzame</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hishouzame&amp;diff=35858"/>
		<updated>2025-10-19T03:05:23Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: edited staff list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hishouzame title.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Hishouzame&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Hishouzame title screen.png&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 = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Masahiro Yuge&amp;lt;br/&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|art = Koetsu Iwabuchi&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[Slap Fight]]&lt;br /&gt;
|nextgame = [[Kyuukyoku Tiger]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Hishouzame''' (飛翔鮫, ''Hi Shou Zame'', Flying Shark or Sky Shark in North America and Europe) is a vertically scrolling shoot-em up developed by [[Toaplan]] in 1987. It was published by Taito in Japan, Romstar in North America and Electocoin in Europe. &amp;lt;ref&amp;gt;https://archive.org/stream/ArcadeGameList1971-2005#page/n131/mode/1up&amp;lt;/ref&amp;gt; The Japanese flyer romanizes the title as Hi Sho Zame, using a non-standard combination of romanization systems. This article refers to it exclusively as Hishouzame, to accurately match the original name of the game.&lt;br /&gt;
&lt;br /&gt;
It was the third shoot 'em up developed by Toaplan but the first to use the new Motorola 68000 microprocessor. This new processor allowed for more onscreen sprites which allowed the designers at Toaplan to become more creative with enemy patterns and graphical touches. It was also the first Toaplan game to allow players to scroll the screen left or right. &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many ports of Hishouzame were released to many different consoles and often named Flying Shark or Sky Shark in North America and Europe. M2's ShotTriggers division released a port of the game for PS4 and Switch in 2022. &amp;lt;ref&amp;gt;https://www.gematsu.com/2020/04/toaplan-shoot-em-ups-twin-cobra-truxton-ii-flying-shark-and-out-zone-coming-to-consoles&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;https://www.siliconera.com/toaplans-flying-shark-twin-cobra-truxton-ii-and-out-zone-coming-to-modern-platforms/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Hishouzame is a prototypical Toaplan shoot 'em up with 8-way joystick movement, a shot button, and a bomb button.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Fires a shot. Tapping A fires many more shots than holding A.&lt;br /&gt;
* '''A (Hold):''' Auto fires but the shots do not repeat very fast. &lt;br /&gt;
* '''B:''' Launches a bomb. The bombs in this game generate circular fire that only affects that area of the screen. The bombs are not screen clearing and repeatedly damage enemy until the fire disappears. The bombed area also cancels all bullets that enter that area. &lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&amp;amp;nbsp; !! Description&amp;amp;nbsp; !! How to Get&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho power up.png|50px]]&amp;lt;br&amp;gt;'''Power Up'''&amp;lt;/div&amp;gt;||  Increases the number of shots fired at a time by two, for a maximum of 5 upgrades || [[File:Hisho red plane.png|right|100px]] Spawns upon shooting down all '''red planes''' in a pattern (red planes do not appear at maximum power)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho bomb.png|50px]]&amp;lt;br&amp;gt;'''Bomb'''&amp;lt;/div&amp;gt;||  Adds a bomb to the player's total Bomb stock || Spawns upon shooting particular land targets like tanks or turrets on ships. The harmless trains in Stages 4 and 5 will always have a bomb item in their last carriage. Only one bomb item can appear on screen at a time, meaning that the player must be careful if several bomb item locations are close to each other.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho 1up.PNG|50px]]&amp;lt;br&amp;gt;'''1UP'''&amp;lt;/div&amp;gt;||  Awards the player with an [[extend]] || [[File:Hisho white plane.PNG|100px|right|]]Spawns upon shooting down all '''white planes''' in a pattern, which randomly take the place of yellow planes with a 1/16 chance.  Once the white planes have appeared no more will until either a death or the next stage is reached, and they will never appear in stage 1.  After two 1UP items have appeared (the item itself, not the white plane formations), no more white planes will appear at all. &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Power Item Locations ====&lt;br /&gt;
The red plane formations that drop a power item replace the yellow formations in specifically designated areas depending on the player's current power level:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Areas&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 0 - 8&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 9 - 17&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 18 - 26&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 27 - 36&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| 37 - 49&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Level !! Power Item Areas&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
! 1 &lt;br /&gt;
| 5,9,11,14,19,22,25,29,31,33,34,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 2 &lt;br /&gt;
| 10,13,19,23,28,30,33,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 3 &lt;br /&gt;
| 13,22,29,31,35,38+&lt;br /&gt;
|-&lt;br /&gt;
! 4 &lt;br /&gt;
| 12*,22,28,34,38+&lt;br /&gt;
|-&lt;br /&gt;
! 5 &lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Although this area is designated eligible for power item drops at this power level, no such plane formations actually appear here.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame has a simple rank system with a maximum value of 15, and is determined by the formula ''(area+loop*50)/8 + difficulty'' &amp;lt;/br&amp;gt;&lt;br /&gt;
with area referring to the player's progress through the game.  Rank primarily affects enemy bullet speed and the frequency of enemy attacks.&amp;lt;/br&amp;gt;&lt;br /&gt;
Enemy bullet speed has a maximum value of 21 and follows the formula ''13 + rank/2 + loop + power''&lt;br /&gt;
&amp;lt;/br&amp;gt;Large enemies also undergo HP scaling: ''HP = base + rank * 2 + (loop &amp;amp; 15) * 4 + power * 2''  &lt;br /&gt;
&amp;lt;/br&amp;gt;This means that enemy HP continues to increase by a small amount (4) with each loop, peaking every 16 loops before suddenly dropping by 60 again to repeat the cycle.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
Hishouzame loops indefinitely but from the second loop on, stage 1 is skipped as it was designed as an easy introductory stage for beginners. The enemy bullet speed increases by 1 each loop until the maximum value of 21 is reached.  Eventually an overflow is reached at which point bullets will be given a calculated speed of 0 and become completely stationary.  &amp;lt;ref&amp;gt;https://web.archive.org/web/20130224034931/http://www.gamengai.com/cmnt_inf.php?id=2332&amp;amp;type=translation&amp;amp;p=2&amp;lt;/ref&amp;gt;  Using the formula above this can be calculated to occur at loop 65512 while at maximum power and rank.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Points are awarded by shooting down enemies and blowing up destructible environments like bunkers and mountains. Like most Toaplan games, Hishouzame loops infinitely, and scoring is essentially done by clearing several loops. There are, however, a few details that can improve the player's score on a given loop.&lt;br /&gt;
&lt;br /&gt;
'''Power Ups and Bombs:''' Collecting power ups and bombs yields 150 pts each. &lt;br /&gt;
&lt;br /&gt;
'''End Stage Bonus:''' 3000 points are awarded for each bomb left over at the end of the stage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hisho yellow plane.png|100px]] [[File:Hisho 1000 points.png|75px]] &amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
'''Yellow Planes:''' Shooting down all yellow planes in a pattern yields 1000 pts. Once fully powered up, the red planes are replaced with yellow planes, providing the player with the ability to increase their score even more. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Hishou_St3_Boss.png |100px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Stage 3 Boss:''' While the boat boss in Stage 3 is still motionless, the central area can only be partially damaged but not destroyed. However, the player will still be awarded tick points each time they shoot at the boss, and can improve their score by shooting at it repeatedly. If using a high autofire frequency and staying really close, it is possible to get around 10,000 points from this trick.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
=== Bombs ===&lt;br /&gt;
&lt;br /&gt;
Since the game takes away all of your bombs at the end of the stage to make you restart with 3 bombs in the following one, and because the game drops many bomb items through the course of the game, the player is greatly encouraged to use them to get rid of the harder enemy formations, especially in the last two stages in higher loops.&lt;br /&gt;
&lt;br /&gt;
While each remaining bomb at the end of a stage is worth 3,000 pts, it is fairly low compared to points earned by sheer survival and clearing multiple loops.&lt;br /&gt;
&lt;br /&gt;
== Story and Setting ==&lt;br /&gt;
The Background story of Flying Shark is sparse and minimal with the game only explaining it on his flyer:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The war was in its final stages and our bases were almost completely occupied by enemy forces. Finally, we asked him for a mission, hoping he would be able to save our lives. People called him “flying shark.&amp;quot; &amp;quot;&lt;br /&gt;
戦乱は末期をむかえ我が軍の基地はほぼ敵軍に占領されてしまった。 そして我々は起死回生を託してついに彼に任務を依頼した。 人は彼を'飛翻鮫“と呼ぶ。 . &amp;lt;ref&amp;gt;https://archive.org/details/arcadeflyer_hi-shou-zame_JP/page/n1/mode/2up&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The UK version of the arcade game removes the line which reflects that the enemy is close to the base but is otherwise exactly the same story. &amp;lt;ref&amp;gt;https://gamesdb.launchbox-app.com/games/images/11763&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The planes in the game are biplanes which shows World War I tech. However, the tanks and bomber plane show World War 2 Technology.&lt;br /&gt;
&lt;br /&gt;
In an interview, Masahiro Yuge states that the Vietnam war movie ''Apocalypse Now'' was the inspiration for the setting. A company trip to Thailand also helped form the scenery in the game.  &amp;lt;ref&amp;gt;http://shmuplations.com/toaplan-chronicleqa/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The North American NES version instruction manual tells the story via a comic. It mentions World War II and how the Sky Shark is the last pilot in the battle. He must break through the enemy forces and save the American POW's. &amp;lt;ref&amp;gt;http://www.digitpress.com/library/manuals/nes/Sky%20Shark.pdf&amp;lt;/ref&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The BGM &amp;quot;Last fighter&amp;quot; is also featured in Zenohell during Stage 6, in which the BGM is arranged by Emphatic.&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;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Coreo|Coreo]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Hellfire&amp;diff=35857</id>
		<title>Hellfire</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Hellfire&amp;diff=35857"/>
		<updated>2025-10-19T02:59:53Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: Corrected the staff list, using the Bitwave port's credits for reference. The previous list posted was for the Sega Genesis release, not the Arcade.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hellfire Logo.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #000029&lt;br /&gt;
|title = Hellfire&lt;br /&gt;
|background = #ABDFFA&lt;br /&gt;
|image = Hellfire Title.png&lt;br /&gt;
|width = 320px;&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;
|publisher = [[Taito]]&lt;br /&gt;
|&lt;br /&gt;
|music = Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|art = Kouetsu Iwabuchi&amp;lt;br&amp;gt;Ryota Komai&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1989&lt;br /&gt;
|previousgame = [[Tatsujin]]&lt;br /&gt;
|nextgame = [[Daisenpuu]] ''(Twin Hawk)''&lt;br /&gt;
}}&lt;br /&gt;
'''''Hellfire''''' is a horizontally scrolling shoot-em-up developed by [[Toaplan]] and published by [[Taito]] in 1989. It is notable for being one of the only two horizontal shooters ever developed by the company, and unlike most of Toaplan's other shooters, doesn't use bombs. Despite the game's struggled development, it was still well-received by critics, enough so that it received localization and home console ports.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
''Hellfire'' is only 6 stages long, but features various different types of stages, with enemies coming from all directions. To counter this, the ship has the unique ability to change it's firing direction with the press of a button. The power-up variety is limited, only featuring pickups that either power-up the main shot, increase speed, or just give a point bonus. The end of each stage has a boss, which requires the player to utilize their shot direction in order to destroy their weak spot. Death results in the loss of all power-ups and being sent back to the nearest checkpoint.&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
[[File:Joystick (Two Buttons).png|frameless|none|upright]][[File:Hellfire Shotypes.gif|thumb|right|&amp;lt;center&amp;gt;All four shot directions in order.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
*'''A:''' Fire shot&lt;br /&gt;
*'''B:''' Cycle shot direction.&lt;br /&gt;
Starting from the first, pressing button B cycles the shot direction in the following order: '''&amp;lt;font color=&amp;quot;#CE0073&amp;quot;&amp;gt;Forward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#D5D60F&amp;quot;&amp;gt;Backward&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#00D652&amp;quot;&amp;gt;Vertical&amp;lt;/font&amp;gt;''', '''&amp;lt;font color=&amp;quot;#0059D5&amp;quot;&amp;gt;Diagonal&amp;lt;/font&amp;gt;'''. Pressing button A while holding down B will also change shot direction, which can cause problems if using an autofire mechanism (e.g. an autofire circuit on an arcade cabinet, or the Rapid Fire feature in the Toaplan Arcade Garage version); '''be careful when changing shot direction with autofire!'''&lt;br /&gt;
&lt;br /&gt;
When firing bullets, up to 4 shots or pairs of shots can be on screen at a time, with lasers, it is reduced to 2.&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&lt;br /&gt;
! Desciption&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Power.gif|frameless|none|upright]]'''Power-Up'''&lt;br /&gt;
| Increases shot power. The second pickup upgrades the weapon to a laser. Maxes out at 6 pickups, afterwards, all power-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Speed.gif|frameless|none|left]]'''Speed-Up'''&lt;br /&gt;
| Speeds up the ship, with maximum speed being reached after 3 pickups. After which all speed-ups are replaced with bonuses.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Hellfire Bonus.gif|frameless|none|left]]'''Bonus'''&lt;br /&gt;
| Awards 2000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
&lt;br /&gt;
Like other Toaplan games, extra lives are awarded at repeating point thresholds based on operator settings.&lt;br /&gt;
&lt;br /&gt;
In addition, hidden 1UP items can be obtained. During gameplay, a hidden counter ticks down as the player uncovers items, starting from 15. When the counter is at 1 and an item container is destroyed, the player can spawn a 1UP in place of the next item if the following conditions are met:&lt;br /&gt;
* The player's ship is on the extreme left or right side of the screen.&lt;br /&gt;
* The Forward or Backward shots are being used.&lt;br /&gt;
Whether the player succeeds in spawning the 1UP or not, the counter will then start over at 15. Only two hidden 1UPs can be obtained per playthrough.&lt;br /&gt;
&lt;br /&gt;
===Loops===&lt;br /&gt;
''Hellfire'' loops indefinitely. After completing the final stage, the game restarts back to the first stage with increased difficulty.&lt;br /&gt;
&lt;br /&gt;
==Revisional Differences==&lt;br /&gt;
When the game was localized, a new, 2-player version was created. This new version makes several changes to the gameplay:&lt;br /&gt;
*The ship's color no longer represents the direction they're shooting, only what player they are.&lt;br /&gt;
*The shot limit is altered. When firing vertically or diagonally with lasers, only 1 pair is allowed on screen.&lt;br /&gt;
*'''Checkpoints are replaced with respawns.''' This in turn makes the game much harder than normal, making it possible to chain-death in specific sections.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
''Hellfire'' saw ports on fourth-generation consoles after the arcade release, with both making their own unique changes.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MZpSt64SYXs&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Sega Genesis/Mega Drive===&lt;br /&gt;
Released in 1990, this version is based on the original singleplayer version of the game. It introduces a one-hit shield, a helper ship that rams into enemies, and a special weapon that fires a large shot. Regular shooting functions differently, in that they travel faster and allow more shots on screen when upgraded. Bonus pickups are worth more the more are collected, up to 10,000 points. The difficulty is similar to the arcade original, but is slightly toned down. Certain sections of Stage 6 were cut from the game, and replaced with a unique high-speed section.&lt;br /&gt;
&lt;br /&gt;
The Japanese version features a hidden Test menu that allows the player to jump into any stage and checkpoint, while the American version has a hidden &amp;quot;YEA, RIGHT&amp;quot; difficulty.&lt;br /&gt;
&lt;br /&gt;
===PC Engine CD===&lt;br /&gt;
Came out after the Genesis/Mega Drive version a year later in 1991, it is based on the 2-player version. Being a PC Engine CD title, it includes cutscenes and an arranged soundtrack by T's Music. Gameplay-wise, the port acts more faithfully to the Arcade original, only including a shield power-up that lasts 2 hits. The difficulty is far easier compared to the Arcade, with all bosses having little HP and overall low enemy count in most sections.&lt;br /&gt;
&lt;br /&gt;
===PC===&lt;br /&gt;
A Windows, Mac, and Linux version of the game is available on [https://store.steampowered.com/app/2237190/Hellfire/?curator_clanid=43154254 Steam] by Bitwave games, which is a direct port of the original arcade version, featuring various additional features such as savestates, rewind, and other gadgets. Both the singleplayer and two-player revisions are available.&lt;br /&gt;
&lt;br /&gt;
===''Zero Fire''===&lt;br /&gt;
A compilation package for Nintendo Switch and PlayStation 4 released by [[M2]] on July 20, 2023 in Japan. It serves as volume 3  of the ''Toaplan Arcade Garage'' series, itself a subset of the ''M2 ShotTriggers'' lineup. This package includes, in addition to ''[[Zero Wing]]'', ''Horror Story'' (''Demon's World''), and various ports thereof, these versions of ''Hellfire'':&lt;br /&gt;
* Arcade 2P version -- '''Default version.''' The following versions use this version as a base:&lt;br /&gt;
** Super Easy mode -- Introduces drastically reduced rank and more frequent extends. Fulfilling certain conditions will active a hidden &amp;quot;expert&amp;quot; mode.&lt;br /&gt;
** Custom mode -- Allows various parameters of the game to be adjusted to the player's liking.&lt;br /&gt;
** Arcade Challenge -- Practice mode with automatic rewinds.&lt;br /&gt;
* Arcade 1P version&lt;br /&gt;
* Genesis / Mega Drive version -- JP and US variants&lt;br /&gt;
* PC Engine CD-ROM^2 version&lt;br /&gt;
&lt;br /&gt;
The arcade versions come with both the digital and physical editions of this software. The consumer versions are available on the physical editions (requiring a code redeem for the PS4 version) and as DLC for the digital version.&lt;br /&gt;
&lt;br /&gt;
All games in the collection include savestates (30 slots per game), remappable controls with autofire options (10, 12, 15, 20, and 30 Hz available), and screen options. The arcade 2P version and its variants additionally have online leaderboards, M2 Gadgets, and settings to modify Change button behavior (but will change leaderboard eligibility for Arcade mode).&lt;br /&gt;
&lt;br /&gt;
Every purchase of this title also comes with a complimentary download code for ''Teki-Paki'', a puzzle game by Toaplan.&lt;br /&gt;
&lt;br /&gt;
==== Change button behaviors ====&lt;br /&gt;
Exclusive to the 2P versions of ''Hellfire'' in this  edition of the game, there are multiple configurations for how the Change button works. &lt;br /&gt;
&lt;br /&gt;
Although alternate behavior types can be used in Arcade 2P, Super Easy, Custom, and Arcade Challenge modes, if you wish to change type you will need to load up the Arcade 2P version first and change from there. These settings are not available in the 1P or console editions.&lt;br /&gt;
&lt;br /&gt;
Please note that your control scheme will determine which online leaderboards you can submit scores to.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Name !! Descrption || Game referenced&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &amp;lt;center&amp;gt;'''Accepted in ARCADE and ARCADE-ALLMIX rankings'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| A || ARCADE || Default behavior, as described above. || -&lt;br /&gt;
|-&lt;br /&gt;
| B || SAFETY || As in type A, but the Change button is disabled while using the Shot (30 Hz Synchro) button. &amp;lt;br&amp;gt; ''This only applies to the Shot Synchro button. If using a regular Shot button with the standard rapid-fire options (10/12/15/20/30 Hz) applied, the Change button will still behave as in type A. Additionally, holding down Change and then pressing Shot Synchro button will still change your weapon once.'' || -&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | &amp;lt;center&amp;gt;'''Accepted in ARCADE-ALLMIX ranking only'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| C || ENHANCED || As in type A, however the Change button will change weapon only once when pressing it down (i.e. holding both Change and a rapid-fire Shot button will not rapid-cycle your weapons), similar to the console versions. || -&lt;br /&gt;
|-&lt;br /&gt;
| D || Gladiator's Victory || Hold down Change and then perform a directional input to change weapon: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Note that while holding down Change, your ship will remain stationary and unaffected by directional input. || ''[[Gradius V]]''&amp;lt;br&amp;gt;(Directional Options)&lt;br /&gt;
|-&lt;br /&gt;
| E || Supreme Ares || Weapon will change in accordance with directional input: Right for Forward shot, Left for Backward shot, Up or Down for Vertical shot, any diagonal direction for Diagonal Shot. Returning to neutral directional input will change back to Forward. Hold the Change button to lock your current weapon, keeping the same weapon regardless of any further directional input until you release the Change button. || ''[[Super Aleste]]''&amp;lt;br&amp;gt;(All Way / Multi-Direction Shot)&lt;br /&gt;
|-&lt;br /&gt;
| F || Galvanic Gamma Array 3rd || As in type E, but the inputs for Forward and Backward shots are reversed: Left for Forward and Right for Backward. This can be thought of as a reverse variant of type E. || ''[[GG Aleste 3]]''&amp;lt;br&amp;gt;(All Range)&lt;br /&gt;
|-&lt;br /&gt;
| G || Imagined Future || As in type F, but returning to neutral directional input will retain the weapon you last switched to. || ''[[Image Fight]]''&amp;lt;br&amp;gt;(Red options)&lt;br /&gt;
|-&lt;br /&gt;
| H || Tidal Force Vector || As in type G, but holding down the Shot (30 Hz Synchro) button will also lock your current weapon. || ''[[Thunder Force V]]''&amp;lt;br&amp;gt;(Free Range)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
* [[User:RinClarity|RinClarity]]: M2 port information (including control types), extends information, the fact that this game acts ''weird'' regarding pressing Change while rapid-firing the Shot&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Dogyuun&amp;diff=35853</id>
		<title>Dogyuun</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Dogyuun&amp;diff=35853"/>
		<updated>2025-10-18T05:22:37Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: Corrected staff list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dogyuun_Dogyuun.png|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Dogyuun&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Dogyuun_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 = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|program = Hiroaki Furukawa&amp;lt;br&amp;gt;Tomoaki Takanohashi&amp;lt;br&amp;gt;Toshiaki Ota&amp;lt;br&amp;gt;Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|art = Junya Inoue&amp;lt;br&amp;gt;Kōetsu Iwabuchi&amp;lt;br&amp;gt;Yuko Tataka&amp;lt;br&amp;gt;Miho Hayashi&amp;lt;br&amp;gt;Saori Hiratsuka&amp;lt;br&amp;gt;Ikuo Matsumura&amp;lt;br&amp;gt;Kaneyo Ohira&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1992&lt;br /&gt;
&lt;br /&gt;
|previousgame = [[FixEight]]&lt;br /&gt;
|nextgame = [[Tatsujin Ou]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Dogyuun ドギューン!! ==&lt;br /&gt;
'''''Dogyuun''''' (ドギューン!!) is a vertical [[shooting game]] developed and published by [[Toaplan]] in 1992, and one of the few titles created by the company that has not received any ports to home platforms to date. It is set on a fictional planet called '''Dino''', where the player faces off against a race of robotic aliens holding the planet hostage. The player ship in ''Dogyuun'' is known as the '''Sylfer''', and is equipped with a tractor beam that can grab smaller enemies and item containers and carry it with them. There are four weapons and two modules for the player to take advantage of, as well as a unique ship upgrade mechanic that is only available when two players are tagged in.&lt;br /&gt;
&lt;br /&gt;
It has received criticism for its basic design sensibilities -- compared to other games in the genre by 1992 (including others made by Toaplan) --, as it doesn't particularly innovate in any strong ways. Its most unique feature (fusing into a super-ship) is only available when playing the game with two players, so the game essentially rides or dies by its excellent visual presentation. It also has received criticism from high-level players regarding its scoring, as the scoring is easily broken by [[counter-stop]]s due to oversights with the boss design and the tractor beam mechanic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:Dogdogdog.png|left]]''Dogyuun'' utilizes three buttons for its core gameplay.&lt;br /&gt;
&lt;br /&gt;
There are ten stages in the game, and the game [[loop]]s forever, in theory. However, due to a programming error, the game soft-locks at the start of loop 5 stage 1 (5-1), so the game is considered to only have four loops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''A:''' Fires the equipped weapon&lt;br /&gt;
* '''B:''' Uses the player's equipped module&lt;br /&gt;
* '''C (Hold):''' Activates the ship's tractor beam, which can grab small enemies and item containers (once grabbing an object, you no longer have to hold the button)&lt;br /&gt;
* '''C (Press):''' Releases any objects caught by the tractor beam (this will also release your equipped module)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Weapons &amp;amp; Modules'''&lt;br /&gt;
----&lt;br /&gt;
''Dogyuun'' features '''four''' primary weapon types, selected by collecting a colored weapon capsule that cycles between ''red'', ''blue'', ''purple'', and ''green'' (in that order). There are no weapon upgrades to collect; collecting the same weapon rewards the player with '''5000pts'''. Uniquely, if you tag in a second player, and tractor beam their ship, your ships will fuse together into a '''super-ship''', allowing the player access to stronger versions of these four weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:Screenshot of Dogyuun 0037.png|thumb]]&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mega Shot&amp;lt;/span&amp;gt;''' (Blue): ''The default player shot.'' Fires a straight beam forward that shrinks as it's out. Fire rate can be increased by rapidly pressing A. When equipped with the Thruster, smaller lasers are also shot from the side of the player's [[option]]s.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:magenta&amp;quot;&amp;gt;Psycho Beam&amp;lt;/span&amp;gt;''' (Purple): A curving homing shot that bends towards enemies. Only one volley can be on screen at once. It deals a respectable amount of damage, and can hit targets several times, but it is limited in the amount of firepower that can be on-screen at once, and it has a hard time hitting enemies at certain angles.&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;V-Laser&amp;lt;/span&amp;gt;''' (Green): Two bolts of lightning curve out of the ship. The major advantage of this weapon is that it can consistently damage anything in its path, and its path can be left out indefinitely, but it is by far the weakest weapon in the game, only finding use in particularly unique situations against basic [[zako]].&amp;lt;small&amp;gt;''(It also plays a horrible sound when being fired.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
* '''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Homing Fire&amp;lt;/span&amp;gt;''' (Red): A homing shot that curves in 90 degree angles towards its targets. Only two volleys can be on screen at once. Fire rate can be increased by rapidly pressing A, allowing it to deal great damage with [[point-blank]]ing, and its movement patterns make it useful in more situations than its purple counterpart.&lt;br /&gt;
&lt;br /&gt;
==== Modules ====&lt;br /&gt;
----&lt;br /&gt;
* '''Bomb''': Releases a one-time use bomb that grants the player invincibility and deals significant damage to any enemies unlucky enough to be caught in its path. The bomb is strong enough to destroy many sub-bosses in the game alone.&lt;br /&gt;
* '''Thruster''': When pressed down, the player's movement speed is massively increased, granting them the ability to dart across the screen. This module is highly useful, but must be used carefully in order to avoid jetting straight into bullets or airborne enemies.&lt;br /&gt;
&lt;br /&gt;
==== Two-Player ====&lt;br /&gt;
----&lt;br /&gt;
In a feature that is unique to ''Dogyuun'', both players have the ability to tractor-beam each others' ships with the C button. When this is done, the two ships fuse into one super-ship and gain devastating firepower, enhancing their equipped weapon and doubling their damage and spread. In exchange, the players are given a bigger hitbox, increasing the chances that they'll get hit by enemy bullets and colliding with ships. &lt;br /&gt;
&lt;br /&gt;
Checkpoints are disabled when two players are playing; players will instead quickly respawn after taking damage. Dying while using the fused ship results in a lost life from both players.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
The player can passively earn '''10pts''' about every '''10 frames''' (out of 60F/sec) by grabbing an enemy or weapon capsule with the '''tractor beam'''. As long as they are carrying an object, they will continue to earn this score bonus. Carried objects have their own hitboxes that can be destroyed by enemy collisions and bullets, ending the score bonus once destroyed. If carrying a particularly '''large enemy''' (such as the red missile-shooting enemies in stage 2), the player will instead earn '''100pts''' every '''10F''', but they will suffer massively reduced movement speed on their ship until the enemy is destroyed or released. &amp;lt;small&amp;gt;''(Information on enemies that can and can't be carried by the player is available on the [[Dogyuun/Strategy#Enemy Overview|Enemy Overview]] section of the [[Dogyuun/Strategy|expanded strategy page]].)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Missiles fired by enemies are destructible and are worth '''10pts''' each. &lt;br /&gt;
&lt;br /&gt;
Collecting a power-up that the player is already holding will reward them with '''5000pts'''. There are also score items that reward the player with '''5000 points''' when collected, but for the most part, these only appear in Stage 3. There are no bonuses tied to end-of-stage boss destruction (even destroying boss parts typically doesn't award very many points), no bonus points awarded for [[extend]]s and bombs at the end of stages (you can only hold one bomb at a time anyway), and there is no bonus points awarded when defeating a boss. &lt;br /&gt;
&lt;br /&gt;
There is an '''item''' in one of the capsules at the end of boss fights that flashes back and forth between '''+100000pts''' and a '''1UP''', and through the use of a glitch, you can acquire two of these for a total of '''200,000pts''' rewarded. &amp;lt;small&amp;gt;''(See '''[[Dogyuun#Extends|Strategy/Extends]]''' below for more information on how to get these items to trigger.)''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The best scores in ''Dogyuun'' involve '''optimizing movement''' in order to '''hold onto objects with the tractor beam''' for as long as you can, picking up a new object as soon as possible, and destroying as many destructible objects as possible. A significant amount of score comes from putting together an '''optimal route''' for collecting the '''+5000pts items''' during the '''high-speed section''' at the start of '''Stage 3'''.&lt;br /&gt;
&lt;br /&gt;
Each loop of the game '''increases the overall score potential''' (including the automatic score gain from tractor beaming objects), with points earned being quadrupled in loop 2, then doubled for each subsequent loop. As such, an enemy worth '''100''' points in loop 1 would be worth '''400''' points in loop 2, '''800''' in loop 3, and '''1600''' in loop 4.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;[[File:Dogyuun EN-002.gif]] ''See [[Dogyuun/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.'' [[File:Dogyuun EN-002.gif]]&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== Extends =====&lt;br /&gt;
----&lt;br /&gt;
The player can earn a '''score-based 1UP''' by earning '''200,000 points'''. This is the only score-based extend in the game &amp;lt;small&amp;gt;(on default dipswitch settings)&amp;lt;/small&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A '''hidden extend/score item''' can be discovered by destroying specific bosses with specific weapons. It flashes back and forth between '''1UP''' and '''+100,000pts'''.&lt;br /&gt;
&lt;br /&gt;
The extend will only appear '''once''' per credit/run. If the extend was collected in a previous boss fight, the weapon capsule that the boss drops will only contain a weapon pick-up. However, the '''100,000pts item will continue to appear''' even if it is collected, making it a good choice for scoring to collect the 100,000pts item instead of the extend.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Boss !! Weapon&lt;br /&gt;
|-&lt;br /&gt;
| Stage 3 || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;V-Laser&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 4 || &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Homing Fire&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 5 || &amp;lt;span style=&amp;quot;color:magenta&amp;quot;&amp;gt;Psycho Beam&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 6 || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;V-Laser&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 7 || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mega Shot&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 9 || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mega Shot&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is a tricky glitch that the player can perform that allows the player to acquire '''two extends''' &amp;lt;small&amp;gt;(or extra bonus 100000pts items)&amp;lt;/small&amp;gt; instead of one. See the [[Dogyuun/Strategy#Double_Extend_.2F_200000pts_Glitch|Strategy]] page for ''Dogyuun'' to learn more about this trick.&lt;br /&gt;
&lt;br /&gt;
===== Counter-stops =====&lt;br /&gt;
----&lt;br /&gt;
Due to the a combination of the design of the '''tractor beam''''s bonus point mechanic, various [[safespot]]s in boss encounters, and [[boss time-out|bosses not timing out]], it is possible to achieve several different [[counter-stop]]s in ''Dogyuun''. Some bosses can be rendered '''completely defenseless''' via boss part destruction, or have places on the screen that they are unable to hit the player at. When holding an object with the tractor beam in one of these situations, it's possible to leave the game untouched from that point on, and eventually acquire '''huge amounts of points, forever'''. The automatic point gain from the tractor beam is also increased in subsequent loops, making the strategy particularly lucrative in the third or fourth loops of the game. &lt;br /&gt;
&lt;br /&gt;
This is most easily done against the Stage 4 boss, for which you have to destroy one claw before moving to one of the top corners of the screen, as well as the Stage 7 boss, for which you simply have to move to one of the top corners of the screen at the start of the fight. Any other boss would require constant dodging, making the infinites not viable in the long run, but these two bosses require absolutely no effort aside from the initial setup, and the player could let the game run for hours without touching it to achieve the desired score.&lt;br /&gt;
&lt;br /&gt;
Players aiming to record their high scores on public leaderboards are discouraged from using these sorts of exploits to earn points.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
''&amp;lt;small&amp;gt;(Special thanks to mojilove for the story translation, as well as several other translations on this page!)&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Lagoon''', the 104th planet, is home to the '''International Defense Force Headquarters''' where defense organizations from all countries come together. &lt;br /&gt;
&lt;br /&gt;
This headquarters assembled a special squadron called '''ISM''' to intercept aliens that could attack at any moment. &lt;br /&gt;
&lt;br /&gt;
ISM harnesses the power of the most advanced technology available to man, and is fully backed by the International Defense Force. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One day, ISM received an emergency sortie order from the Commander:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is an emergency at the planet colony Dino! Move out immediately!!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The squadron, including the '''new variable fighter Sylfer''' that had just been deployed, went to scout out the base on the planet, as communications had suddenly ceased.&lt;br /&gt;
&lt;br /&gt;
Dino was a beautiful planet—what had happened here...?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the base came into sight, the ISM pilots found it had become infested with mysterious '''mechanoid lifeforms'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ISM Pilot''': &amp;quot;Let's head back. It's too dangerous to go any further.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kyle''': &amp;quot;Wait, we're this close to getting intel on the centropolis. There are still many people trapped in there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''ISM Pilot''': &amp;quot;But we'll be dead meat if the aliens find us. All right, let's do this quickly!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Kyle''': &amp;quot;Yeah, I found it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just then, Kyle's recon ship was captured and destroyed by a '''huge robot''' &amp;lt;small&amp;gt;(the stage 2 boss)&amp;lt;/small&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ISM Pilot''': &amp;quot;Kyle!!!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recon mission had taken a drastic turn, with the other pilots now ready to launch a desperate counteroffensive!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|　第１０４惑星ラグーン。ここは全国家の防衛組織が集められた国際防衛軍本部が&lt;br /&gt;
&lt;br /&gt;
置かれている。この本部には、いつ襲ってくるかもしれないエイリアンを&lt;br /&gt;
&lt;br /&gt;
迎え撃つために特殊軍隊が組まれていた。&lt;br /&gt;
&lt;br /&gt;
　軍隊の名は「ＩＳＭ」。この軍隊は、最高のテクノロジーを駆使し、&lt;br /&gt;
&lt;br /&gt;
国際防衛軍が作り上げた軍事機関である。その「ＩＳＭ」に、司令部から&lt;br /&gt;
&lt;br /&gt;
緊急出動の命令が下された。&lt;br /&gt;
&lt;br /&gt;
「惑星植民地ディノに異常事態発生！直ちに出動せよ！！」&lt;br /&gt;
&lt;br /&gt;
通信の途絶えた基地へ、ロールアウトしたばかりの新型可変戦闘機シルファーらは&lt;br /&gt;
&lt;br /&gt;
調査に向かった。&lt;br /&gt;
&lt;br /&gt;
　この美しい惑星植民地ディノに、何があったというのか、、、。&lt;br /&gt;
&lt;br /&gt;
その時だった。彼らの眼に映ったものは、謎の機械生命体の巣窟と化した基地であった。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
「そろそろ引き上げよう。これ以上の偵察は危険だ。」&lt;br /&gt;
&lt;br /&gt;
「もう少し待ってくれ。あと少しでセンターポリスの情報が手にはいる。&lt;br /&gt;
&lt;br /&gt;
　あの中にはまだ我々の仲間が大勢残っているんだ。」&lt;br /&gt;
&lt;br /&gt;
「だがエイリアンに発見されるとまずい。急ぐんだ！」&lt;br /&gt;
&lt;br /&gt;
「よし・・・見つけたぞ！」&lt;br /&gt;
&lt;br /&gt;
とその時！カイルの搭乗する偵察機が敵の大型ロボットに捕らえられ、破壊されてしまった。&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
「カイルッ！！！！！」&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
　今、決死の逆襲が始まる！&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dogyuun_Story01.png|200px|thumb]] || [[File:Dogyuun_Story02.png|200px|thumb]] || [[File:Dogyuun_Story03.png|200px|thumb]]&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Dogyuun_Story04.png|200px|thumb]] || [[File:Dogyuun_Story05.png|200px|thumb]] || [[File:Dogyuun_Story06.png|200px|thumb]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dogyuun_Story07.png|200px|thumb]] || [[File:Dogyuun_Story08.png|200px|thumb]] || [[File:Dogyuun_Story09.png|200px|thumb]]&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
From the start, Toaplan's goal with ''Dogyuun'' was to make a game with the best visuals possible, in response to criticism on the visuals of their previous games. Since graphics were their main focus with ''Dogyuun'', the team were unable to put a greater focus on the gameplay, which they felt was &amp;quot;unimaginative&amp;quot;. A significant amount of development time was spent on designing and animating huge bosses.&lt;br /&gt;
[http://shmuplations.com/toaplan-chronicleqa]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* In the '''European''' release of ''Dogyuun'', the rank cap is much lower than in the Japanese version. This makes the European release of the game much '''easier''' as a result.&lt;br /&gt;
* The opening cinematic is '''not included''' in either the '''European''' or '''USA''' releases of the game, likely due to the lack of English translation.&lt;br /&gt;
* There is a '''location test ROM''' of ''Dogyuun'' that is presumably an earlier build of the game &amp;lt;small&amp;gt;(we are not sure exactly how much older)&amp;lt;/small&amp;gt;. ''This is a pending research project!''&lt;br /&gt;
** In the location test ROM, the Bomb module has an '''Auto-Bomb''' feature, which will '''detonate the Bomb and protect the player from taking damage''' when hit by bullets or enemy ships. It is possible that the developers (or the playtesters?) thought the Auto-Bomb made the game too easy, and changed it before the game was finalized and sent to arcades. &lt;br /&gt;
** In the final version of the game, the Bomb module still goes off when the player dies, but '''no longer saves the player'''. This behavior is likely a remnant of the aforementioned location test's Auto-Bomb feature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
WIP&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* In the fifth loop, the game will soft-lock at the start of the first stage before any enemy appears. &lt;br /&gt;
&lt;br /&gt;
* On rare occasions, the game may crash immediately after defeating the Stage 5 Boss. The exact cause and trigger for this crash don't seem to be documented.&lt;br /&gt;
&lt;br /&gt;
* If not defeating the Stage 7 Boss in a specific way, the game will soft-lock and display explosions continuously for 20 minutes, before resuming normally. There are two known ways to avoid this. The first one, harder, is to destroy the round bottom part of the boss before killing it completely. The second one, assuming the player wants to use the top-left safespot immediately without destroying the bottom part of the boss, requires them to shoot very slowly when dealing the final blow to the boss. One tap of the button every 2 seconds is considered safe to kill the boss without triggering the bug.&lt;br /&gt;
&lt;br /&gt;
* After beating the Stage 7 boss, its remains still have a hitbox active, and it is possible to earn tick points by shooting them, and to die if going onto them.&lt;br /&gt;
&lt;br /&gt;
* If destroying the Stage 3 boss when it's firing its laser attack, the laser will remain active and travel diagonally across the screen until the player dies (or, if 2 people are playing, until they game over). If it reaches the bottom of the screen, the laser will go back to the top.&lt;br /&gt;
&lt;br /&gt;
* After beating the boss of a stage, the game should normally pause for a few seconds and display &amp;quot;Stage XXX Completed&amp;quot;. On some occasions, the game will not display the message and the game will resume immediately, without any interruption.&lt;br /&gt;
&lt;br /&gt;
* After beating a boss with a specific weapon, the game drops a capsule containing an item that will alternate between 100,000 pts and an extend. Normally, only one such capsule can be received for the whole credit. However, if the player collects this capsule with the tractor beam, then shoves it into another capsule dropped by another boss, it is possible to have the item appearing twice.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[Dogyuun/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Shooting Star: ''Dogyuun'' page (JP): http://shootingstar.game.coocan.jp/dogyuun.html&lt;br /&gt;
## http://shmups.wiki/files/dogyuun_E.docx (EN translation -- thanks mojilove!)&lt;br /&gt;
# &amp;quot;Toaplan Game Q&amp;amp;A with Yuge and Uemura&amp;quot;, translated into EN by Shmupulations | http://shmuplations.com/toaplan-chronicleqa&lt;br /&gt;
# Additional info contributions by orccommander via the STG Rev. 2020 Discord&lt;br /&gt;
# Primary info and all information verification provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
&lt;br /&gt;
[[File:Logo Toaplan.png|center]]&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Same!_Same!_Same!&amp;diff=35852</id>
		<title>Same! Same! Same!</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Same!_Same!_Same!&amp;diff=35852"/>
		<updated>2025-10-18T05:11:38Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: Corrected staff list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SameSameSame title card.jpg|center|400px]]&lt;br /&gt;
[[File:Fire shark title card.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| title = Same! Same! Same!&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Same same same title screen.png&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 220px&lt;br /&gt;
| developer = [[Toaplan]]&lt;br /&gt;
| music = Masahiro Yuge&lt;br /&gt;
| program = Masahiro Yuge&lt;br /&gt;
| art = Koetsu Iwabuchi &amp;lt;br&amp;gt;Shintaro Nakaoka &amp;lt;br&amp;gt;Sanae Nito&amp;lt;br&amp;gt;Yuko Tataka&lt;br /&gt;
| releasedate = November 2, 1989&lt;br /&gt;
| previousgame =[[Zero Wing]]&lt;br /&gt;
| nextgame = [[OutZone]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[{{FULLPAGENAME}}|Same! Same! Same!]] &amp;lt;small&amp;gt;(JP: 鮫!鮫!鮫!, lit. &amp;quot;Shark! Shark! Shark!&amp;quot;, localized in the West as '''''Fire Shark''''')&amp;lt;/small&amp;gt; is a vertical scrolling shooting game developed by [[Toaplan]] and released in arcades in 1989. It is the sequel to [[Hishōzame]].&lt;br /&gt;
&lt;br /&gt;
The game maintains the military theme with the player piloting a biplane, but expands the weapon roster with 3 unique shot types.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! uses 2 buttons by default.&lt;br /&gt;
&lt;br /&gt;
* '''A:''' Shot, hold for autofire.&lt;br /&gt;
* '''B:''' Bomb, hold to fire, release to detonate.&lt;br /&gt;
&lt;br /&gt;
Diagonal movement is slower than non-diagonal movement and can be exploited for precise positioning.  Unlike many other games with this quirk, only true diagonal movement is slower, meaning that the player cannot reduce their speed by moving diagonally when movement in one axis is prevented by a screen boundary.&lt;br /&gt;
&lt;br /&gt;
Holding the Shot button will enable the roughly 2hz internal autofire.&lt;br /&gt;
As a result, it is recommended that the player set up an additional 30hz autofire button.&lt;br /&gt;
&lt;br /&gt;
=== Bomb Properties ===&lt;br /&gt;
----&lt;br /&gt;
The current bomb stock can be seen in the bottom right corner of the screen.  The range of the bomb depends on how long the bomb button is held.  Pressing B will launch a bomb that travels up the screen and can be exploded at any height by releasing B again.  The bomb explodes then 8 frames after B is released and the explosion lasts for 68 frames.  The explosion deals damage to enemies and any bullet that enters the explosion will be erased.  The explosion normally deals 9 damage per 2 frames to normal enemies, but when the green or red weapons are equipped it deals 10 damage.  It deals a base of 4 damage per 2 frames to large enemies and bosses, but this is scaled with your power level.  At maximum power bombs deal 2.5 times the base damage of 4 to boss enemies.  This damage scaling does not apply to normal enemies, and the small increase from using the green or red weapon does not apply to boss enemies. &lt;br /&gt;
Bombs can be used effectively as a shield from bullets by staying positioned inside the explosion.  However some bullets are not erased instantaneously and it's still possible to be hit while very close to the point from which they are fired.  A maximum of 10 bombs may be carried at once.&lt;br /&gt;
&lt;br /&gt;
=== Weapon System ===&lt;br /&gt;
----&lt;br /&gt;
The game features three weapon types, with only one usable at a time. Players can switch weapons by collecting the corresponding item, but the change won't occur until all shots from the current weapon have left the screen.  To switch quickly, it's often best to stop firing briefly before picking up a new weapon, if it is safe to do so. Collecting multiple weapon items in rapid succession while firing can prevent the final item from being registered, potentially leaving the player with an unintended weapon.&lt;br /&gt;
&lt;br /&gt;
The game features an on-screen shot limit of 3 salvos at a time for each weapon. The Fire Shot is not affected by this limitation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
 Spread Shot (Blue)=[[File:Fire_Shark_Normal_Shot_Variations.gif|158px|right]]&lt;br /&gt;
A wide-angle arc shot. It excels in most scenarios due to wide coverage and high damage when used with autofire.  Power increases the number of projectiles, filling-in the arc as it progresses.&lt;br /&gt;
&lt;br /&gt;
'''Strengths'''&lt;br /&gt;
* At full power it covers the entire upper screen, excellent for dealing with swarms and multi-directional enemy spawns.&lt;br /&gt;
* Extremely effective at point-blank speedkilling.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses'''&lt;br /&gt;
* At low power levels, enemies can often pass through gaps in your shot.&lt;br /&gt;
* Can only fire upward, making it hard to hit enemies approaching from below. &lt;br /&gt;
* Subject to the game's on-screen shot limit.&lt;br /&gt;
{{clear}}&lt;br /&gt;
|-|&lt;br /&gt;
  Fire Shot (Red)=[[File:Fire_Shark_Fire_Shot_Full_Power.gif|158px|right]]&lt;br /&gt;
A continuous flamethrower-type weapon with dynamic side coverage and unique rear attack potential.&lt;br /&gt;
&lt;br /&gt;
''Each power level grants unique bonuses:''&lt;br /&gt;
* Level 1: Single forward stream.&lt;br /&gt;
* Level 2: Double forward streams (wider coverage).&lt;br /&gt;
* Level 3: Adds two angled side streams that fan out horizontally and return.&lt;br /&gt;
* Level 4: Adds two rearward flamethrowers that sweep back.&lt;br /&gt;
&lt;br /&gt;
'''Strengths'''&lt;br /&gt;
* Can hit enemies behind the player.&lt;br /&gt;
* No gaps in fire; good for eliminating enemies before they fire.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses'''&lt;br /&gt;
* Low overall damage. Especially against quick, medium-hp targets.&lt;br /&gt;
* Very weak against many bosses, particularly Stage 5's.&lt;br /&gt;
* Attack color blends with enemy bullets, hindering visibility.&lt;br /&gt;
{{clear}}&lt;br /&gt;
|-|&lt;br /&gt;
 Beam Shot (Green)=[[File:Fire_Shark_Green_Shot_Variations.gif|158px|right]]&lt;br /&gt;
A twin projectile weapon with oscillating green beams and narrow coverage. It is inferior to the Spread Shot in almost every way, avoid at all costs. Power increases the number of projectiles, increasing it's effective width.&lt;br /&gt;
&lt;br /&gt;
'''Strengths'''&lt;br /&gt;
* It is slightly better than the Fire Shot at killing bosses.&lt;br /&gt;
* It is slightly better than the Spread Shot at killing medium-sized enemies.&lt;br /&gt;
&lt;br /&gt;
'''Weaknesses'''&lt;br /&gt;
* Every weakness of the Spread Shot, but worse.&lt;br /&gt;
* The limited spread makes it a death sentence for later stages.&lt;br /&gt;
{{clear}}&lt;br /&gt;
|-|&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dynamic Difficulty ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! has a dynamic difficulty system in which various aspects of the game become more difficult under certain conditions.  The most important factors are the current power level the player has reached, the area the player has reached, and the loop the player has reached.  These elements are combined in various ways to influence the difficulty of the game.&lt;br /&gt;
&lt;br /&gt;
==== Rank ====&lt;br /&gt;
The rank is in effect the base difficulty level of the game.  It is determined by the formula:&lt;br /&gt;
 '''rank''' = '''difficulty''' + '''area'''/2&lt;br /&gt;
&lt;br /&gt;
''difficulty'' refers to the the setting of the difficulty dipswitch.  This provides the base value of the rank:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| '''4'''&lt;br /&gt;
|-&lt;br /&gt;
! Hard&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
! Hardest&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
With medium being the default.&lt;br /&gt;
&lt;br /&gt;
Area is an internal counter of your progress through the game.  Each area is subdivided in 64 units which occupy a window of 16 frames.  This means that the rank increases by 1 every 2 areas.  The maximum rank level that can be reached is 24.  After the first loop the above formula no longer applies and the rank is always at the maximum value.&lt;br /&gt;
&lt;br /&gt;
==== Bullet speed ====&lt;br /&gt;
The bullet speed is determined by the following formula.&lt;br /&gt;
 30 + '''rank'''/2 + '''power'''*3 + '''loop'''*2&lt;br /&gt;
&lt;br /&gt;
''A further +4 is added to this when the '''red''' weapon is equipped.''&lt;br /&gt;
&lt;br /&gt;
''power'' is a value between 0 and 3 determined by which of the four power levels the player has reached.&lt;br /&gt;
It should also be noted that the loop number begins at 0, not 1.&lt;br /&gt;
The maximum bullet speed that can be reached is 80.  This first becomes possible to reach in the 14th loop with maximum power and the red weapon equipped.&lt;br /&gt;
By the 20th loop the maximum bullet speed is impossible to avoid under any circumstances.&lt;br /&gt;
&lt;br /&gt;
==== Enemy Firing Rate ====&lt;br /&gt;
This determines how soon enemies shoot after appearing and how soon after shooting they are able to shoot again.  &lt;br /&gt;
The starting delay is determined by one of two formulae depending on the enemy:&lt;br /&gt;
 '''delay''' = '''base''' - '''power'''*8&lt;br /&gt;
&lt;br /&gt;
 '''delay''' = '''base''' - '''power'''*2&lt;br /&gt;
&lt;br /&gt;
'base' is a value specific to each enemy in the game that ultimately determines the difference in firing rates between different types of enemy.  &lt;br /&gt;
As can be seen the sole difference between the two formulae is how much of an influence your power level ultimately has on the firing rate of the enemy.  Bosses and large enemies are more likely to use the second version which places less importance on your current power level.&lt;br /&gt;
If at this point delay is already less than or equal to 0 the enemy will fire.&lt;br /&gt;
&lt;br /&gt;
 '''rate''' = '''delay''' - '''rank'''*delay/40&lt;br /&gt;
&lt;br /&gt;
Again, if the calculated rate is less than or equal to 0 the enemy will fire immediately.  If the enemy still hasn't fired however a ''timer'' is used to coordinate its attack.  This timer is divided by the ''rate'' and when the reminader of the division is 0, the enemy will fire.  &lt;br /&gt;
The higher the rank and the higher the power level, the lower the *rate* value becomes and the more often an enemy fires.&lt;br /&gt;
&lt;br /&gt;
==== Cannon Turning Rate ====&lt;br /&gt;
&lt;br /&gt;
Tanks, boats and turrets must rotate their cannons towards the player's current position before firing.  The rate at which they can rotate is determined by the player's current power level:&lt;br /&gt;
 '''rate''' = 6 - '''power'''*2&lt;br /&gt;
&lt;br /&gt;
''rate'' is the number of frames between each angle change.  At maximum power the angle is adjusted every frame.&lt;br /&gt;
As can be seen neither the rank level nor the loop nor any other factors affect the rate of aiming adjustment.&lt;br /&gt;
&lt;br /&gt;
==== Cannon Destruction ====&lt;br /&gt;
&lt;br /&gt;
Tanks, boats and turrets will lose their cannons after the enemy has received a certain number of hits, making them unable to attack.  This starts at a single hit and increases by one for each additional power level gained.  As these enemies only take three hits to be destroyed, it becomes impossible to destroy the cannon separately from the enemy itself beyond the first two power levels as the calculated threshold exceeds this.&lt;br /&gt;
&lt;br /&gt;
==== Enemy HP scaling ====&lt;br /&gt;
A small number of very large or boss enemies undergo HP scaling based on your current power level:&lt;br /&gt;
 '''HP''' = '''base''' + '''base'''*'''power'''/2&lt;br /&gt;
&lt;br /&gt;
This means some enemies have 2.5 times their base HP at full power.  As noted above this same formula is applied to scale the damage dealt per frame by bombs when it is used against large enemies and bosses.&lt;br /&gt;
&lt;br /&gt;
=== Bullet Sealing ===&lt;br /&gt;
----&lt;br /&gt;
Many ground based enemies such as tanks and turrets will not shoot if the player is within a 32 pixel radius of its current position.  This is a fixed range that is not affected by power level, rank or any other factors.&lt;br /&gt;
While not strictly sealing, some flying enemies are also incapable of shooting up to hit the player from below, and can be prevented from firing at all by staying above them.&lt;br /&gt;
&lt;br /&gt;
=== Deaths and Checkpoint System ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In the 1P version of Same! Same! Same! Dying returns the player to a checkpoint with the spread shot, at minimum power and minimum speed, with three bombs in stock, and returns the item table position back to the start. Reaching full power again after such a death is a long and uncertain process.  In particular, avoiding the green and red items that appear consecutively after the first three items while at low power and low speed is extremely difficult.  In some cases the green and red items will be on screen simultaneously further adding to the difficulty.  In many cases dying too soon after appearing at a checkpoint will send the player back even further to a previous checkpoint, causing the player to effectively travel back through the stage and making negative progress.&lt;br /&gt;
&lt;br /&gt;
=== Item System ===&lt;br /&gt;
----&lt;br /&gt;
One of the most complex features of Same! Same! Same! is the item system.  There are eight different items in the game as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! 1-UP&lt;br /&gt;
| Awards one extra life.&lt;br /&gt;
|-&lt;br /&gt;
! 2-UP&lt;br /&gt;
| Awards two extra lives.&lt;br /&gt;
|-&lt;br /&gt;
!Power (P)&lt;br /&gt;
| Collect three to increase the power level.&lt;br /&gt;
|-&lt;br /&gt;
! Bomb &lt;br /&gt;
| Adds one bomb to the current stock.&lt;br /&gt;
|-&lt;br /&gt;
! Speed &lt;br /&gt;
| Increases the speed of the player up to three times.&lt;br /&gt;
|-&lt;br /&gt;
! Blue &lt;br /&gt;
| Changes weapon to Spread Shot.&lt;br /&gt;
|-&lt;br /&gt;
! Green&lt;br /&gt;
| Changes weapon to Beam.&lt;br /&gt;
|-&lt;br /&gt;
! Red &lt;br /&gt;
| Changes weapon to Fire.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These items will move around the screen in a predetermined pattern but with a random initial direction and will change direction by bouncing off the edges of the screen.  Most items follow a linear path but the speed and bomb items follow an unpredictable circular path and have a tendency to stay high on the screen where they are too dangerous to collect.  The movement of these items can be manipulated to some extent as the horizontal scrolling of the screen can be used to control when items reach the edge of the screen and bounce in a new direction.  This can be used for example to make sure an undesirable item is away from an area the player needs to occupy in the near future.  Items have an expiration timer that determines how long they will remain on screen.  When the timer expires the items will no longer bounce upon reaching an edge but simply leave the screen.  These are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Frames&lt;br /&gt;
! Seconds&lt;br /&gt;
|-&lt;br /&gt;
|Power, Speed, Bomb &lt;br /&gt;
|512 &lt;br /&gt;
| 8.89&lt;br /&gt;
|-&lt;br /&gt;
|Blue, Green &lt;br /&gt;
|1408&lt;br /&gt;
|24.44 &lt;br /&gt;
|-&lt;br /&gt;
|Red&lt;br /&gt;
|512&lt;br /&gt;
|8.89&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 1-UP and 2-UP items do not bounce off the edges of the screen.  Instead they travel in an initial direction while erratically spinning around a centre point, then reverse direction and eventually exit the screen.&lt;br /&gt;
Only four items may exist on screen at any one time.  If there are already four items on screen and an enemy that carries another item is destroyed, that item will not appear.&lt;br /&gt;
&lt;br /&gt;
Items are dropped by certain enemies and can be considered to fall under one of three types based on the enemy: those dropped according to a hidden table, static items that always appear in the same locations and items that change based on certain conditions.&lt;br /&gt;
&lt;br /&gt;
==== Item Table ====&lt;br /&gt;
Items in the first category are dropped by blimps and carrier boats according to the player's current position in the table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!1 &lt;br /&gt;
| Power&lt;br /&gt;
!2 &lt;br /&gt;
| Speed&lt;br /&gt;
!3 &lt;br /&gt;
| Power&lt;br /&gt;
!4 &lt;br /&gt;
| Green&lt;br /&gt;
!5 &lt;br /&gt;
| Red&lt;br /&gt;
!6 &lt;br /&gt;
| Power&lt;br /&gt;
!7 &lt;br /&gt;
| Speed&lt;br /&gt;
!8 &lt;br /&gt;
| Bomb  &lt;br /&gt;
|-                                                                    &lt;br /&gt;
!9 &lt;br /&gt;
| Power&lt;br /&gt;
!10&lt;br /&gt;
| Blue&lt;br /&gt;
!11 &lt;br /&gt;
| Bomb&lt;br /&gt;
!12 &lt;br /&gt;
| Power&lt;br /&gt;
!13&lt;br /&gt;
| Speed&lt;br /&gt;
!14&lt;br /&gt;
| Blue&lt;br /&gt;
!15 &lt;br /&gt;
| Power&lt;br /&gt;
!16&lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!17 &lt;br /&gt;
| Green&lt;br /&gt;
!18&lt;br /&gt;
| Power&lt;br /&gt;
!19&lt;br /&gt;
| Bomb&lt;br /&gt;
!20 &lt;br /&gt;
| Blue&lt;br /&gt;
!21&lt;br /&gt;
| Red&lt;br /&gt;
!22 &lt;br /&gt;
| Power&lt;br /&gt;
!23 &lt;br /&gt;
| Speed&lt;br /&gt;
!24 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!25 &lt;br /&gt;
| Green&lt;br /&gt;
!26 &lt;br /&gt;
| Blue&lt;br /&gt;
!27 &lt;br /&gt;
| Power&lt;br /&gt;
!28 &lt;br /&gt;
| Green&lt;br /&gt;
!29 &lt;br /&gt;
| Bomb&lt;br /&gt;
!30 &lt;br /&gt;
| Bomb&lt;br /&gt;
!31&lt;br /&gt;
| Power&lt;br /&gt;
!32 &lt;br /&gt;
| '''2-UP'''&lt;br /&gt;
|-&lt;br /&gt;
!33 &lt;br /&gt;
| Blue&lt;br /&gt;
!34&lt;br /&gt;
| Power&lt;br /&gt;
!35 &lt;br /&gt;
| Green&lt;br /&gt;
!36 &lt;br /&gt;
| Bomb&lt;br /&gt;
!37 &lt;br /&gt;
| Red&lt;br /&gt;
!38 &lt;br /&gt;
| Bomb&lt;br /&gt;
!39 &lt;br /&gt;
| Power&lt;br /&gt;
!40 &lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
!41 &lt;br /&gt;
| Blue&lt;br /&gt;
!42 &lt;br /&gt;
| Power&lt;br /&gt;
!43 &lt;br /&gt;
| Green&lt;br /&gt;
!44&lt;br /&gt;
| Power&lt;br /&gt;
!45 &lt;br /&gt;
| Bomb&lt;br /&gt;
!46 &lt;br /&gt;
| Blue&lt;br /&gt;
!47 &lt;br /&gt;
| Green&lt;br /&gt;
!48 &lt;br /&gt;
| Bomb&lt;br /&gt;
|-&lt;br /&gt;
!49 &lt;br /&gt;
| Blue&lt;br /&gt;
!50 &lt;br /&gt;
| Power&lt;br /&gt;
!51 &lt;br /&gt;
| Power&lt;br /&gt;
!52 &lt;br /&gt;
| Red&lt;br /&gt;
!53 &lt;br /&gt;
| Blue&lt;br /&gt;
!54 &lt;br /&gt;
| Power&lt;br /&gt;
!55 &lt;br /&gt;
| Power&lt;br /&gt;
!56 &lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
! 57&lt;br /&gt;
| Red&lt;br /&gt;
! 58&lt;br /&gt;
| Power&lt;br /&gt;
! 59 &lt;br /&gt;
| Green&lt;br /&gt;
! 60 &lt;br /&gt;
| Blue&lt;br /&gt;
! 61 &lt;br /&gt;
| Bomb&lt;br /&gt;
! 62 &lt;br /&gt;
| Red&lt;br /&gt;
! 63 &lt;br /&gt;
|Green&lt;br /&gt;
! 64&lt;br /&gt;
|Power&lt;br /&gt;
|-&lt;br /&gt;
! 65 &lt;br /&gt;
| Blue&lt;br /&gt;
! 66 &lt;br /&gt;
| Power&lt;br /&gt;
! 67&lt;br /&gt;
| Power&lt;br /&gt;
! 68&lt;br /&gt;
| Red&lt;br /&gt;
! 69&lt;br /&gt;
| Blue&lt;br /&gt;
! 70&lt;br /&gt;
| Green&lt;br /&gt;
! 71&lt;br /&gt;
| 1-UP&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
The current position is not revealed to the player and upon reaching the end of the table the position returns to the start.  Any death will cause the cycle to start again from the beginning.  Therefore the 2-UP at position 32 can only be accessed by avoiding losing a single life for just over four stages.  &lt;br /&gt;
The total number of item carriers across all ten stages is 75.  This exceeds the 71 places in the table, therefore the final four items in any loop are the same as the first four assuming the player never dies.  This means that without intervention every loop of the game will begin four items ahead of the previous one.  &lt;br /&gt;
Recovering from a death becomes very complicated as the location of the last death determines how items are distributed over the following stages.  Problematic item locations may arise many stages after the original death.  These must be anticipated and in some cases countermeasures must be taken.  Most problematic of all is an undesirable weapon change item such as the green item appearing at a boss area.&lt;br /&gt;
&lt;br /&gt;
The cycle is advanced when the enemy carrying the item appears, not when the item itself appears, and so this means that it is possible to avoid releasing undesirable items altogether.  The fourth item in the first stage for instance will be a green weapon change.  If the enemy carrying this item leaves without being destroyed, the item will not be released but the position in the item table will advance nevertheless.  The next item carrier to appear will therefore not contain the green item but the red weapon change item which immediately follows.  It is sometimes possible to erase item carriers by having them move too far outside the visible screen.  This technique cannot be performed often but has the same effect of bypassing an undesirable item.  However, if the enemy does not appear at all due to too many enemies being on screen already, the table position will not be advanced and the next carrier to appear will contain the same item.&lt;br /&gt;
One other way to achieve the same result is through the item limit.  Only four items may appear simultaneously and so if an item is unable to appear because this limit has already been reached, the item will not appear but the table position will still be advanced, effectively skipping over that item.&lt;br /&gt;
&lt;br /&gt;
====Static Items====&lt;br /&gt;
Static items are items that are always dropped by specific enemies.  These are limited to stage 8.  The submarine enemies in the opening of this stage will always drop a bomb item, and the large ships later in the stage will always drop a power item.&lt;br /&gt;
====Conditional Items====&lt;br /&gt;
Conditional items are limited to a single enemy, the so-called 'Otakebi' which appears in stages 3,5,8 and 10.  This enemy will usually drop a weapon change item based on the current weapon in use:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Current Weapon &lt;br /&gt;
! Weapon Dropped &lt;br /&gt;
|- &lt;br /&gt;
! Blue&lt;br /&gt;
| Green&lt;br /&gt;
|- &lt;br /&gt;
! Green&lt;br /&gt;
| Red&lt;br /&gt;
|- &lt;br /&gt;
! Red&lt;br /&gt;
| Blue&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
If the correct condition is fulfilled this enemy will also drop a 1-UP item.  In order for this to happen the player must be in a certain horizontal range when the enemy appears.  This range of positions is quite generous, however this 1-UP may only be triggered ONCE per stage even if the condition is fulfilled again.  If the player receives a 1UP and dies the 1UP will not appear again.  If the player reveals a 1-UP but does not collect it no more 1-UP items will be given by these enemies for the current stage.  Most crucially, if the conditions are fulfilled and the enemy that contains the 1-UP is not destroyed, it is still considered to have been triggered and no more of these enemies may contain a 1UP for the current stage.  It is possible and even common to fail to receive a 1-UP because it was unknowingly triggered in an earlier enemy by pure chance.  Note that this does not affect the 1-UP or 2-UP items in the item table that may be received from normal item carrier enemies.  It's entirely possible to receive a 1UP from both sources in a single stage.  An additional condition for receving this hidden 1-UP seems to be a low number of enemies on screen.  If the number of enemies is too high The 1-UP will not appear.&lt;br /&gt;
&lt;br /&gt;
====Item Substitutions====&lt;br /&gt;
Another feature of the item system to be wary of is the item substitution system.  If an item is scheduled to drop that one already has the maximum amount of it will be substituted with either a blue or green weapon change item, determined randomly.  For instance, if one has the maximum 10 bombs in stock and destroys a submarine containing a bomb in stage 8, a bomb will not be dropped but instead either a blue or green item will be dropped in its place.  Similarly there are 4 speed items in the drop cycle but maximum speed is reached after collecting just three of these.  This means that the fourth of these will usually not appear as a speed item but instead be substituted with either a blue or a green weapon change item.&lt;br /&gt;
&lt;br /&gt;
An unrelated form of substitution occurs when the player has 0 bombs in stock.  In this case a P item may substituted with a bomb item.  This can be beneficial in areas where a bomb is urgently needed but detrimental when a bomb isn't needed and the substitution prevents the player from powering up.  There is only a 50% chance that a P item will be substituted with a bomb in this way.  It is determined by the current frame counte alone, with the item ultimately awarded alternating every 16 frames.  Unlike maximum substitutions which are determined when the item itself appears, P to bomb substitutions are decided when the enemy that contains the P appears.  This leaves very little influence the player can have over the outcome.&lt;br /&gt;
&lt;br /&gt;
Any item that the player is considered to already have the maximum amount of will instead give 5000 points when collected.  This includes bombs collected when the player has the maximum stock of ten bombs, and weapon change items for the weapon the player is already using.  Collecting P items with a maximum stock is rarer but possible.  Speed items collected at maximum speed theoretically award 5000 points but because of the rarity of speed items it is impossible to create any situation where this occurs.&lt;br /&gt;
&lt;br /&gt;
=== Power Bar ===&lt;br /&gt;
----&lt;br /&gt;
In the top left corner of the screen is the power up bar, consisting of three slots.  These slots can be filled by collecting power (P) items.  Filling the current bar completely allows you to ascend to the next power level, and the bar is emptied in the process.  As there are four power levels in the game, this means nine P items must be collected to reach the maximum level.  A further three items may be collected to fill the bar again at full power.  At all power levels the current status of the bar is maintained after a death.  This means that if two slots are already filled upon death the player need only collect a single P item to reach the second power level instead of the usual three.  If the bar is completely filled at full power it will not empty and the player will immediately be taken to power level 2 after a death.&lt;br /&gt;
&lt;br /&gt;
While this may seem advantageous the item substitution system means that it cannot be used reliably to increase one's survival chances.  Once the bar is permanently filled by collecting three more P items after reaching full power, every P item that appears from that point will be substituted with either a blue or green shot change item.  This increases the amount of time that will be spent trying to avoid the green items and severely increases the risk of death.  Therefore it is advisable to avoid collecting P items once one has reached full power.  There is a balance to be found in deciding how to handle this final power bar.  You may accidentally collect an additional two P items after reaching full power without consequence.  Trying to keep the final bar empty for as long as possible allows you this leeway but some players may prefer to keep one or two slots filled to reduce the time to reaching power level 2 again in the event of a death.&lt;br /&gt;
&lt;br /&gt;
===Extends===&lt;br /&gt;
----&lt;br /&gt;
Extends increase the player's current stock of lives.  There is no limit to how many lives you may have in stock other than the theoretical and unattainable limit of 65535.  &lt;br /&gt;
Extends can be gained in two ways: score extends and item extends.&lt;br /&gt;
Score extends are awarded after the first 70,000 points, and every subsequent 200,000 points (270,000, 470,000 etc.) However score extends may ONLY be received in the first loop of the game.  As soon as the first loop is cleared score based extends are disabled for the rest of the game.  This means you don't receive any extends from the 1,000,000 point bonus at the end of the first loop.  Item extends are received from 1UP and 2UP items and are the sole means of increasing one's stock of lives from the end of the first loop onwards.  A maximum of seven item extends can be received each loop with no deaths.&lt;br /&gt;
&lt;br /&gt;
===Bonuses===&lt;br /&gt;
----&lt;br /&gt;
There are two kinds of bonuses in Same! Same! Same! - stage clear bonuses and special bonuses awarded for clearing a full loop of all 10 stages.  These bonuses make up the primary means of gaining points in the game.&lt;br /&gt;
====Stage Bonus====&lt;br /&gt;
The stage clear bonus is determined by the number of Targets collected during a stage.  These are medal items that look like lightning bolts.  Each stage contains a certain number of these Target items:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stage&lt;br /&gt;
!Targets&lt;br /&gt;
|-&lt;br /&gt;
!1 &lt;br /&gt;
|5 &lt;br /&gt;
|-&lt;br /&gt;
!2 &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|21&lt;br /&gt;
|}&lt;br /&gt;
20 Targets is considered to be the maximum the player can collect and so the 21st Target in stage 10 will simply give 5000 points.&lt;br /&gt;
&lt;br /&gt;
The number of targets collected determines the base value of the stage clear bonus.  This base value is then multiplied by the number of bombs in stock (so 0 bombs will result in a 0 point bonus).  Dying will reset the number of Targets collected in a stage to 0, meaning dying in the middle of the stage will prevent you from completing the stage with all Targets collected.  The base value does not increase linearly with each Target collected, rather they are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
| 1000&lt;br /&gt;
!2 &lt;br /&gt;
| 2000&lt;br /&gt;
!3&lt;br /&gt;
| 3000&lt;br /&gt;
!4&lt;br /&gt;
| 5000&lt;br /&gt;
!5&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
| 11000&lt;br /&gt;
!7&lt;br /&gt;
| 12000&lt;br /&gt;
!8&lt;br /&gt;
| 13000&lt;br /&gt;
!9&lt;br /&gt;
| 15000&lt;br /&gt;
!10&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
| 21000&lt;br /&gt;
!12&lt;br /&gt;
| 22000&lt;br /&gt;
!13&lt;br /&gt;
| 23000&lt;br /&gt;
!14&lt;br /&gt;
| 25000&lt;br /&gt;
!15&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
| 31000&lt;br /&gt;
!17&lt;br /&gt;
| 32000&lt;br /&gt;
!18&lt;br /&gt;
| 33000&lt;br /&gt;
!19&lt;br /&gt;
| 35000&lt;br /&gt;
!20&lt;br /&gt;
| 50000&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
The maximum stage clear bonus that can be received is therefore 500,000, by collecting 20 Targets in a stage and completing the stage with a full 10 bombs in stock.  Missing just one target has a large impact on the bonus, with a reduction of 15,000 in the base value (a loss of 150,000 with 10 bombs in stock).  As can be seen the later stages have many more Target items available so reaching those stages will allow the player to receive much higher bonuses.&lt;br /&gt;
====Special Bonus====&lt;br /&gt;
The special bonus awards 1,000,000 points per loop cleared which accumulates throughout the game so that 2,000,000 is received upon clearing the second loop, a further 3,000,000 upon clearing the third, until a maximum of 10,000,000 upon clearing the 10th and every subsequent loop of the game.  These special bonuses eventually become by far the largest source of points in the game as the number of loops increases.  From the fifth loop onward it becomes higher than the number of points that can possibly be gained during the course of the loop itself.  The game's score eventually stops at 100,000,000 points, a score which thanks to the special bonuses is possible to reach after clearing 12 loops of the game.&lt;br /&gt;
&lt;br /&gt;
=== Looping ===&lt;br /&gt;
----&lt;br /&gt;
Same! Same! Same! loops infinitely with the game gradually increasing in difficulty as the game progresses.  After completing stage 10 the game will progress to stage 1 of the next loop.  The biggest difference is seen in the transition from the first to the second loop.  At this point score based extends are disabled leaving item extends as the only means of increasing one's stock of lives.  The rank level in the initial stages is also considerably higher from the second loop onwards.  With each new loop there is a slight increase in the base bullet speed which gradually accumulates eventually reaching a maximum at the 20th loop of the game.  This increase in speed is not related to the rank system and it does not appear that looping the game has any effect on the rank itself beyond the second loop.  Enemies will continue to fire with the same timing and delay, the bullets fired will just be moving slightly faster than the previous loop.&lt;br /&gt;
&lt;br /&gt;
===Bugs and Oddities===&lt;br /&gt;
----&lt;br /&gt;
==== Looping Boss Glitch ====&lt;br /&gt;
If stage 4 is cleared without destroying the boss, the main target of the boss will sometimes appear at the beginning of stage 5 and loop around the screen until destroyed.  It continues firing bullets while the player is still unable to move.  Although the player isn't vulnerable until regaining control it's still very likely to be hit as the boss part will have reached a low position on the screen and the player regains control at a high starting position.&lt;br /&gt;
The bug is caused by destroying the front cover of the boss before the main part has come on screen, and then finishing the stage without destroying the boss.  Destroying the cover too quickly causes a memory allocation error that ultimately results in the main part not being removed when it leaves the screen at the end of stage 4.&lt;br /&gt;
&lt;br /&gt;
==== Delayed Weapon Switch ====&lt;br /&gt;
If when changing weapon any bullets from the previous weapon are still on screen, the weapon change will not be allowed to occur until all bullets of the previous weapon have left the screen.  If multiple weapon changes are attempted during this time only the first will be recognised after the bullets of the starting weapon leave.  This can result in the player ending up stuck with an unintended weapon.&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
As well as the original 1-player version of the game, several versions that allow 2 players simultaneously were developed.  These versions are all significantly easier than the original, with the most immediately noticeable changes being the removal of the checkpoint system in favour of instant respawning, and the screen being locked horizontally, removing the threat posed by enemies advancing on the player while out of view.  Aside from the 2-player version released in Japan, a localised version entitled ''Fire Shark'' (referred to hereafter as version A) was released internationally.  This version appears to be almost identical to the Japanese 2-player version aside from the localised text and a very minor reduction in the speed of enemy bullets.  A further revision of ''Fire Shark'' (version B) was also developed, featuring various minor adjustments to the game's mechanics, including significantly faster bullets compared to the previous 2-player versions (though still far slower than the 1-player version).  This version of the game was released in North America, published by [https://en.wikipedia.org/wiki/Romstar Romstar].&lt;br /&gt;
&lt;br /&gt;
The differences between the various versions are summarised below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ General&lt;br /&gt;
! &lt;br /&gt;
! 1-player version&lt;br /&gt;
! 2-player version&lt;br /&gt;
! Fire Shark (A)&lt;br /&gt;
! Fire Shark (B)&lt;br /&gt;
|-&lt;br /&gt;
! Year&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|1989&lt;br /&gt;
| 1990&lt;br /&gt;
|-&lt;br /&gt;
! Return to checkpoint?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Screen scrolls horizontally?&lt;br /&gt;
|Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Allow 2 players simultaneously?&lt;br /&gt;
|No&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Yes&lt;br /&gt;
|-&lt;br /&gt;
!On-screen shot limit per player&lt;br /&gt;
|4&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
!Maximum bomb stock per player&lt;br /&gt;
|10&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|7&lt;br /&gt;
|-&lt;br /&gt;
!Maximum stage end bonus&lt;br /&gt;
|500000&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|350000&lt;br /&gt;
|-&lt;br /&gt;
!Characters in name&lt;br /&gt;
|6&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
!Player character collision detection&lt;br /&gt;
| Every 2 frames&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Every 4 frames&lt;br /&gt;
|-&lt;br /&gt;
!Weapon-enemy collision detection&lt;br /&gt;
| Every frame&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Every other 2 frames&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ Items&lt;br /&gt;
! &lt;br /&gt;
! 1P&lt;br /&gt;
! 2P&lt;br /&gt;
! FS (A)&lt;br /&gt;
! FS (B)&lt;br /&gt;
|-&lt;br /&gt;
! Item table version&lt;br /&gt;
| A&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|B&lt;br /&gt;
| C&lt;br /&gt;
|-&lt;br /&gt;
! Length of item drop cycle&lt;br /&gt;
| 71&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|91&lt;br /&gt;
|-&lt;br /&gt;
! Number of sequential item carriers per loop&lt;br /&gt;
| 75&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
!Position in item table resets upon death?&lt;br /&gt;
|Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Surplus power, speed, bomb items replaced with weapon change item?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Time limit of power, speed, bomb, red items &lt;br /&gt;
|512&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|1408&lt;br /&gt;
|-&lt;br /&gt;
! Fixed speed item drops from specific enemies?&lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Yes&lt;br /&gt;
|-&lt;br /&gt;
! Item dropped by the three large boats in Stage 8&lt;br /&gt;
| Power&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Speed&lt;br /&gt;
|-&lt;br /&gt;
!Alternate appearance of final power item required to gain a power level?&lt;br /&gt;
|Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ Number of sequential item carriers by stage&lt;br /&gt;
! Stage&lt;br /&gt;
! 1P&lt;br /&gt;
! 2P&lt;br /&gt;
! FS (A)&lt;br /&gt;
! FS (B)&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
| 8&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
! 2&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 7&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 8&lt;br /&gt;
| 8&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
! 9&lt;br /&gt;
| 7&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 10&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&lt;br /&gt;
|+ Difficulty&lt;br /&gt;
! &lt;br /&gt;
! 1P&lt;br /&gt;
! 2P&lt;br /&gt;
! FS (A)&lt;br /&gt;
! FS (B)&lt;br /&gt;
|-&lt;br /&gt;
! Power level affects bullet speed?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
! Power level affects enemy attack frequency?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
! Power level affects turret turning speed?&lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|-&lt;br /&gt;
!Red weapon penalty&lt;br /&gt;
|Enemy bullet speed increases&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|None&lt;br /&gt;
|Enemies attack more frequently&lt;br /&gt;
|-&lt;br /&gt;
!Loop at which maximum bullet speed (80) reached&lt;br /&gt;
|14 - 20&lt;br /&gt;
|22&lt;br /&gt;
|23&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
!Player's base movement speed&lt;br /&gt;
|13&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|16&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
!Reduced HP of certain enemies?&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Enemies invulnerable at edges of screen?&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
! Stage 1 boss aiming&lt;br /&gt;
| Scattered&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Direct&lt;br /&gt;
|-&lt;br /&gt;
!Item carrier attack&lt;br /&gt;
|4-way&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|2-way&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alternate Item tables ===&lt;br /&gt;
&lt;br /&gt;
As noted in the above table, the 2-player versions feature modified item tables to that of the original game:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Table B&lt;br /&gt;
|- &lt;br /&gt;
!1 &lt;br /&gt;
| Power&lt;br /&gt;
!2 &lt;br /&gt;
| Power&lt;br /&gt;
!3 &lt;br /&gt;
| Green&lt;br /&gt;
!4 &lt;br /&gt;
| Red&lt;br /&gt;
!5 &lt;br /&gt;
| Blue&lt;br /&gt;
!6 &lt;br /&gt;
| Green&lt;br /&gt;
!7 &lt;br /&gt;
| Power&lt;br /&gt;
!8 &lt;br /&gt;
| Red &lt;br /&gt;
|-                                                                    &lt;br /&gt;
!9 &lt;br /&gt;
| Power&lt;br /&gt;
!10&lt;br /&gt;
| Bomb&lt;br /&gt;
!11 &lt;br /&gt;
| Power&lt;br /&gt;
!12 &lt;br /&gt;
| Blue&lt;br /&gt;
!13&lt;br /&gt;
| Green&lt;br /&gt;
!14&lt;br /&gt;
| Bomb&lt;br /&gt;
!15 &lt;br /&gt;
| Power&lt;br /&gt;
!16&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
!17 &lt;br /&gt;
| Blue&lt;br /&gt;
!18&lt;br /&gt;
| Green&lt;br /&gt;
!19&lt;br /&gt;
| Power&lt;br /&gt;
!20 &lt;br /&gt;
| Power&lt;br /&gt;
!21&lt;br /&gt;
| Green&lt;br /&gt;
!22 &lt;br /&gt;
| Power&lt;br /&gt;
!23 &lt;br /&gt;
| Bomb&lt;br /&gt;
!24 &lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
!25 &lt;br /&gt;
| Blue&lt;br /&gt;
!26 &lt;br /&gt;
| Power&lt;br /&gt;
!27 &lt;br /&gt;
| Red&lt;br /&gt;
!28 &lt;br /&gt;
| Power&lt;br /&gt;
!29 &lt;br /&gt;
| Blue&lt;br /&gt;
!30 &lt;br /&gt;
| Power&lt;br /&gt;
!31&lt;br /&gt;
| Blue&lt;br /&gt;
!32 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!33 &lt;br /&gt;
| Green&lt;br /&gt;
!34&lt;br /&gt;
| Power&lt;br /&gt;
!35 &lt;br /&gt;
| Red&lt;br /&gt;
!36 &lt;br /&gt;
| Bomb&lt;br /&gt;
!37 &lt;br /&gt;
| Power&lt;br /&gt;
!38 &lt;br /&gt;
| Bomb&lt;br /&gt;
!39 &lt;br /&gt;
| Power&lt;br /&gt;
!40 &lt;br /&gt;
| 2-UP&lt;br /&gt;
|-&lt;br /&gt;
!41 &lt;br /&gt;
| Power&lt;br /&gt;
!42 &lt;br /&gt;
| Blue&lt;br /&gt;
!43 &lt;br /&gt;
| Power&lt;br /&gt;
!44&lt;br /&gt;
| Green&lt;br /&gt;
!45 &lt;br /&gt;
| Bomb&lt;br /&gt;
!46 &lt;br /&gt;
| Red&lt;br /&gt;
!47 &lt;br /&gt;
| Red&lt;br /&gt;
!48 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!49&lt;br /&gt;
| Bomb&lt;br /&gt;
!50 &lt;br /&gt;
| Power&lt;br /&gt;
!51 &lt;br /&gt;
| Blue&lt;br /&gt;
!52 &lt;br /&gt;
| Power&lt;br /&gt;
!53 &lt;br /&gt;
| Green&lt;br /&gt;
!54 &lt;br /&gt;
| Power&lt;br /&gt;
!55 &lt;br /&gt;
| Blue&lt;br /&gt;
!56 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
! 57&lt;br /&gt;
| Bomb&lt;br /&gt;
! 58&lt;br /&gt;
| Power&lt;br /&gt;
! 59 &lt;br /&gt;
| Green&lt;br /&gt;
! 60 &lt;br /&gt;
| Blue&lt;br /&gt;
! 61 &lt;br /&gt;
| Power&lt;br /&gt;
! 62 &lt;br /&gt;
| Red&lt;br /&gt;
! 63 &lt;br /&gt;
| Blue&lt;br /&gt;
! 64&lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
! 65 &lt;br /&gt;
| Power&lt;br /&gt;
! 66 &lt;br /&gt;
| Red&lt;br /&gt;
! 67&lt;br /&gt;
| Power&lt;br /&gt;
! 68&lt;br /&gt;
| Blue&lt;br /&gt;
! 69&lt;br /&gt;
| Power&lt;br /&gt;
! 70&lt;br /&gt;
| Power&lt;br /&gt;
! 71&lt;br /&gt;
| Green&lt;br /&gt;
! 72&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
! 73&lt;br /&gt;
| Power&lt;br /&gt;
! 74 &lt;br /&gt;
| Power&lt;br /&gt;
! 75&lt;br /&gt;
| Green&lt;br /&gt;
! 76&lt;br /&gt;
| Power&lt;br /&gt;
! 77 &lt;br /&gt;
| Blue&lt;br /&gt;
! 78&lt;br /&gt;
| Bomb&lt;br /&gt;
! 79&lt;br /&gt;
| Power&lt;br /&gt;
! 80&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
! 81&lt;br /&gt;
| Green&lt;br /&gt;
! 82 &lt;br /&gt;
| Power&lt;br /&gt;
! 83 &lt;br /&gt;
| Blue&lt;br /&gt;
! 84 &lt;br /&gt;
| Power&lt;br /&gt;
! 85 &lt;br /&gt;
| Power&lt;br /&gt;
! 86 &lt;br /&gt;
| Red&lt;br /&gt;
! 87&lt;br /&gt;
| Power&lt;br /&gt;
! 88&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
! 89&lt;br /&gt;
| Green&lt;br /&gt;
! 90 &lt;br /&gt;
| Power&lt;br /&gt;
! 91 &lt;br /&gt;
| 2-UP&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Table C&lt;br /&gt;
|- &lt;br /&gt;
!1 &lt;br /&gt;
| Power&lt;br /&gt;
!2 &lt;br /&gt;
| Power&lt;br /&gt;
!3 &lt;br /&gt;
| Green&lt;br /&gt;
!4 &lt;br /&gt;
| Blue&lt;br /&gt;
!5 &lt;br /&gt;
| Red&lt;br /&gt;
!6 &lt;br /&gt;
| Green&lt;br /&gt;
!7 &lt;br /&gt;
| Power&lt;br /&gt;
!8 &lt;br /&gt;
| Blue &lt;br /&gt;
|-                                                                    &lt;br /&gt;
!9 &lt;br /&gt;
| Power&lt;br /&gt;
!10&lt;br /&gt;
| Bomb&lt;br /&gt;
!11 &lt;br /&gt;
| Power&lt;br /&gt;
!12 &lt;br /&gt;
| Blue&lt;br /&gt;
!13&lt;br /&gt;
| Green&lt;br /&gt;
!14&lt;br /&gt;
| Bomb&lt;br /&gt;
!15 &lt;br /&gt;
| Blue&lt;br /&gt;
!16&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
!17 &lt;br /&gt;
| Green&lt;br /&gt;
!18&lt;br /&gt;
| Blue&lt;br /&gt;
!19&lt;br /&gt;
| Power&lt;br /&gt;
!20 &lt;br /&gt;
| Blue&lt;br /&gt;
!21&lt;br /&gt;
| Red&lt;br /&gt;
!22 &lt;br /&gt;
| Power&lt;br /&gt;
!23 &lt;br /&gt;
| Bomb&lt;br /&gt;
!24 &lt;br /&gt;
| Green&lt;br /&gt;
|-&lt;br /&gt;
!25 &lt;br /&gt;
| Blue&lt;br /&gt;
!26 &lt;br /&gt;
| Power&lt;br /&gt;
!27 &lt;br /&gt;
| Green&lt;br /&gt;
!28 &lt;br /&gt;
| Power&lt;br /&gt;
!29 &lt;br /&gt;
| Blue&lt;br /&gt;
!30 &lt;br /&gt;
| Power&lt;br /&gt;
!31&lt;br /&gt;
| Green&lt;br /&gt;
!32 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!33 &lt;br /&gt;
| Blue&lt;br /&gt;
!34&lt;br /&gt;
| Green&lt;br /&gt;
!35 &lt;br /&gt;
| Red&lt;br /&gt;
!36 &lt;br /&gt;
| Bomb&lt;br /&gt;
!37 &lt;br /&gt;
| Power&lt;br /&gt;
!38 &lt;br /&gt;
| Bomb&lt;br /&gt;
!39 &lt;br /&gt;
| Power&lt;br /&gt;
!40 &lt;br /&gt;
| 2-UP&lt;br /&gt;
|-&lt;br /&gt;
!41 &lt;br /&gt;
| Power&lt;br /&gt;
!42 &lt;br /&gt;
| Blue&lt;br /&gt;
!43 &lt;br /&gt;
| Power&lt;br /&gt;
!44&lt;br /&gt;
| Green&lt;br /&gt;
!45 &lt;br /&gt;
| Bomb&lt;br /&gt;
!46 &lt;br /&gt;
| Red&lt;br /&gt;
!47 &lt;br /&gt;
| Red&lt;br /&gt;
!48 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
!49&lt;br /&gt;
| Bomb&lt;br /&gt;
!50 &lt;br /&gt;
| Power&lt;br /&gt;
!51 &lt;br /&gt;
| Blue&lt;br /&gt;
!52 &lt;br /&gt;
| Power&lt;br /&gt;
!53 &lt;br /&gt;
| Green&lt;br /&gt;
!54 &lt;br /&gt;
| Power&lt;br /&gt;
!55 &lt;br /&gt;
| Blue&lt;br /&gt;
!56 &lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
! 57&lt;br /&gt;
| Bomb&lt;br /&gt;
! 58&lt;br /&gt;
| Power&lt;br /&gt;
! 59 &lt;br /&gt;
| Green&lt;br /&gt;
! 60 &lt;br /&gt;
| Blue&lt;br /&gt;
! 61 &lt;br /&gt;
| Power&lt;br /&gt;
! 62 &lt;br /&gt;
| Red&lt;br /&gt;
! 63 &lt;br /&gt;
| Blue&lt;br /&gt;
! 64&lt;br /&gt;
| Power&lt;br /&gt;
|-&lt;br /&gt;
! 65 &lt;br /&gt;
| Power&lt;br /&gt;
! 66 &lt;br /&gt;
| Green&lt;br /&gt;
! 67&lt;br /&gt;
| Speed&lt;br /&gt;
! 68&lt;br /&gt;
| Blue&lt;br /&gt;
! 69&lt;br /&gt;
| Power&lt;br /&gt;
! 70&lt;br /&gt;
| Speed&lt;br /&gt;
! 71&lt;br /&gt;
| Green&lt;br /&gt;
! 72&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
! 73&lt;br /&gt;
| Power&lt;br /&gt;
! 74 &lt;br /&gt;
| Power&lt;br /&gt;
! 75&lt;br /&gt;
| Green&lt;br /&gt;
! 76&lt;br /&gt;
| Power&lt;br /&gt;
! 77 &lt;br /&gt;
| Blue&lt;br /&gt;
! 78&lt;br /&gt;
| Bomb&lt;br /&gt;
! 79&lt;br /&gt;
| Power&lt;br /&gt;
! 80&lt;br /&gt;
| Red&lt;br /&gt;
|-&lt;br /&gt;
! 81&lt;br /&gt;
| Green&lt;br /&gt;
! 82 &lt;br /&gt;
| Power&lt;br /&gt;
! 83 &lt;br /&gt;
| Blue&lt;br /&gt;
! 84 &lt;br /&gt;
| Power&lt;br /&gt;
! 85 &lt;br /&gt;
| Power&lt;br /&gt;
! 86 &lt;br /&gt;
| Red&lt;br /&gt;
! 87&lt;br /&gt;
| Power&lt;br /&gt;
! 88&lt;br /&gt;
| Blue&lt;br /&gt;
|-&lt;br /&gt;
! 89&lt;br /&gt;
| Green&lt;br /&gt;
! 90 &lt;br /&gt;
| Power&lt;br /&gt;
! 91 &lt;br /&gt;
| 2-UP&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
! &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 2-player versions also introduced some new bugs to the game:&lt;br /&gt;
&lt;br /&gt;
=== Double damage ===&lt;br /&gt;
The player 2 side plane's wide shot is twice as powerful as that of the player 1 side, removing two hit points per bullet instead of the usual one.  The game is intended to exhibit this behaviour for both players only when the blue weapon is not equipped, the game reading the current player's weapon to determine when to apply the second hit point of damage.  In the case of the second player, the game mistakenly reads data that is completely unrelated to the player's weapon, causing the extra hit of damage to be applied regardless of the weapon equipped.  This significantly reduces the difficulty when playing on the player-2 side.  Note that bosses and other large enemies are treated differently than normal enemies with regard to damage, so this bug does not apply to them and both players are equally effective against these enemies for all weapons.&lt;br /&gt;
&lt;br /&gt;
=== Double clear bonus ===&lt;br /&gt;
For some reason, dying in the final moments before the end of the current loop will delay the player's reappearance until the start of the next loop.  A temporary frame counter coordinates the end-of-loop clear bonus - when both the bonus flag is set and this frame counter is at 0, the loop clear bonus is initiated.  When the player respawns, this has the side-effect of resetting the frame counter associated with the bonus to 0.  If this occurs while the bonus is still active, this will cause the bonus count to fully restart as soon as the player respawns, which will always be after most of the points from the original bonus have already been added to the player's score.  As the delayed respawn takes place just as the next loop begins, the restarted bonus will be in the amount awarded for the loop the player has just entered. &lt;br /&gt;
As the bonus increases successively with each loop, the amount of time taken for the points to count down varies between loops.  At the sixth loop, the rate at which the points are counted is raised in an attempt to counteract the increasing amount of time this takes.  This means that the double bonus is not achievable on some loops as the bonus will have finished counting and have been deactivated before the player is able to respawn.  The loops for which this is the case are loops 1-3 and loops 6-7.&lt;br /&gt;
&lt;br /&gt;
=== Invisible player ===&lt;br /&gt;
As noted, when a player switches to a different weapon, they will be unable to fire the weapon until all the bullets of the previous weapon have left the screen or collided with a target, and attempting to do so will delay the firing of the new weapon until this is the case.  This highly debilitating bug occurs when the player switches to the red weapon and dies during the delay period.  This results in firing the red weapon while dead, an unintended behaviour which corrupts the player's sprite address so that it is identical to that of the very first enemy bullet.  This has the effect that whenever that bullet appears it will overwrite the player's sprite, making the player invisible.  This bug can be repeatedly performed to alleviate the negative effects to some extent, by raising the address to match that of a lower priority bullet, so that it takes increasing numbers of bullets to be fired before the sprite disappears.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Game system information guide provided by smc | via STG Rev. 2020 Discord&lt;br /&gt;
# Transferring to wiki format provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# https://crossfish.sakura.ne.jp/same/TOP/top.html&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=OutZone&amp;diff=35851</id>
		<title>OutZone</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=OutZone&amp;diff=35851"/>
		<updated>2025-10-18T05:04:04Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: Corrected staff list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 = Tatsuya Uemura&lt;br /&gt;
|&lt;br /&gt;
|art = Naoki Ogiwara &amp;lt;br&amp;gt; Miho Hayashi&lt;br /&gt;
|&lt;br /&gt;
|releasedate = August 1990&lt;br /&gt;
|previousgame = [[Same! Same! Same!]]&lt;br /&gt;
|nextgame = [[Vimana]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&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;
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. A PC port on [https://store.steampowered.com/app/2022920/Out_Zone/ Steam] was released in February 2023. &lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
OutZone is a two-button game with 7 stages.&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. In two-player games, two energy items will appear in each container, and can only be collected by the player of the matching color.&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;
===Hit Box===&lt;br /&gt;
----&lt;br /&gt;
The player's [[Help:Glossary#Hitbox|hit box]] covers the chest and legs, making the head and gun of the character unaffected.&lt;br /&gt;
&lt;br /&gt;
[[File:OUTZONE_HITBOX.png]]&lt;br /&gt;
&lt;br /&gt;
When dying by a bullet or enemy collision, a large explosion will occur where the player died that covers the entire sprite. This is meaningless when playing solo.&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;
==Ports==&lt;br /&gt;
There is currently only one port of the game on [https://store.steampowered.com/app/2022920/Out_Zone/ Steam], released by Bitwave Games on February 14, 2023. Aside from autofire, This version provides an assist feature and other quality of life improvements in order to make the game significantly easier:&lt;br /&gt;
*Auto-dodging&lt;br /&gt;
*Instant slowdown button&lt;br /&gt;
*Health: Allows the player to take a select number of hits before dying.&lt;br /&gt;
*Hitbox size modification&lt;br /&gt;
*Hitbox display&lt;br /&gt;
*Rewinds&lt;br /&gt;
*Savestates, up to 10&lt;br /&gt;
*Practice mode&lt;br /&gt;
*Online leaderboards, only accessible when not using assists.&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, appears in Stage 1 if you shoot a specific area&lt;br /&gt;
* Planes from [[Hishouzame]] help you if you shoot some bushes in Stage 2 in a specific order. Their behavior is similar to the helper planes in [[Daisenpuu]].&lt;br /&gt;
* The [[Zero Wing]] ship can give you a point bonus if you reach specific areas fulfilling a certain condition (see [[(OutZone)/Strategy#Advanced_Strategy|the Advanced Strategy page.]])&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 it's 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;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;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>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Tatsujin_Ou&amp;diff=35850</id>
		<title>Tatsujin Ou</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Tatsujin_Ou&amp;diff=35850"/>
		<updated>2025-10-18T05:00:14Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: Added staff credit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tatsujin Ou title.PNG|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #913b16&lt;br /&gt;
|innerbordercolor = #913b16&lt;br /&gt;
|title = Tatsujin Ou&lt;br /&gt;
|background = #ffe9aa&lt;br /&gt;
|image = Tatsujin Ou 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 = [[Toaplan]]&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiro Yuge&lt;br /&gt;
|&lt;br /&gt;
|program = Yuichiro Nozawa&lt;br /&gt;
|&lt;br /&gt;
|art = Naoki Ogiwara &amp;lt;/br&amp;gt; Tomonobu Kagawa&lt;br /&gt;
|&lt;br /&gt;
|releasedate = '''Arcade:''' June 1992 &amp;lt;/br&amp;gt; '''FM Towns:''' April 1993&lt;br /&gt;
|&lt;br /&gt;
|previousgame = [[Dogyuun]]&lt;br /&gt;
|nextgame = [[V-V]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Tatsujin Ou''''' &amp;lt;small&amp;gt;(達人王 &amp;quot;Master King&amp;quot;, also known as ''Truxton II'')&amp;lt;/small&amp;gt; is a vertical [[Shooting game|shooting game]] developed and published by [[Toaplan]] in 1992. It was ported to the FM Towns computer by Ving Co., Ltd. exclusively in Japan in 1993. It is the sequel to ''[[Tatsujin]]''.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Tatsujin Ou'' primarily uses an eight-way joystick and two buttons (with a third debug button that typically goes unused). It also includes an autofire DIP switch that's enabled by default.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Fires the main weapon and whichever sub-weapon the player has equipped&lt;br /&gt;
* '''B:''' Uses a bomb&lt;br /&gt;
* '''C (Debug):''' Greatly increases the scrolling speed (unused)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
''Tatsujin Ou'' features a main weapon, three sub-weapons indicated by color, and a bomb weapon.&lt;br /&gt;
&lt;br /&gt;
'''Main Shot:''' The HyperFighter's primary shot. It's made up of four pink shots split into two hitboxes, and travels straight up the screen. Each increase in power causes the shot to become wider and longer. Five of these shots can be fired at once.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Napalm Bomb&amp;lt;/span&amp;gt; (Red):''' Fires red bombs on either side of the player, which leave behind lingering explosions that can damage enemies. At power levels 1 and 2, they shoot diagonally up, with the bombs traveling further at level 2. At power levels 3 and 4, they also shoot to the left and right, with the bombs traveling further at level 4. At max power, they also shoot diagonally down.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Search Laser&amp;lt;/span&amp;gt; (Blue):''' Fires two blue lasers up the entire length of the screen which lock onto enemies and damage them.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Normal Shot&amp;lt;/span&amp;gt; (Green):''' Fires green pellets in an arch that becomes wider with each increase in power level, up to a maximum of five pellets on either side of the player.&lt;br /&gt;
&lt;br /&gt;
'''Bomb:''' Releases a large orange bomb that slowly travels up the screen from where the player deployed it and deals major damage to enemies and bosses.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
''Tatsujin Ou'' features four unique item types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WeaponRed.png|center]] [[File:WeaponBlue.png|center]] [[File:WeaponGreen.png|center]] || '''Power Ups:''' Indicated by the flashing circle in the center. These periodically alternate between the colors red, blue, and green (in that order, changing every 180 frames) and grabbing one when it's a certain color will equip the player with the corresponding sub-weapon. Grabbing a power up of the same type already equipped will increase the power of both the main shot and the sub-weapon, with max power being achieved after five Power Ups of the same color have been collected.  At this point collecting power ups of the same weapon currently equipped will award 5000 points.  The initial color of each item is determined by RNG with red being twice as likely as the other two colors.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Speedup.png|center]] || '''Speed Ups:''' Indicated by the flashing S. These will increase the player's movement speed, with max speed being achieved after five have been collected.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TatsujinOuBomb.png|center]] || '''Bombs:''' Indicated by the B in the center. Grabbing one will add a bomb to the player's stock. Up to five bombs can be held in stock at once.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:TatsujinOu1up.png|center]] || '''1up:''' These are located in specially-colored containers in certain stages, requiring a bomb use and the corresponding sub-weapon to access. Grants the player an extra life. These will only appear if the player has five or fewer extra lives, and if these are on screen while the player has six or more extra lives, these will instead award 5,000 points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All excess items award 5,000 points when collected.'''&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank in ''Tatsujin Ou'' is tied to the player's power level - the more powered up the player is, the harder the game gets.  In the Japanese version each power level gained adds 4 to the base level rank while in the international version each power level adds 2.  Rank exclusively determines the frequency of enemy attacks and represents the amount to be added to the enemy attack timer. &lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
The game contains six stages and loops infinitely. From the second loop onwards many enemies have more difficult attacks.  Exactly how the difficulty progresses depends on the region and difficulty dipswitch settings.  There are four preset difficulty levels for each version of the game, with level '''0''' being the easiest and '''3''' being the hardest.  The same numeric level is not equivalent across different versions and represents an easier difficulty in the international version compared to the Japanese version.  These difficulty levels are assigned to the first four loops of the game (loop 5 is treated the same as loop 4) and contain preset values for the base rank level, the base amount of damage each weapon inflicts and how much additional damage each weapon gains at each power level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | Japan&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | DIP&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Loop&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
| 0 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 1 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Hard &lt;br /&gt;
| 2 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Very Hard&lt;br /&gt;
| 3 || 3 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-table; margin-left:40px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
!colspan=&amp;quot;5&amp;quot; | International&lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | DIP&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot; | Loop&lt;br /&gt;
|-&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
|-&lt;br /&gt;
! Easy&lt;br /&gt;
| 0 || 1 || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Normal&lt;br /&gt;
| 1 || 2 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Hard &lt;br /&gt;
| 2 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
! Very Hard&lt;br /&gt;
| 3 || 3 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It can be seen that on normal settings the international version reaches maximum difficulty at the third loop, while the Japanese version reaches it at the second.&lt;br /&gt;
&lt;br /&gt;
==== Enemy changes after the first loop ====&lt;br /&gt;
&lt;br /&gt;
* The green zako enemies in stage 1 fire a constant stream of aimed bullets instead of not firing at all.&lt;br /&gt;
* The opening and closing turrets in the purple area of stage 1 shoot more bullets in their attacks.&lt;br /&gt;
* The enemies at the end of stage 1 shoot an aimed 3-way attack in addition to their vertical shots.&lt;br /&gt;
* The stage 1 boss's homing fireballs increase in number by twice as many or greater for each part destroyed and home in on the player for much longer.&lt;br /&gt;
* The enemies that come from behind at the start of stage 2 shoot longer arcs of bullets in each attack.&lt;br /&gt;
* The large yellow enemies near the end of stage 2 shoot six destructible homing bullets instead of four&lt;br /&gt;
* The stage 2 boss's side parts both attack at the same time instead of taking turns between sides.&lt;br /&gt;
* The large buildings at the beginning of stage 3 shoot solid walls of bullets instead of simple 3-way spreads.&lt;br /&gt;
* The homing missiles fired by the purple enemies in the middle of stage 4 home in on the player for slightly longer&lt;br /&gt;
* The enemies at the end of stage 4 shoot single aimed shots in addition to the bullets shot by the large missiles they release.&lt;br /&gt;
* The lasers of the stage 4 boss fire simultaneously instead of firing the left laser shortly after the right.&lt;br /&gt;
* The yellow enemies near the end of stage 5 shoot a fast 4-way spread on top of the slower 5-way spread they fired in loop 1.&lt;br /&gt;
* The stage 5 boss's homing projectiles home in on the player for far longer.&lt;br /&gt;
* The green zako enemies in stages 5 and 6 fire double aimed shots.&lt;br /&gt;
* The stage 6 boss's bullet speed increases twice as quickly, while retaining the same maximum speed.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
Because ''Tatsujin Ou'' loops infinitely, the primary method of scoring is by simply playing through the game and clearing multiple loops. There are no stage end score bonuses like in some previous Toaplan shmups, so the best way of scoring more quickly is by collecting as many excess Power Ups as possible, since each one gives 5,000 points. The third and final way of scoring is milking tick points. Unlike most other shmups, tick points in ''Tatsujin Ou'' are not earned from the damage dealt to an enemy. They are instead earned from how long an enemy is being damaged. In order to score more points sooner, the player can use a sub-weapon (most commonly, the napalm bombs) to slowly damage and milk as many tick points off of enemies as they can before destroying them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Tatsujin Ou)/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;
WIP&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
The plot involves '''Dogurava''' and his evil '''Gidan''' army, who were originally defeated in ''Tatsujin'', being resurrected and invading the galaxy once more. It is up to the player, aboard the '''HyperFighter''' spacecraft, to put a stop to them and restore peace to outer space.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
WIP&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
=== International ===&lt;br /&gt;
[[File:Truxton2-200921-201452.png|150px|thumb|right|Truxton II title screen]]&lt;br /&gt;
&lt;br /&gt;
Outside of Asian territories, ''Tatsujin Ou'' was released under the name '''''Truxton II'''''. &lt;br /&gt;
In this international release, the player's weapons deal more damage, and the enemies shoot less frequently than in ''Tatsujin Ou''. &lt;br /&gt;
The difficulty increase from loop 1 to loop 2 is also not as high.&lt;br /&gt;
&lt;br /&gt;
=== New Version ===&lt;br /&gt;
&lt;br /&gt;
A romhack of ''Tatsujin Ou'' was released by shmups community member mycophobia, in an effort to adjust overall game balance and improve playability. This romhack is available for download via [https://www.romhacking.net/hacks/5707/ romhacking.net]. Although there were no bug fixes made to the game, the following changes are applied:&lt;br /&gt;
&lt;br /&gt;
* More bomb drops.&lt;br /&gt;
* Higher bomb capacity.&lt;br /&gt;
* 1up items will spawn and will award actual 1ups no matter how many lives you have.&lt;br /&gt;
* The order of item drops is reset after each death, continue or new game.&lt;br /&gt;
* Weapon power levels are at least at ''Truxton 2'' Normal first loop levels across all regions, difficulty settings and loops.&lt;br /&gt;
* The main shot and Red weapon are buffed at low levels.&lt;br /&gt;
* Green and Blue weapons receive overall strength buffs.&lt;br /&gt;
* High score screen copyright text now includes “NEW VERSION”&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* The player's speed is reset to minimum when respawning at the start of each loop.  This is presumably only supposed to happen when the player respawns on the next life after dying, but the speed is always reset on any respawn regardless of the cause.&lt;br /&gt;
&lt;br /&gt;
* While the player is in the right-most region of the screen, enemies that are on the left will try to attack the player from the wrong side, shooting or travelling to the left instead.  This can be used to despawn certain enemies by having them throw themselves off the screen in an attempt to reach the player.&lt;br /&gt;
&lt;br /&gt;
* The explosion effect of certain bosses' death animations is bugged.  A bullet fired by the boss may be mistakenly treated as a graphical element of the explosion effect, appearing in various positions before finally being released at its original angle from one of these positions when the animation is over, potentially hitting the unsuspecting player.&lt;br /&gt;
&lt;br /&gt;
* Destroying a side part of the stage 2 boss just before it descends will permanently prevent the main part from attacking, rendering the boss completely harmless once both side parts are destroyed.  When a side part descends in order to perform its own attack, it is flagged as such to prevent the boss itself from attacking at the same time.  The flag is then removed when the part is raised again after its attack, allowing the boss's main attack to resume.  The 'descended' flag is also removed when the part is destroyed, but this is done at the ''beginning'' of the part's destruction animation instead of the end.  If the part starts to descend again before the destruction sequence ends, the flag will be set again, leaving it permanently set after the part has been fully removed and leaving the boss unable to resume its attacks.&lt;br /&gt;
&lt;br /&gt;
* Some of the bosses can cause bugs with the game's scrolling speed.  This bug is caused by the two bosses that appear against a looping background in stage 1 and stage 3.   The background will loop a set number of times, using a counter value to count down the number of remaining loops.  When the counter reaches 0, the game will continue normally past the loop point while the boss begins to escape.  Destroying the boss will set the counter to 1, indicating the final repeat of the looping section, before the game continues to progress as normal.  This effectively ends the stage when the boss is destroyed at any point during its time limit, without the player having to complete the full set of background loops.  Regardless of where the boss is destroyed, the loop counter will be set to 1.  These bosses can also be destroyed just before they escape, after already going through the full set of background loops and reaching the next non-looping section.  This will also set the background loop counter to 1, but as this is after the looping section has ended, this 1 will never be counted down.  This is unnoticeable until the next change in scrolling speed, when the game either speeds up at the midpoint of stage 3, or slows back down after the stage 3 boss.  For some reason the background loop counter is required to be 0 for the speed change to take effect, and the value of 1 left in the counter by the boss will prevent any speed change from occuring.  Losing a life will also empty the counter, allowing the speed changes to occur again.  Destroying the stage 1 boss just before it escapes will therefore cause the high speed section in stage 3 to scroll extremely slowly, and destroying the stage 3 boss after the final background loop but before the speed returns to normal will cause the high scrolling speed to be maintained into the next stage until the player loses a life.  As the speed decreases in several discrete stages at the end of stage 3, the amount of speed preserved can vary with the timing of the boss' destruction.&lt;br /&gt;
&lt;br /&gt;
* There are some enemies that may attack more frequently at lower rank than at higher rank.  This is because at higher rank the attack rate may be sufficiently high that the next attack occurs before the animation of the previous attack has completed.  The effect of this is that original time of the second attack is cancelled and the second attack will actually come at the time of what would have been the third attack.  At lower rank the attack animation has had time to complete so the second attack is able to come at the original time.&lt;br /&gt;
&lt;br /&gt;
* The attack frequency of the left spread gun of the stage 4 boss is undefined.  This results in the right gun attacking at a rate consistent with the rank level, while the left gun will always attack at the fastest possible rate allowed by the opening and closing animation of the cover.  The spread patterns of both sides will therefore align differently depending on the current rank level.&lt;br /&gt;
&lt;br /&gt;
* Destroying the stage 4 boss while either of its lasers are firing will cause the laser's hitbox to remain activated throughout its destruction animation, until the boss has fully been removed from the screen.  This persisent laser hitbox is not visible but still very much a hazard to the player.  It is therefore good practice to stay away from the areas in which a laser was last seen to fire throughout this period.&lt;br /&gt;
&lt;br /&gt;
* Under certain circumstances the homing projectiles of the stage 5 boss may perform a 'screen wrap', reappearing on the opposite side of the screen after exiting and hitting the player from the other side.  &lt;br /&gt;
&lt;br /&gt;
* After destroying the stage 6 boss, one of its hitboxes still remains activated and an invisible collision hazard until the stage has fully ended.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* There is an unused item left inside the game that gives either 1000 or 5000 points when collected.&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 [[(Tatsujin Ou)/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;
== Other ==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:Flobeamer1922|Flobeamer1922]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Logo Toaplan.png|center]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Irem&amp;diff=34764</id>
		<title>Irem</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Irem&amp;diff=34764"/>
		<updated>2025-07-18T01:23:46Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: Putting R-Type Leo back, as X-Multiply and Fire Barrel weren't developed by Irem either (neither were Delta and Final, if you want to get technical)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Irem_logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
== Irem ==&lt;br /&gt;
'''Irem''' is a Japanese video game developer and publisher. They were primarily a developer of arcade games, the most notable being '''''Moon Patrol''''', '''''Kung-Fu Master''''', and the '''''[[R-Type series]]''''' of [[shooting game]]s. Irem's video game division was shuttered in 1994, with many developers leaving to form '''Nazca Corporation'''. In 1996, Irem's parent company Nanao reformed it's game division under the name '''Irem Software Engineering''', focusing solely on console development. After the 2011 Tōhoku earthquake and tsunami, Irem Software Engineering ceased all game development in favor of pachinko and slot machine development. Some of the game developers moved on to form '''Granzella''', the company currently responsible for '''''[[R-Type Final 2]]''''' on Kickstarter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== [[Shooting game]]s developed by Irem =====&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Mr. HELI no Daibōken/Battle Chopper - 1987 (JP only)&lt;br /&gt;
X Multiply - 1989 (JP only)&lt;br /&gt;
R-Type 2 - 1989 (JP) 1990 (world), partially ported to SNES as Super R-Type&lt;br /&gt;
Armed Police Unit Gallop/Cosmic Cop - 1991 (JP/NA)&lt;br /&gt;
Super R-Type - 1991 (NA/JP) 1992 (EU)&lt;br /&gt;
R-Type Leo - 1992 (world)&lt;br /&gt;
In the Hunt - 1993 (world)&lt;br /&gt;
R-Type III: The Third Lightning - 1993 (JP) 1994 (world)&lt;br /&gt;
R-Type Final - 2003 (JP) 2004 (world)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year !! Publisher(s)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mr. HELI no Daiboken]]'' (Battle Chopper) || 1987 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type]]'' || 1987 || Irem (JP), Nintendo (NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Fight]]'' || 1988 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dragon Breed]]'' || 1989 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type II]]'' || 1989 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[X Multiply]]'' || 1989 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Air Duel]]'' || 1990 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Thunder Blaster]]'' (Lethal Thunder) || 1991 || Irem (JP/NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed Police Unit Gallop]]'' (Cosmic Cop) || 1991 || Irem (JP/NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super R-Type]]'' || 1991 || Irem (NA/JP/EU)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mahou Keibitai Gun Hohki]]'' (Mystic Riders) || 1992 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Leo]]'' || 1992 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fire Barrel]]'' (Air Assault) || 1993 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaitei Daisenso]]'' (In the Hunt) || 1993 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Delta]]'' || 1998 || Irem (JP), Agetec (NA), Sony (EU)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Final]]'' || 2003 ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gemini_Wing&amp;diff=34763</id>
		<title>Gemini Wing</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gemini_Wing&amp;diff=34763"/>
		<updated>2025-07-18T01:08:32Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #3538eb&lt;br /&gt;
|innerbordercolor = #f44521&lt;br /&gt;
|title = Gemini Wing&lt;br /&gt;
|background = #fbfcff&lt;br /&gt;
|image = &lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title Screen&lt;br /&gt;
|imagescalepx = 200px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Tecmo]]&lt;br /&gt;
|director = Hideo Yoshizawa&lt;br /&gt;
|music = Mikio Saitou&lt;br /&gt;
|releasedate = '''JP''':  1987&lt;br /&gt;
|previousgame =&lt;br /&gt;
|nextgame =&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Gemini Wing''''' is a vertically scrolling shooter created by [[Tecmo]] and released in arcades in 1987.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Description&lt;br /&gt;
* '''A (Press):''' Description&lt;br /&gt;
* '''A (Hold):''' Description&lt;br /&gt;
* '''B:''' Description&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships / Styles ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Development History ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Irem&amp;diff=34762</id>
		<title>Irem</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Irem&amp;diff=34762"/>
		<updated>2025-07-18T00:56:32Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Irem_logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
== Irem ==&lt;br /&gt;
'''Irem''' is a Japanese video game developer and publisher. They were primarily a developer of arcade games, the most notable being '''''Moon Patrol''''', '''''Kung-Fu Master''''', and the '''''[[R-Type series]]''''' of [[shooting game]]s. Irem's video game division was shuttered in 1994, with many developers leaving to form '''Nazca Corporation'''. In 1996, Irem's parent company Nanao reformed it's game division under the name '''Irem Software Engineering''', focusing solely on console development. After the 2011 Tōhoku earthquake and tsunami, Irem Software Engineering ceased all game development in favor of pachinko and slot machine development. Some of the game developers moved on to form '''Granzella''', the company currently responsible for '''''[[R-Type Final 2]]''''' on Kickstarter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== [[Shooting game]]s developed by Irem =====&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Mr. HELI no Daibōken/Battle Chopper - 1987 (JP only)&lt;br /&gt;
X Multiply - 1989 (JP only)&lt;br /&gt;
R-Type 2 - 1989 (JP) 1990 (world), partially ported to SNES as Super R-Type&lt;br /&gt;
Armed Police Unit Gallop/Cosmic Cop - 1991 (JP/NA)&lt;br /&gt;
Super R-Type - 1991 (NA/JP) 1992 (EU)&lt;br /&gt;
R-Type Leo - 1992 (world)&lt;br /&gt;
In the Hunt - 1993 (world)&lt;br /&gt;
R-Type III: The Third Lightning - 1993 (JP) 1994 (world)&lt;br /&gt;
R-Type Final - 2003 (JP) 2004 (world)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year !! Publisher(s)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mr. HELI no Daiboken]]'' (Battle Chopper) || 1987 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type]]'' || 1987 || Irem (JP), Nintendo (NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Fight]]'' || 1988 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dragon Breed]]'' || 1989 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type II]]'' || 1989 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[X Multiply]]'' || 1989 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Air Duel]]'' || 1990 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Thunder Blaster]]'' (Lethal Thunder) || 1991 || Irem (JP/NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed Police Unit Gallop]]'' (Cosmic Cop) || 1991 || Irem (JP/NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super R-Type]]'' || 1991 || Irem (NA/JP/EU)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mahou Keibitai Gun Hohki]]'' (Mystic Riders) || 1992 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fire Barrel]]'' || 1993 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaitei Daisenso]]'' (In the Hunt) || 1993 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Delta]]'' || 1998 || Irem (JP), Agetec (NA), Sony (EU)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Final]]'' || 2003 ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Raiden_II&amp;diff=34575</id>
		<title>Raiden II</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Raiden_II&amp;diff=34575"/>
		<updated>2025-06-26T05:29:45Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: Staff names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Raiden_II_logo.png|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #E73100&lt;br /&gt;
|title = Raiden II&lt;br /&gt;
|background = #FFFFFF&lt;br /&gt;
|innerbordercolor = #DECEA5&lt;br /&gt;
|image = Raiden_II_title_screen.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen.&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
|developer = [[Seibu Kaihatsu]]&lt;br /&gt;
|publisher = [[Seibu Kaihatsu]]&lt;br /&gt;
|producer = Hitoshi Hamada&lt;br /&gt;
|designer = Tetsuya Kawaguchi&lt;br /&gt;
|music = Go Satou&lt;br /&gt;
|program = Tetsuya Kawaguchi &amp;lt;br&amp;gt; Shuichi Mori &amp;lt;br&amp;gt; Kazuki Sekimori&lt;br /&gt;
|art = Harumi Azuma &amp;lt;br&amp;gt; Masao Matsuzawa &amp;lt;br&amp;gt; Takahide Wada &amp;lt;br&amp;gt; Masaru Iijima &amp;lt;br&amp;gt; Shoichi Yano&lt;br /&gt;
|releasedate = November 1993&amp;lt;ref&amp;gt;[https://archive.org/details/ArcadeGameList1971-2005/page/n35/mode/1up?view=theater Domestic and Overseas Arcade Game List 1971-2005]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|previousgame = [[Raiden]]&lt;br /&gt;
|nextgame = [[Raiden DX]]&lt;br /&gt;
}}&lt;br /&gt;
'''Raiden II''' (JP: 雷電II) is a vertical scrolling shoot em' up developed and published by [[Seibu Kaihatsu]] in 1993. It is the sequel to the original [[Raiden]].&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay Overview==&lt;br /&gt;
&lt;br /&gt;
Raiden II uses 2 buttons. There are 8 stages with [[Help:Glossary#Loop|infinite loops]].&lt;br /&gt;
&lt;br /&gt;
===Controls===&lt;br /&gt;
&lt;br /&gt;
* '''A button (Press):''' Fires the player's weapons.&lt;br /&gt;
* '''B button (Press):''' Activates the player's bomb.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
There are 3 main weapons, 2 secondary weapons and 2 types of bombs the player can use in ''Raiden II''. These are obtained almost exclusively from item carriers.&lt;br /&gt;
&lt;br /&gt;
====Main shot====&lt;br /&gt;
&lt;br /&gt;
These are the most frequent items and determine the player's main shot. In order to power up any of them the weapon item picked up must match the one the player currently has. For example, going Red-&amp;gt;Blue-&amp;gt;Red-&amp;gt;Blue-&amp;gt;Red, or any pattern where the items don't match essentially the weapon won't strengthen at all.&lt;br /&gt;
&lt;br /&gt;
=====Vulcan=====&lt;br /&gt;
&lt;br /&gt;
This is the weapon the player starts with. The shots are fired in sets of 2, 3 then 4 as it is upgraded along with gradually gaining a wider range. Vulcan is considered the best choice for the vast majority of situations due to its wide coverage and pointblank damage. It primarily suffers from excessive mashing needed when not using autofire (one tap fires one volley).&lt;br /&gt;
&lt;br /&gt;
=====Laser=====&lt;br /&gt;
&lt;br /&gt;
A concentrated narrow laser. It starts as individual shots, turning into a thick beam at max power. Deals respectable damage even from far away and light tapping will provide a consistent stream of fire unlike Red. High autofire frequencies fire the laser in smaller &amp;quot;chunks&amp;quot; with gaps in-between, but they are higher damaging than tapping at a slower speed. Laser is generally saved for targets that are small and/or difficult to get up close with vulcan, not much use outside of that as it is severely inefficient at dealing with popcorn enemies even when paired with homing missiles.&lt;br /&gt;
&lt;br /&gt;
=====Plasma Laser=====&lt;br /&gt;
&lt;br /&gt;
The only new main weapon added in ''Raiden II''. Initially, it's fired as individual shots that grow thicker when tapping fast enough, eventually morphing into a purple laser. As a laser, it has the ability to attach to enemies with a high enough HP and can bend to hit other targets nearby. Out of the 3, plasma laser has the least damage difference when used at pointblank range (non-existent aside from missiles), can suddenly detach from enemies and has similar shortcomings to laser in regards to popcorn control. The damage is slightly higher when fired as regular shots but only by a small amount.&lt;br /&gt;
&lt;br /&gt;
Power-ups increase the number of shots fired (similar to laser again), make the purple laser thicker and improve its lock-on capabilities.&lt;br /&gt;
&lt;br /&gt;
====Missiles====&lt;br /&gt;
&lt;br /&gt;
Missile items are in fixed locations inside a cage and follow the same rule when upgrading as the weapon items. Usually 2 of them appear per stage.&lt;br /&gt;
&lt;br /&gt;
=====Homing=====&lt;br /&gt;
&lt;br /&gt;
Missiles with homing behavior. Subsequent power-ups increase their speed, homing capabilities and the number of volleys that can be fired is raised from 1 to 2 when maxed.&lt;br /&gt;
&lt;br /&gt;
=====Nuclear=====&lt;br /&gt;
&lt;br /&gt;
These missiles move forward and release a sizeable explosion upon impact, increasing their size and explosion radius with every power-up that is picked up. They have a slower travelling speed compared to homing but outperform them at pointblank range.&lt;br /&gt;
&lt;br /&gt;
====Bombs====&lt;br /&gt;
&lt;br /&gt;
=====Normal bomb=====&lt;br /&gt;
&lt;br /&gt;
Obtained by picking up the red bomb items, this is the bomb from the first [[Raiden]]. Detonates in front of the ship with considerable delay into a wide circular explosion.&lt;br /&gt;
=====Spread bomb=====&lt;br /&gt;
&lt;br /&gt;
A new type of bomb added for ''Raiden II'' obtained by picking up the yellow bomb items. The spread bomb releases several smaller bombs around the player that proceed to detonate, with a much shorter delay compared to red bombs. Unique to them is that the small bombs have actual collision before exploding. When used close to a flying enemy with an enough amount of HP, it can cancel the blast of whatever bomb it collided with, instead causing it to explode similar to a nuclear missile.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_red_item.png|center]] &amp;lt;center&amp;gt;'''Vulcan'''&amp;lt;/center&amp;gt; || Powers up the vulcan, or changes to it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_blue_item.png|center]] &amp;lt;center&amp;gt;'''Laser'''&amp;lt;/center&amp;gt;|| Powers up the laser, or changes to it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_purple_item.png|center]] &amp;lt;center&amp;gt;'''Plasma Laser'''&amp;lt;/center&amp;gt; || Powers up the plasma laser, or changes to it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_nuclear_missiles.png|center]] &amp;lt;center&amp;gt;'''Nuclear missiles'''&amp;lt;/center&amp;gt; || Powers up the nuclear missiles, or changes to it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_homing_missile.png|center]] &amp;lt;center&amp;gt;'''Homing missiles'''&amp;lt;/center&amp;gt; || Powers up the homing missiles, or changes to it.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_red_bomb.png|center]] &amp;lt;center&amp;gt;'''Normal bomb'''&amp;lt;/center&amp;gt; || Adds a red bomb to the bomb stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_yellow_bomb.png|center]] &amp;lt;center&amp;gt;'''Spread bomb'''&amp;lt;/center&amp;gt; || Adds a yellow bomb to the bomb stock.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_fairy.png|center]] &amp;lt;center&amp;gt;'''Fairy'''&amp;lt;/center&amp;gt; || Drops several items after the player loses a life.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_miclus.png|center]] &amp;lt;center&amp;gt;'''Miclus'''&amp;lt;/center&amp;gt; || Grants '''10,000 points'''.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_P_item.png|center]] &amp;lt;center&amp;gt;'''P'''&amp;lt;/center&amp;gt; || Maxes out the shot and missile weapons.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_1UP.png|center]] &amp;lt;center&amp;gt;'''1UP'''&amp;lt;/center&amp;gt; || Grants an extra life.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
&lt;br /&gt;
The precise hitbox size is unknown. However, when the ship is fully tilted while moving in either direction the hitbox will shrink in width.&lt;br /&gt;
&lt;br /&gt;
[[File:Raiden_II_hitbox_difference.png]]&lt;br /&gt;
&lt;br /&gt;
*'''Left:''' Medal is not picked up while the ship is fully tilted.&lt;br /&gt;
*'''Right:''' Medal is picked up as soon as the animation and hitbox change.&lt;br /&gt;
&lt;br /&gt;
When the player upgrades the main shot 4 times or the missiles 3 times the ship will transform and become slightly larger, this makes the hitbox size bigger as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Raiden_II_ship_change.png|left]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
&lt;br /&gt;
''Raiden II'' doesn't have a dedicated scoring system, but the following factors can make a difference when aiming to optimize a score: '''finding medals/Miclus''', '''collecting surplus items''' and '''clearing more loops'''.&lt;br /&gt;
&lt;br /&gt;
===Medals===&lt;br /&gt;
&lt;br /&gt;
Medals are found in predetermined spots throughout the stages. They can be gold, blue or a Miclus. Whether a medal is blue or a Miclus instead of the more commonly found gold variants is random.&lt;br /&gt;
&lt;br /&gt;
At the end of every stage there is a hidden medal with a randomized horizontal position.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medal !! Score&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_yellow_medal.png|center]] '''Gold medal''' || '''500 points'''.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_blue_medal.png|center]] '''Blue medal''' || '''3,000 points'''.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Medals contribute towards the end of stage bonus (Micluses don't but are worth '''10,000 points''' when picked up). The end of stage bonus follows the following formula:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
'''((Bomb stock * Gold medals) + Blue medals) * 1,000'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Blue medals take the value of the bomb count. For instance, a stage is finished with 4 bombs and 2 blue medals, this means the blue medals are worth 8. If there aren't any bombs or gold medals then they are simply omitted, so the formula never multiplies by 0.&lt;br /&gt;
&lt;br /&gt;
Unlike the first [[Raiden]], losing a life does not reset the medal count (when using [[Raiden_II#Checkpoints|1P side at least]]).&lt;br /&gt;
&lt;br /&gt;
===Surplus items===&lt;br /&gt;
&lt;br /&gt;
Picking up the following types of items when they are maxed will grant a certain amount of points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Score&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_red_item.png]] [[File:Raiden_II_nuclear_missiles.png]] || '''5,000 points'''.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_P_item.png|center]] || '''10,000 points'''.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_red_bomb.png]] [[File:Raiden_II_yellow_bomb.png]] || '''5,000 / 50,000 points'''.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When all 7 bombs are of the same color their bonus will jump from the usual 5,000 points to '''50,000 points'''. This along with the end of stage bonus makes them the most valuable resource in regards to scoring.&lt;br /&gt;
&lt;br /&gt;
Picking up surplus bombs pushes the bombs currently in stock to the left (right when using 2P), making the 5,000 point bonus still obtainable when fixing an incorrect bomb grab.&lt;br /&gt;
&lt;br /&gt;
===Clear bonus===&lt;br /&gt;
&lt;br /&gt;
Clearing the first loops grants '''1,000,000 points'''. This bonus keeps increasing by another million with every subsequent loop that is cleared.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
===Item order===&lt;br /&gt;
&lt;br /&gt;
Most of the items in the game appear following a fixed sequence. The item order '''does not''' carryover between credits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1 || 2 || 3 || 4 || 5-24 || 25-30 || 31&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_red_item.png]] || [[File:Raiden_II_red_item.png]] || [[File:Raiden_II_red_item.png]] || [[File:Raiden_II_red_bomb.png]] || Repeats of 1-4 || [[File:Raiden_II_red_bomb.png]] || [[File:Raiden_II_P_item.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fairy===&lt;br /&gt;
&lt;br /&gt;
A fairy can be found in stages 1 and 4 by shooting a specific tree and grants '''10,000 points''' when picked up. A collected fairy is released when the player loses a life and will drop items in the middle of the screen. These follow the item order and occasionally missile items appear among the group. The player can have multiple fairies in stock.&lt;br /&gt;
&lt;br /&gt;
[[File:Raiden_II_fairy_location_1.png|thumb|Stage 1 location.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Raiden_II_fairy_location_2.png|thumb|Stage 4 location. Destroying the circle of rocks will reveal the tree.]]&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Player side differences===&lt;br /&gt;
&lt;br /&gt;
The player 2 side controls the light-blue colored ship. 2P starts with yellow bombs and has other important differences during play.&lt;br /&gt;
&lt;br /&gt;
====Checkpoints====&lt;br /&gt;
&lt;br /&gt;
Losing a life makes the player start over from a checkpoint. Some of them have an item carrier spawn that isn't normally present in the stage. If the player had a fairy in stock it will reappear at the start of the checkpoint to drop the items.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, losing a life as 2P '''does reset''' the medal count back to 0, unlike 1P.&lt;br /&gt;
&lt;br /&gt;
====Item order====&lt;br /&gt;
&lt;br /&gt;
2P side has a different (shorter) item order.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! 1 || 2 || 3 || 4 || 5-24 || 25&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Raiden_II_red_item.png]] || [[File:Raiden_II_red_item.png]] || [[File:Raiden_II_red_item.png]] || [[File:Raiden_II_red_bomb.png]] || Repeats of 1-4 || [[File:Raiden_II_P_item.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===1UP locations===&lt;br /&gt;
&lt;br /&gt;
''Raiden II'' doesn't have any score-based extends, but there are two 1UP items the player can find by performing specific tasks. The 1UPs reappear in every loop.&lt;br /&gt;
&lt;br /&gt;
====Stage 3====&lt;br /&gt;
&lt;br /&gt;
[[File:Raiden II 1UP location 1.png|right]]&lt;br /&gt;
&lt;br /&gt;
Have the second tank that comes from the bunker run over the silver crate to release the 1UP. The crate can't be damaged by the player's weapons otherwise the 1UP will be a medal. As this involves stalling for time it is usually done by hugging the right side of the screen to spawn the item carrier far away from the crate, using a spread bomb at close range against the item carrier (otherwise, the explosions could destroy the crate), then slowly misdirect the bullets while moving down as the tank makes its way towards the crate.&lt;br /&gt;
&lt;br /&gt;
Alternatively (when planning to not use a bomb), the 1UP is obtained by delaying the release of the missile item at the start of the stage and destroying the item carrier with nuclear missiles before switching to homing.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
====Stage 6====&lt;br /&gt;
&lt;br /&gt;
[[File:Raiden II 1UP location 2.png|right]]&lt;br /&gt;
&lt;br /&gt;
At the beginning of the stage there is a stationary red crystal that will escape once it has taken enough damage. To obtain the 1UP, the crystal must be destroyed as it is flying away.&lt;br /&gt;
&lt;br /&gt;
*Using '''Vulcan:''' Practically impossible without the use of a bomb. The only way to do it is damaging the crystal until it is in the brink of escaping, then use a red bomb and continue shooting at it so the explosion destroys the crystal.&lt;br /&gt;
*Using '''Laser:''' Simply fly over it while firing with a high frequency autofire.&lt;br /&gt;
*Using '''Plasma Laser:''' Have the laser lock-on to the crystal and be below it. Out of the 3 weapons this is the most inconsistent method due to Plasma's low damage and tendency to detach from targets.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==References &amp;amp; Contributors==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical_orientation]]&lt;br /&gt;
[[Category:Bomb_mechanic]]&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Irem&amp;diff=33151</id>
		<title>Irem</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Irem&amp;diff=33151"/>
		<updated>2025-01-18T04:21:08Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: Undo revision 33106 by JSAV2006STG(ABC) (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Irem_logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
== Irem Software Engineering ==&lt;br /&gt;
'''Irem Software Engineering''' is a Japanese video game developer and publisher. They are primarily a developer for video game consoles, but have a history of releasing arcade games as well, the most notable being '''''Moon Patrol''''', '''''Kung-Fu Master''''', and the '''''[[R-Type series]]''''' of [[shooting game]]s. After the 2011 Tōhoku earthquake and tsunami, Irem closed its game development division in order to focus on pachinko and slot machine development. Some of the game developers moved on to form '''Granzella''', the company currently responsible for '''''[[R-Type Final 2]]''''' on Kickstarter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== [[Shooting game]]s developed by Irem =====&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Mr. HELI no Daibōken/Battle Chopper - 1987 (JP only)&lt;br /&gt;
X Multiply - 1989 (JP only)&lt;br /&gt;
R-Type 2 - 1989 (JP) 1990 (world), partially ported to SNES as Super R-Type&lt;br /&gt;
Armed Police Unit Gallop/Cosmic Cop - 1991 (JP/NA)&lt;br /&gt;
Super R-Type - 1991 (NA/JP) 1992 (EU)&lt;br /&gt;
R-Type Leo - 1992 (world)&lt;br /&gt;
In the Hunt - 1993 (world)&lt;br /&gt;
R-Type III: The Third Lightning - 1993 (JP) 1994 (world)&lt;br /&gt;
R-Type Final - 2003 (JP) 2004 (world)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year !! Publisher(s)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mr. HELI no Daiboken]]'' (Battle Chopper) || 1987 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type]]'' || 1987 || Irem (JP), Nintendo (NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Fight]]'' || 1988 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dragon Breed]]'' || 1989 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type II]]'' || 1989 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[X Multiply]]'' || 1989 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Air Duel]]'' || 1990 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Thunder Blaster]]'' (Lethal Thunder) || 1991 || Irem (JP/Na)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed Police Unit Gallop]]'' (Cosmic Cop) || 1991 || Irem (JP/NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super R-Type]]'' || 1991 || Irem (NA/JP/EU)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mahou Keibitai Gun Hohki]]'' (Mystic Riders) || 1992 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Leo]]'' || 1992 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fire Barrel]]'' || 1993 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaitei Daisenso]]'' (In the Hunt) || 1993 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type III: The Third Lightning]]'' || 1993 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Delta]]'' || 1998 || Irem (JP), Agetec (NA), Sony (EU)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Final]]'' || 2003 ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Irem&amp;diff=33105</id>
		<title>Irem</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Irem&amp;diff=33105"/>
		<updated>2025-01-13T03:50:28Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Irem_logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
== Irem Software Engineering ==&lt;br /&gt;
'''Irem Software Engineering''' is a Japanese video game developer and publisher. They are primarily a developer for video game consoles, but have a history of releasing arcade games as well, the most notable being '''''Moon Patrol''''', '''''Kung-Fu Master''''', and the '''''[[R-Type series]]''''' of [[shooting game]]s. After the 2011 Tōhoku earthquake and tsunami, Irem closed its game development division in order to focus on pachinko and slot machine development. Some of the game developers moved on to form '''Granzella''', the company currently responsible for '''''[[R-Type Final 2]]''''' on Kickstarter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== [[Shooting game]]s developed by Irem =====&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Mr. HELI no Daibōken/Battle Chopper - 1987 (JP only)&lt;br /&gt;
X Multiply - 1989 (JP only)&lt;br /&gt;
R-Type 2 - 1989 (JP) 1990 (world), partially ported to SNES as Super R-Type&lt;br /&gt;
Armed Police Unit Gallop/Cosmic Cop - 1991 (JP/NA)&lt;br /&gt;
Super R-Type - 1991 (NA/JP) 1992 (EU)&lt;br /&gt;
R-Type Leo - 1992 (world)&lt;br /&gt;
In the Hunt - 1993 (world)&lt;br /&gt;
R-Type III: The Third Lightning - 1993 (JP) 1994 (world)&lt;br /&gt;
R-Type Final - 2003 (JP) 2004 (world)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Game !! Year !! Publisher(s)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mr. HELI no Daiboken]]'' (Battle Chopper) || 1987 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type]]'' || 1987 || Irem (JP), Nintendo (NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Image Fight]]'' || 1988 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Dragon Breed]]'' || 1989 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type II]]'' || 1989 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[X Multiply]]'' || 1989 || Irem (JP)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Air Duel]]'' || 1990 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Thunder Blaster]]'' (Lethal Thunder) || 1991 || Irem (JP/Na)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Armed Police Unit Gallop]]'' (Cosmic Cop) || 1991 || Irem (JP/NA)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Super R-Type]]'' || 1991 || Irem (NA/JP/EU)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Mahou Keibitai Gun Hohki]]'' (Mystic Riders) || 1992 || Irem&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Leo]]'' || 1992 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Fire Barrel]]'' || 1993 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[Kaitei Daisenso]]'' (In the Hunt) || 1993 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type III: The Third Lightning]]'' || 1993 || Irem (world)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Delta]]'' || 1998 || Irem (JP), Agetec (NA), Sony (EU)&lt;br /&gt;
|-&lt;br /&gt;
| ''[[R-Type Final]]'' || 2003 ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Fire_Barrel&amp;diff=33083</id>
		<title>Fire Barrel</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Fire_Barrel&amp;diff=33083"/>
		<updated>2025-01-12T01:56:41Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File: Firebarrel_logo.png|500px|center]]&lt;br /&gt;
----&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|title = Fire Barrel&lt;br /&gt;
| bordercolor = black&lt;br /&gt;
| background = #f8f8f8&lt;br /&gt;
| image = Firebarrel_title_screen.png&lt;br /&gt;
| width = 256px;&lt;br /&gt;
| imagecaption = Title screen&lt;br /&gt;
| imagescalepx = 200px&lt;br /&gt;
| developer = [[Irem]]&lt;br /&gt;
| music = Rikei Hirashima&lt;br /&gt;
| releasedate = '''Arcade:''' 1993&lt;br /&gt;
| previousgame = [[R-Type Leo]]&lt;br /&gt;
| nextgame = [[Kaitei Daisenso]] ''(In the Hunt)''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fire Barrel''' is a vertical scrolling shooter developed and published by Irem in 1993. It was released overseas under the name '''Air Assault'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
''Fire Barrel'' is a 2 button game with 8 stages. Finishing every stage will start the 2nd loop.&lt;br /&gt;
*'''A button:''' Fires the player's main weapon.&lt;br /&gt;
*'''B button:''' Releases a bomb which erases enemy bullets.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
Weapon powerups max out at level 4. Excess items give a '''5,000 point''' bonus.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel vulcan.png|50px]] || '''Infinite Vulcan''' &amp;lt;br/&amp;gt; Initial shot, gains more spread with power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel wing.png|50px]] || '''Wing Shot''' &amp;lt;br/&amp;gt; 3-way shot, gains more width with power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel laser.png|50px]] || '''Graviton Laser''' &amp;lt;br/&amp;gt; Forward firing laser, gains more strength with power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel grenade.png|50px]] || '''Multiway Grenade''' &amp;lt;br/&amp;gt; Multidirectional shot, gains more range with power.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel missile.png|50px]] || '''Missile''' &amp;lt;br/&amp;gt; Set of high power missiles.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel homing.png|50px]] || '''Homing''' &amp;lt;br/&amp;gt; Homing missiles.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel bomb.png|50px]] || '''Bomb''' &amp;lt;br/&amp;gt; Adds a bomb to the player's stock, can hold up to 8 bombs.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Firebarrel medal.png|50px]] || '''Medal''' &amp;lt;br/&amp;gt; Score item, worth either '''1,000''' or '''3,000''' points.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Extra Lives ===&lt;br /&gt;
----&lt;br /&gt;
On default settings, extra lives are obtained at '''200,000 points''' and then every '''300,000 points'''.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
''Fire Barrel'' ends at the 3rd loop. The player retains all Power Ups.  With lots of practice and strategies, a 3-ALL clear can be done on 1 credit.&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]] [[Category:Bomb mechanic]] [[Category: Medal mechanic]]&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mr._HELI_no_Daiboken&amp;diff=33082</id>
		<title>Mr. HELI no Daiboken</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mr._HELI_no_Daiboken&amp;diff=33082"/>
		<updated>2025-01-12T01:42:45Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Mr. HELI no Daibouken&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Heli.png&lt;br /&gt;
|width = 350px;&lt;br /&gt;
&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Yoshihito Tagami&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiko Ishida&lt;br /&gt;
|&lt;br /&gt;
|program = Takeo Sumita &amp;lt;br&amp;gt;  Ryouichirou Shobu&lt;br /&gt;
|&lt;br /&gt;
|art = Tomohiko Tanabe &amp;lt;br&amp;gt;  Yoshio Shimizu &amp;lt;br&amp;gt;  Misako Hamada&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Image Fight]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Mr. HELI no Daibouken''''' is a multidirectional scrolling shooter developed and published by [[Irem]] in 1987. It was released overseas under the name '''''Battle Chopper'''''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mr. Heli is a 2 button game with 8-way movement. The player takes control of a sentient chopper, the eponymous Mr. Heli, on a quest to save the world from the mad scientist &amp;quot;Muddy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Mr. Heli consists of 6 stages, which alternate between free-roaming and forced scrolling sections. It's a checkpoint-based shmup in typical Irem fashion, although conspicuously, there's no 2nd loop in the arcade version.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Main Shot&lt;br /&gt;
* '''B (in air):''' Missiles&lt;br /&gt;
* '''B (on ground):''' Bombs&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
You have three different weapons at your disposal; a main shot, missiles, and bombs. Each can be upgraded a total of two times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Shot''' (Lvl. 1) || &lt;br /&gt;
[[File:ShotLevl1.png|75px]]&lt;br /&gt;
 || Default shot.&lt;br /&gt;
|-&lt;br /&gt;
| '''Shot''' (Lvl. 2) || &lt;br /&gt;
[[File:ShotLevl2.png|75px]]&lt;br /&gt;
 || Level 2 shot. Doubles your firepower.&lt;br /&gt;
|-&lt;br /&gt;
| '''Shot''' (Lvl. 3) || &lt;br /&gt;
[[File:ShotLvl3.png|75px]]&lt;br /&gt;
 || Level 3 shot. Sends out a five-way spread for excellent coverage.&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile''' (Lvl. 1) || &lt;br /&gt;
[[File:MissileLevl1.png|60px]]&lt;br /&gt;
 || Default missile power. Fires a single missile directly above you.&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile''' (Lvl. 2) || &lt;br /&gt;
[[File:MissileLevl2.png|60px]]&lt;br /&gt;
 || Level 2 missile. Sends out three missiles at once, homes in on nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile''' (Lvl. 3) || &lt;br /&gt;
[[File:MissileLvl3.png|60px]]&lt;br /&gt;
 || Level 3 missile. Sends out five missiles at once, homes in on nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
| '''Bomb''' (Lvl. 1) || &lt;br /&gt;
[[File:BombLevl1.png|50px]]&lt;br /&gt;
 || Default bomb power. Drops 3 bombs onto the ground.&lt;br /&gt;
|-&lt;br /&gt;
| '''Bomb''' (Lvl. 2) || &lt;br /&gt;
[[File:BombLevl2.png|50px]]&lt;br /&gt;
 || Level 2 bomb. Drops 5 bombs onto the ground.&lt;br /&gt;
|-&lt;br /&gt;
| '''Bomb''' (Lvl. 3) || &lt;br /&gt;
[[File:BombLvl3.png|50px]]&lt;br /&gt;
 || Level 3 bomb. Drops 7 bombs onto the ground.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
Items are found by destroying the bricks scattered throughout the levels, which include crystals (the in-game currency,) as well as weapon upgrades &amp;amp; health restoratives that may be purchased using said crystals.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Large Crystal.png|100px]]&lt;br /&gt;
|| '''Crystal''' &amp;lt;br/&amp;gt;The currency in Mr. Heli, used for purchasing all other items. Comes in small, medium, or large varieties. (Each worth $20, $100, and $500 respectively)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Weapon2.png|49px]] [[File:Weapon3.png|49px]]&lt;br /&gt;
 || '''Shot Upgrade''' &amp;lt;br/&amp;gt;Increases your main shot's power. $400 for the Level 2 upgrade, $800 for Level 3.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Missile1.png|49px]] [[File:Missile2.png|49px]]&lt;br /&gt;
 || '''Missile Upgrade''' &amp;lt;br/&amp;gt;Increases the amount of missiles you fire at a time. $300 for the Level 2 upgrade, $600 for Level 3.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Bomb1.png|49px]] [[File:Bomb2.png|49px]]&lt;br /&gt;
 || '''Bomb Upgrade''' &amp;lt;br/&amp;gt;Increases the amount of bombs you release at a time. $200 for the Level 2 upgrade, $400 for Level 3.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Health1.png|49px]] [[File:Health2.png|49px]]&lt;br /&gt;
 || '''Energy Tank''' &amp;lt;br/&amp;gt;Restores Mr. Heli's life bar. The less expensive variant heals a small amount, whereas the more expensive recovers 100%.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Fish.png|100px]]&lt;br /&gt;
 || '''Namazu''' &amp;lt;br/&amp;gt;A legendary catfish known to cause earthquakes. Destroys all currently on-screen bricks.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ForceField.png|100px]]&lt;br /&gt;
 || '''Barrier''' &amp;lt;br/&amp;gt;Grants Mr. Heli a much needed shield. Expires after taking approximately 15 hits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank is tied to your upgrades. The more upgrades you equip, the more resilient &amp;amp; aggressive the enemies become. The rank increase when a Barrier is active is particularly noticeable. Dying sends you back down to base power levels, and thus the rank along with it.&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mr._HELI_no_Daiboken&amp;diff=29614</id>
		<title>Mr. HELI no Daiboken</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mr._HELI_no_Daiboken&amp;diff=29614"/>
		<updated>2024-05-10T02:08:33Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Mr. HELI no Daibouken&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Heli.png&lt;br /&gt;
|width = 350px;&lt;br /&gt;
&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Yoshihito Tagami&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiko Ishida&lt;br /&gt;
|&lt;br /&gt;
|program = Takeo Sumita &amp;lt;br&amp;gt;  Ryouichirou Shobu&lt;br /&gt;
|&lt;br /&gt;
|art = Tomohiko Tanabe &amp;lt;br&amp;gt;  Yoshio Shimizu&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Image Fight]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Mr. HELI no Daibouken''''' is a multidirectional scrolling shooter developed and published by [[Irem]] in 1987. It was released overseas under the name '''''Battle Chopper'''''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mr. Heli is a 2 button game with 8-way movement. The player takes control of a sentient chopper, the eponymous Mr. Heli, on a quest to save the world from the mad scientist &amp;quot;Muddy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Mr. Heli consists of 6 stages, which alternate between free-roaming and forced scrolling sections. It's a checkpoint-based shmup in typical Irem fashion, although conspicuously, there's no 2nd loop in the arcade version.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Main Shot&lt;br /&gt;
* '''B (in air):''' Missiles&lt;br /&gt;
* '''B (on ground):''' Bombs&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
You have three different weapons at your disposal; a main shot, missiles, and bombs. Each can be upgraded a total of two times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Shot''' (Lvl. 1) || &lt;br /&gt;
[[File:ShotLevl1.png|75px]]&lt;br /&gt;
 || Default shot.&lt;br /&gt;
|-&lt;br /&gt;
| '''Shot''' (Lvl. 2) || &lt;br /&gt;
[[File:ShotLevl2.png|75px]]&lt;br /&gt;
 || Level 2 shot. Doubles your firepower.&lt;br /&gt;
|-&lt;br /&gt;
| '''Shot''' (Lvl. 3) || &lt;br /&gt;
[[File:ShotLvl3.png|75px]]&lt;br /&gt;
 || Level 3 shot. Sends out a five-way spread for excellent coverage.&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile''' (Lvl. 1) || &lt;br /&gt;
[[File:MissileLevl1.png|60px]]&lt;br /&gt;
 || Default missile power. Fires a single missile directly above you.&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile''' (Lvl. 2) || &lt;br /&gt;
[[File:MissileLevl2.png|60px]]&lt;br /&gt;
 || Level 2 missile. Sends out three missiles at once, homes in on nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile''' (Lvl. 3) || &lt;br /&gt;
[[File:MissileLvl3.png|60px]]&lt;br /&gt;
 || Level 3 missile. Sends out five missiles at once, homes in on nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
| '''Bomb''' (Lvl. 1) || &lt;br /&gt;
[[File:BombLevl1.png|50px]]&lt;br /&gt;
 || Default bomb power. Drops 3 bombs onto the ground.&lt;br /&gt;
|-&lt;br /&gt;
| '''Bomb''' (Lvl. 2) || &lt;br /&gt;
[[File:BombLevl2.png|50px]]&lt;br /&gt;
 || Level 2 bomb. Drops 5 bombs onto the ground.&lt;br /&gt;
|-&lt;br /&gt;
| '''Bomb''' (Lvl. 3) || &lt;br /&gt;
[[File:BombLvl3.png|50px]]&lt;br /&gt;
 || Level 3 bomb. Drops 7 bombs onto the ground.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
Items are found by destroying the bricks scattered throughout the levels, which include crystals (the in-game currency,) as well as weapon upgrades &amp;amp; health restoratives that may be purchased using said crystals.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Large Crystal.png|100px]]&lt;br /&gt;
|| '''Crystal''' &amp;lt;br/&amp;gt;The currency in Mr. Heli, used for purchasing all other items. Comes in small, medium, or large varieties. (Each worth $20, $100, and $500 respectively)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Weapon2.png|49px]] [[File:Weapon3.png|49px]]&lt;br /&gt;
 || '''Shot Upgrade''' &amp;lt;br/&amp;gt;Increases your main shot's power. $400 for the Level 2 upgrade, $800 for Level 3.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Missile1.png|49px]] [[File:Missile2.png|49px]]&lt;br /&gt;
 || '''Missile Upgrade''' &amp;lt;br/&amp;gt;Increases the amount of missiles you fire at a time. $300 for the Level 2 upgrade, $600 for Level 3.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Bomb1.png|49px]] [[File:Bomb2.png|49px]]&lt;br /&gt;
 || '''Bomb Upgrade''' &amp;lt;br/&amp;gt;Increases the amount of bombs you release at a time. $200 for the Level 2 upgrade, $400 for Level 3.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Health1.png|49px]] [[File:Health2.png|49px]]&lt;br /&gt;
 || '''Energy Tank''' &amp;lt;br/&amp;gt;Restores Mr. Heli's life bar. The less expensive variant heals a small amount, whereas the more expensive recovers 100%.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Fish.png|100px]]&lt;br /&gt;
 || '''Namazu''' &amp;lt;br/&amp;gt;A legendary catfish known to cause earthquakes. Destroys all currently on-screen bricks.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ForceField.png|100px]]&lt;br /&gt;
 || '''Barrier''' &amp;lt;br/&amp;gt;Grants Mr. Heli a much needed shield. Expires after taking approximately 15 hits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank is tied to your upgrades. The more upgrades you equip, the more resilient &amp;amp; aggressive the enemies become. The rank increase when a Barrier is active is particularly noticeable. Dying sends you back down to base power levels, and thus the rank along with it.&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mr._HELI_no_Daiboken&amp;diff=29613</id>
		<title>Mr. HELI no Daiboken</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mr._HELI_no_Daiboken&amp;diff=29613"/>
		<updated>2024-05-10T02:05:11Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: /* Gameplay Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Mr. HELI no Daibouken&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Heli.png&lt;br /&gt;
|width = 350px;&lt;br /&gt;
&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Yoshihito Tagami&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiko Ishida&lt;br /&gt;
|&lt;br /&gt;
|program = Takeo Sumita &amp;lt;br&amp;gt;  Ryouichirou Shobu&lt;br /&gt;
|&lt;br /&gt;
|art = Tomohiko Tanabe &amp;lt;br&amp;gt;  Yoshio Shimizu&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Image Fight]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Mr. HELI no Daibouken''''' is a multidirectional scrolling shooter developed and published by [[Irem]] in 1987. It was released overseas under the name '''''Battle Chopper'''''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Mr. Heli is a 2 button game with 8-way movement. The player takes control of a sentient chopper, the eponymous Mr. Heli, on a quest to save the world from the mad scientist &amp;quot;Muddy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Mr. Heli consists of 6 stages, which alternate between free-roaming and forced scrolling sections. It's a checkpoint-based shmup in typical Irem fashion, although conspicuously, there's no 2nd loop in the arcade version.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Main Shot&lt;br /&gt;
* '''B (in air):''' Missiles&lt;br /&gt;
* '''B (on ground):''' Bombs&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
You have three different weapons at your disposal; a main shot, missiles, and bombs. Each can be upgraded a total of two times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Shot''' (Lvl. 1) || &lt;br /&gt;
[[File:ShotLevl1.png|75px]]&lt;br /&gt;
 || Default shot.&lt;br /&gt;
|-&lt;br /&gt;
| '''Shot''' (Lvl. 2) || &lt;br /&gt;
[[File:ShotLevl2.png|75px]]&lt;br /&gt;
 || Level 2 shot. Doubles your firepower.&lt;br /&gt;
|-&lt;br /&gt;
| '''Shot''' (Lvl. 3) || &lt;br /&gt;
[[File:ShotLvl3.png|75px]]&lt;br /&gt;
 || Level 3 shot. Sends out a five-way spread for excellent coverage.&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile''' (Lvl. 1) || &lt;br /&gt;
[[File:MissileLevl1.png|60px]]&lt;br /&gt;
 || Default missile power. Fires a single missile directly above you.&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile''' (Lvl. 2) || &lt;br /&gt;
[[File:MissileLevl2.png|60px]]&lt;br /&gt;
 || Level 2 missile. Sends out three missiles at once, homes in on nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile''' (Lvl. 3) || &lt;br /&gt;
[[File:MissileLvl3.png|60px]]&lt;br /&gt;
 || Level 3 missile. Sends out five missiles at once, homes in on nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
| '''Bomb''' (Lvl. 1) || &lt;br /&gt;
[[File:BombLevl1.png|50px]]&lt;br /&gt;
 || Default bomb power. Drops 3 bombs onto the ground.&lt;br /&gt;
|-&lt;br /&gt;
| '''Bomb''' (Lvl. 2) || &lt;br /&gt;
[[File:BombLevl2.png|50px]]&lt;br /&gt;
 || Level 2 bomb. Drops 5 bombs onto the ground.&lt;br /&gt;
|-&lt;br /&gt;
| '''Bomb''' (Lvl. 3) || &lt;br /&gt;
[[File:BombLvl3.png|50px]]&lt;br /&gt;
 || Level 3 bomb. Drops 7 bombs onto the ground.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
Items are found by destroying the bricks scattered throughout the levels, which include crystals (the in-game currency,) as well as weapon upgrades &amp;amp; health restoratives that may be purchased using said crystals.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Large Crystal.png|100px]]&lt;br /&gt;
|| '''Crystal''' &amp;lt;br/&amp;gt;The currency in Mr. Heli, used for purchasing all other items. Comes in small, medium, or large varieties. (Each worth $20, $100, and $500 respectively)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Weapon2.png|49px]] [[File:Weapon3.png|49px]]&lt;br /&gt;
 || '''Shot Upgrade''' &amp;lt;br/&amp;gt;Increases your main shot's power.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Missile1.png|49px]] [[File:Missile2.png|49px]]&lt;br /&gt;
 || '''Missile Upgrade''' &amp;lt;br/&amp;gt;Increases the amount of missiles you fire at a time.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Bomb1.png|49px]] [[File:Bomb2.png|49px]]&lt;br /&gt;
 || '''Bomb Upgrade''' &amp;lt;br/&amp;gt;Increases the amount of bombs you release at a time.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Health1.png|49px]] [[File:Health2.png|49px]]&lt;br /&gt;
 || '''Energy Tank''' &amp;lt;br/&amp;gt;Restores Mr. Heli's lifebar. The less expensive variant heals only a small amount, whereas the more expensive recovers 100%.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Fish.png|100px]]&lt;br /&gt;
 || '''Namazu''' &amp;lt;br/&amp;gt;A legendary catfish known to cause earthquakes. Destroys all currently on-screen bricks.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ForceField.png|100px]]&lt;br /&gt;
 || '''Barrier''' &amp;lt;br/&amp;gt;Grants Mr. Heli a much needed shield. Expires after taking approximately 15 hits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Rank is tied to your upgrades. The more upgrades you equip, the more resilient &amp;amp; aggressive the enemies become. The rank increase when a Barrier is active is particularly noticeable. Dying sends you back down to base power levels, and thus the rank along with it.&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:BombLvl3.png&amp;diff=29612</id>
		<title>File:BombLvl3.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:BombLvl3.png&amp;diff=29612"/>
		<updated>2024-05-10T01:53:21Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;lvl. 3 bomb&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:BombLevl2.png&amp;diff=29611</id>
		<title>File:BombLevl2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:BombLevl2.png&amp;diff=29611"/>
		<updated>2024-05-10T01:52:25Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bomb lvl. 2&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:BombLevl1.png&amp;diff=29610</id>
		<title>File:BombLevl1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:BombLevl1.png&amp;diff=29610"/>
		<updated>2024-05-10T01:42:58Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Base Bomb Power&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:MissileLvl3.png&amp;diff=29609</id>
		<title>File:MissileLvl3.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:MissileLvl3.png&amp;diff=29609"/>
		<updated>2024-05-10T01:33:30Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lvl. 3 Missile&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:MissileLevl2.png&amp;diff=29608</id>
		<title>File:MissileLevl2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:MissileLevl2.png&amp;diff=29608"/>
		<updated>2024-05-10T01:31:33Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lvl. 2 Missile&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:MissileLevl1.png&amp;diff=29607</id>
		<title>File:MissileLevl1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:MissileLevl1.png&amp;diff=29607"/>
		<updated>2024-05-10T01:30:20Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Base Missile Power&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:ShotLvl3.png&amp;diff=29606</id>
		<title>File:ShotLvl3.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:ShotLvl3.png&amp;diff=29606"/>
		<updated>2024-05-10T01:27:22Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lvl. 3 Shot&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:ShotLevl2.png&amp;diff=29605</id>
		<title>File:ShotLevl2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:ShotLevl2.png&amp;diff=29605"/>
		<updated>2024-05-10T01:24:26Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lvl. 2 Shot&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:ShotLevl1.png&amp;diff=29604</id>
		<title>File:ShotLevl1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:ShotLevl1.png&amp;diff=29604"/>
		<updated>2024-05-10T01:19:16Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Base Shot&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mr._HELI_no_Daiboken&amp;diff=29601</id>
		<title>Mr. HELI no Daiboken</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mr._HELI_no_Daiboken&amp;diff=29601"/>
		<updated>2024-05-09T21:48:14Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Mr. HELI no Daibouken&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Heli.png&lt;br /&gt;
|width = 350px;&lt;br /&gt;
&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Yoshihito Tagami&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiko Ishida&lt;br /&gt;
|&lt;br /&gt;
|program = Takeo Sumita &amp;lt;br&amp;gt;  Ryouichirou Shobu&lt;br /&gt;
|&lt;br /&gt;
|art = Tomohiko Tanabe &amp;lt;br&amp;gt;  Yoshio Shimizu&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Image Fight]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Mr. HELI no Daibouken''''' is a multidirectional scrolling shooter developed and published by [[Irem]] in 1987. It was released overseas under the name '''''Battle Chopper'''''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Main Shot&lt;br /&gt;
* '''B (in air):''' Missiles&lt;br /&gt;
* '''B (on ground):''' Bombs&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
Items are found by destroying the bricks scattered throughout the levels, which include crystals (the in-game currency,) as well as weapon upgrades &amp;amp; health restoratives that may be purchased using said crystals.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Large Crystal.png|100px]]&lt;br /&gt;
|| '''Crystal''' &amp;lt;br/&amp;gt;The currency in Mr. Heli, used for purchasing all other items. Comes in small, medium, or large varieties. (Each worth $20, $100, and $500 respectively)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Weapon2.png|49px]] [[File:Weapon3.png|49px]]&lt;br /&gt;
 || '''Shot Upgrade''' &amp;lt;br/&amp;gt;Increases your main shot's power.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Missile1.png|49px]] [[File:Missile2.png|49px]]&lt;br /&gt;
 || '''Missile Upgrade''' &amp;lt;br/&amp;gt;Increases the amount of missiles you fire at a time.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Bomb1.png|49px]] [[File:Bomb2.png|49px]]&lt;br /&gt;
 || '''Bomb Upgrade''' &amp;lt;br/&amp;gt;Increases the amount of bombs you release at a time.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Health1.png|49px]] [[File:Health2.png|49px]]&lt;br /&gt;
 || '''Petrol Tank''' &amp;lt;br/&amp;gt;Restores Mr. Heli's energy.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Fish.png|100px]]&lt;br /&gt;
 || '''Fish''' &amp;lt;br/&amp;gt;Destroys all currently on-screen bricks.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ForceField.png|100px]]&lt;br /&gt;
 || '''Force Field''' &amp;lt;br/&amp;gt;Grants Mr. Heli a much needed shield. Expires after taking approximately 15 hits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Exists.&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mr._HELI_no_Daiboken&amp;diff=29600</id>
		<title>Mr. HELI no Daiboken</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mr._HELI_no_Daiboken&amp;diff=29600"/>
		<updated>2024-05-09T21:26:28Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Mr. HELI no Daibouken&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Heli.png&lt;br /&gt;
|width = 350px;&lt;br /&gt;
&lt;br /&gt;
|developer = [[Irem]]&lt;br /&gt;
|publisher = [[Irem]]&lt;br /&gt;
|planning = Yoshihito Tagami&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiko Ishida&lt;br /&gt;
|&lt;br /&gt;
|program = Takeo Sumita &amp;lt;br&amp;gt;  Ryouichirou Shobu&lt;br /&gt;
|&lt;br /&gt;
|art = Tomohiko Tanabe &amp;lt;br&amp;gt;  Yoshio Shimizu&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|nextgame = [[Image Fight]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Mr. HELI no Daibouken''''' is a multidirectional scrolling shooter developed and published by [[Irem]] in 1987. It was released overseas under the name '''''Battle Chopper'''''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Main Shot&lt;br /&gt;
* '''B (in air):''' Missiles&lt;br /&gt;
* '''B (on ground):''' Bombs&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
Items are found by destroying the bricks scattered throughout the levels, which include crystals (the in-game currency,) as well as weapon upgrades &amp;amp; health restoratives that may be purchased using said crystals.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| [[File:Large Crystal.png|100px]]&lt;br /&gt;
|| '''Crystal''' &amp;lt;br/&amp;gt;The currency in Mr. Heli, used for purchasing weapon upgrades. Comes in small, medium, or large (each worth $20, $100, and $500 respectively)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Weapon2.png|50px]][[File:Weapon3.png|50px]]&lt;br /&gt;
 || '''Shot Upgrade''' &amp;lt;br/&amp;gt;Increases your main shot's power.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Missile1.png|50px]][[File:Missile2.png|50px]]&lt;br /&gt;
 || '''Missile Upgrade''' &amp;lt;br/&amp;gt;Increases the amount of missiles you fire at a time.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Bomb1.png|50px]][[File:Bomb2.png|50px]]&lt;br /&gt;
 || '''Bomb Upgrade''' &amp;lt;br/&amp;gt;Increases the amount of bombs you release at a time.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Health1.png|50px]][[File:Health2.png|50px]]&lt;br /&gt;
 || '''Petrol Tank''' &amp;lt;br/&amp;gt;Restores Mr. Heli's energy.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Fish.png|100px]]&lt;br /&gt;
 || '''Fish''' &amp;lt;br/&amp;gt;Destroys all on-screen bricks.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:ForceField.png|100px]]&lt;br /&gt;
 || '''Force Field''' &amp;lt;br/&amp;gt;Grants Mr. Heli a much needed shield. Expires after taking approximately 15 hits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Exists.&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:ForceField.png&amp;diff=29599</id>
		<title>File:ForceField.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:ForceField.png&amp;diff=29599"/>
		<updated>2024-05-09T21:00:03Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Force Field&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Fish.png&amp;diff=29598</id>
		<title>File:Fish.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Fish.png&amp;diff=29598"/>
		<updated>2024-05-09T20:58:00Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fish&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Health2.png&amp;diff=29594</id>
		<title>File:Health2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Health2.png&amp;diff=29594"/>
		<updated>2024-05-09T20:51:37Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Health Up #2&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Health1.png&amp;diff=29593</id>
		<title>File:Health1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Health1.png&amp;diff=29593"/>
		<updated>2024-05-09T20:50:54Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Health Up #1&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Bomb2.png&amp;diff=29592</id>
		<title>File:Bomb2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Bomb2.png&amp;diff=29592"/>
		<updated>2024-05-09T20:48:46Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bomb Upgrade #2&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Bomb1.png&amp;diff=29589</id>
		<title>File:Bomb1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Bomb1.png&amp;diff=29589"/>
		<updated>2024-05-09T20:36:38Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bomb Upgrade #1&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Missile2.png&amp;diff=29588</id>
		<title>File:Missile2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Missile2.png&amp;diff=29588"/>
		<updated>2024-05-09T20:34:01Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Missile Upgrade #2&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Missile1.png&amp;diff=29587</id>
		<title>File:Missile1.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Missile1.png&amp;diff=29587"/>
		<updated>2024-05-09T20:33:18Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Missile Upgrade #1&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Weapon3.png&amp;diff=29585</id>
		<title>File:Weapon3.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Weapon3.png&amp;diff=29585"/>
		<updated>2024-05-09T20:30:47Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapon Upgrade #2&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Weapon2.png&amp;diff=29583</id>
		<title>File:Weapon2.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Weapon2.png&amp;diff=29583"/>
		<updated>2024-05-09T20:28:03Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shot Upgrade #1&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Large_Crystal.png&amp;diff=29580</id>
		<title>File:Large Crystal.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Large_Crystal.png&amp;diff=29580"/>
		<updated>2024-05-09T20:25:06Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Large&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:MediumCrystal.png&amp;diff=29579</id>
		<title>File:MediumCrystal.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:MediumCrystal.png&amp;diff=29579"/>
		<updated>2024-05-09T20:23:04Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Medium&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:SmallCrystal.png&amp;diff=29576</id>
		<title>File:SmallCrystal.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:SmallCrystal.png&amp;diff=29576"/>
		<updated>2024-05-09T20:19:09Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Small&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mr._HELI_no_Daiboken&amp;diff=29563</id>
		<title>Mr. HELI no Daiboken</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mr._HELI_no_Daiboken&amp;diff=29563"/>
		<updated>2024-05-09T04:43:10Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: Created page with &amp;quot;{{GameInfobox |bordercolor = black |title = Mr. HELI no Daibouken |background = #f8f8f8 |image = thumb |width = 350px;  |developer = Irem | |planning = Yoshi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Mr. HELI no Daibouken&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = [[File:Heli.png|thumb]]&lt;br /&gt;
|width = 350px;&lt;br /&gt;
&lt;br /&gt;
|developer = Irem&lt;br /&gt;
|&lt;br /&gt;
|planning = Yoshihito Tagami&lt;br /&gt;
|&lt;br /&gt;
|music = Masahiko Ishida&lt;br /&gt;
|&lt;br /&gt;
|program = Takeo Sumita &amp;lt;br&amp;gt;  Ryouichirou Shobu&lt;br /&gt;
|&lt;br /&gt;
|art = Tomohiko Tanabe &amp;lt;br&amp;gt;  Yoshio Shimizu&lt;br /&gt;
|&lt;br /&gt;
|releasedate = 1987&lt;br /&gt;
&lt;br /&gt;
|previousgame = N/A&lt;br /&gt;
|nextgame = [[Image Fight]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Mr. HELI no Daibouken''''' is a multidirectional scrolling shooter developed and published by Irem in 1987. It was released overseas under the name '''''Battle Chopper'''''.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Main Shot&lt;br /&gt;
* '''B (in air):''' Missiles&lt;br /&gt;
* '''B (on ground):''' Bombs&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
Exists.&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=File:Heli.png&amp;diff=29562</id>
		<title>File:Heli.png</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=File:Heli.png&amp;diff=29562"/>
		<updated>2024-05-09T03:50:12Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mr. Heli title screen&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Zing_Zing_Zip&amp;diff=29536</id>
		<title>Zing Zing Zip</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Zing_Zing_Zip&amp;diff=29536"/>
		<updated>2024-05-08T19:34:29Z</updated>

		<summary type="html">&lt;p&gt;Dreamroad: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:zzzallumer_logo.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 = zzzalumerilust.png&lt;br /&gt;
|width = 333px;&lt;br /&gt;
|imagecaption = &lt;br /&gt;
|imagescalepx = 280px&lt;br /&gt;
&lt;br /&gt;
|developer = Allumer&lt;br /&gt;
|&lt;br /&gt;
|publisher = Tecmo&lt;br /&gt;
|&lt;br /&gt;
|music = Akira Inoue &amp;lt;ref name=&amp;quot;twitter&amp;quot;&amp;gt;https://twitter.com/inoueakira/status/1700416188021682498&amp;lt;/ref&amp;gt;&lt;br /&gt;
|releasedate = 1992&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Zing Zing Zip (真真急炮 / ジンジンジップ) is a shmup by Allumer and published by Tecmo in 1992 for arcades. It was later ported to the Arcade Archives series by Hamster in September 7 2023 for PS4 and Switch.&lt;br /&gt;
&lt;br /&gt;
It has 7 stages and loops infinitely.&lt;br /&gt;
&lt;br /&gt;
{{VideoIndex}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
The player can fire it`s shot, deploy bombs and even perform barrel rolls. Barrel rolls are performed by first pushing left or right briefly then move to the oposite direction. Barrel rolls give i-frames, and if at low power, they temporarily enhance shot power by 1 level during the duration of the roll.&lt;br /&gt;
&lt;br /&gt;
If the player dies with bombs in stock, they will be all used and trigger an auto-bomb.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''Button A:''' Shot&lt;br /&gt;
* '''Button B:''' Bomb&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
Scoring consists collecting medals and trying to get excess items to increase score greatly. After losing all lives, the score will be recorded on the credit and a name must be inputted for that score.&lt;br /&gt;
&lt;br /&gt;
== Main shot weapons ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
 Yellow=[[File:ZZZ-Y.gif|555px|right]]&lt;br /&gt;
Widespread vulcan.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
|-|&lt;br /&gt;
 Red=[[File:ZZZ-R.gif|555px|right]]&lt;br /&gt;
Variable flame shots.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
|-|&lt;br /&gt;
 Blue=[[File:ZZZ-B.gif|555px|right]]&lt;br /&gt;
Narrow aser beam.&lt;br /&gt;
{{clear}}&lt;br /&gt;
|-|&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sub-shot weapons ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
 X=[[File:ZZZ-X.gif|555px|right]]&lt;br /&gt;
Missiles in X formation.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
|-|&lt;br /&gt;
 H=[[File:ZZZ-H.gif|555px|right]]&lt;br /&gt;
Homming missiles.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
|-|&lt;br /&gt;
 M=[[File:ZZZ-M.gif|555px|right]]&lt;br /&gt;
Narrow missiles&lt;br /&gt;
{{clear}}&lt;br /&gt;
|-|&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ZZZ-Bomb.png|center]] ||'''Hyper:''' Adds an extra bomb.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ZZZ-Max.png|center]] ||'''MAX power: ''' Spawns at rare occasions. Mostly after using a continiue.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ZZZ-Mains.png|center]] ||'''Main shot items: ''' Spawns from most enemies. Yellow is for wide, red is for variable, and blue is for narrow laser. To increase main weapon power, one of these must be picked up while having it`s same variant corresponding to it`s color.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ZZZ-Subs.png|center]] ||'''Sub-shot items: ''' Spawns from most enemies. X is for X-missiles, H is for homming missiles and M for narrow missiles. To increase sub weapon power, one of these must be picked up while having it`s same variant corresponding to it`s color.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rank ==&lt;br /&gt;
Rank is not well understood in this game, but it seems to exist. It mostly manipulates agressiveness of enemy fire and possibly the suicide bullets frequency.&lt;br /&gt;
&lt;br /&gt;
== Voice lines ==&lt;br /&gt;
The game is also notable for having whacky voicilines during gameplay.&lt;br /&gt;
*Let`s go! (Spawn)&lt;br /&gt;
*Oh yeah! (Weapon item pickup)&lt;br /&gt;
*Jellybean! (Bomb pickup)&lt;br /&gt;
*Come on, jellybean! (Bomb deploy)&lt;br /&gt;
*Oh my god! (Death. It`s high pitched at continiue countdown)&lt;br /&gt;
*Whoopie! (Boss encounter)&lt;br /&gt;
*Time to fever! (Boss defeated)&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&lt;br /&gt;
'''Contributors:'''&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Images provided by[[User:JSAV2006STG(ABC)|JSAV2006STG(ABC)]]&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;/div&gt;</summary>
		<author><name>Dreamroad</name></author>
		
	</entry>
</feed>