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	<title>Shmups Wiki -- The Digital Library of Shooting Games - User contributions [en]</title>
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	<updated>2026-04-21T20:33:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://shmups.wiki/index.php?title=Mars_Matrix&amp;diff=28889</id>
		<title>Mars Matrix</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mars_Matrix&amp;diff=28889"/>
		<updated>2024-04-07T16:09:38Z</updated>

		<summary type="html">&lt;p&gt;Rollingcrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Logo MarsMatrix Outlines 2x.png|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #a08a53&lt;br /&gt;
|innerbordercolor = #a08a53&lt;br /&gt;
|title = Mars Matrix&lt;br /&gt;
|background = #f9faf9&lt;br /&gt;
|image = BoxArt_MarsMatrix.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Box art (DC)&lt;br /&gt;
|imagescalepx = 240px&lt;br /&gt;
&lt;br /&gt;
|developer = [[Takumi]]&lt;br /&gt;
|music = Yasushi Kaminishi&amp;lt;br/&amp;gt;Masahiro Yuge&lt;br /&gt;
|program = Takafumi Nishi&amp;lt;br/&amp;gt;Kaju Ishii&amp;lt;br/&amp;gt;Tosihiko Onodera&amp;lt;br/&amp;gt;Naoto Sakurada&lt;br /&gt;
|art = Ken Taketoshi&amp;lt;br/&amp;gt;Tatsuhiro Suzuki&amp;lt;br/&amp;gt;Hiroki Akiyama&amp;lt;br/&amp;gt;Yuji Ootou&lt;br /&gt;
|releasedate = '''Arcade''': 2000 &amp;lt;/br&amp;gt; '''Sega Dreamcast''': 2001&lt;br /&gt;
|previousgame = [[Giga Wing 2]]&lt;br /&gt;
|nextgame = [[Night Raid]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:MarsMatrix Screenshot 001.png|200px|thumb|left]]'''''Mars Matrix: Hyper Solid Shooting''''' (マーズマトリックス) is a vertical [[shooting game]] developed by [[Takumi]] and published by [[Capcom]] on April 12, 2000 for the CPS-2 arcade platform. It was additionally ported to the Sega Dreamcast console in 2001. ''Mars Matrix'' and ''[[Giga Wing 2]]'' were both released in the same year.&lt;br /&gt;
&lt;br /&gt;
The defining aspects of ''Mars Matrix'' are its &amp;quot;wide&amp;quot; screen resolution &amp;lt;small&amp;gt;(compared to other vertical shooters)&amp;lt;/small&amp;gt;, innovative '''one-button gameplay''', extremely high bullet counts, unique experience system, strong soundtrack / atmosphere, and a '''savage difficulty''' right from the jump, ramping up very noticeably from Stage 2 onward and never letting up. &lt;br /&gt;
&lt;br /&gt;
In terms of plot, the game's events takes place in a cyberpunk future, involving a colonized Mars revolting against Earth control. The pilot (who is un-named) and their chosen '''Mosquito''' space jet (01 or 02) is sent off to fight against Mars's attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''GO PLAY MARS MATRIX.'''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
''Mars Matrix'' takes advantage of '''four different gameplay mechanics''' that are all controlled with '''a single button''' (The Button). Note that in the Dreamcast port of the game, you can set dedicated buttons for the Rapid Shot and Piercing Cannon commands, but not on the Arcade version.&lt;br /&gt;
&lt;br /&gt;
The game is played in a single [[loop]] through six stages, each with a challenging [[Boss]] awaiting at the end. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Tap rapidly&lt;br /&gt;
| &lt;br /&gt;
* Fires the ship's '''Rapid Shot''', which functions how you'd expect&lt;br /&gt;
* Damage and volley sizes increase with each time that you Level Up your ship&lt;br /&gt;
|-&lt;br /&gt;
! Tap slowly&lt;br /&gt;
|&lt;br /&gt;
* Fires the ship's '''Piercing Cannon''', dealing massive damage to anything caught in its path&lt;br /&gt;
* Range is short, only reaching to about just under half of the screen&lt;br /&gt;
|-&lt;br /&gt;
! Hold down and release&lt;br /&gt;
|&lt;br /&gt;
* Activates the ship's '''Mosquito Barrier''', which grabs enemy bullets while draining the GHB Meter&lt;br /&gt;
* While holding enemy bullets, the player can move their ship around to drift bullets around them&lt;br /&gt;
* Release The Button to fling the absorbed bullets in the direction they are facing, which turn into EXP Cubes upon striking enemies, and starts recharging the GHB Meter&lt;br /&gt;
|-&lt;br /&gt;
! Hold until GHB Meter is empty&lt;br /&gt;
|&lt;br /&gt;
* Fires off a '''Gravity Hole Bomb''', dealing massive damage to all enemies on screen and canceling all enemy bullets&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Experience System ===&lt;br /&gt;
''Mars Matrix'' utilizes an '''experience-based leveling system''' (EXP) that provides the player eight levels of strength, affecting the strength of the player's Rapid Shot. The player earns EXP through collecting '''gold cubes''', which are generated by destroying certain kinds of enemies and certain destructible objects, or through capturing bullets with the Mosquito Barrier and flinging them into enemies or certain background objects. &lt;br /&gt;
&lt;br /&gt;
When the player collects a gold cube, a small meter fills up &amp;lt;small&amp;gt;(the amount based on the size of cube)&amp;lt;/small&amp;gt; and begins to progressively empty. While this meter is active, every cube the player collects will chain their values together -- in other words, '''each cube collected is worth more than the next'''. When the meter empties, the value of the cubes are reset to their base value.&lt;br /&gt;
&lt;br /&gt;
The player's EXP is also directly tied to scoring, as the EXP applies a '''score multiplier''' to all point-gaining opportunities in the game. This makes early-game EXP collection extremely lucrative, as the player can play through the game with a powerful ship very early, which also causes all targets to become extremely high value (which enables a [[counter-stop]] in the arcade version of the game).&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Piercing Cannon ===&lt;br /&gt;
The Piercing Cannon is a massively powerful '''close-range''' weapon, used by tapping The Button slowly. When fired, it releases a huge persistent hitbox in front of the player's ship; this hitbox has range of about half of the screen's vertical height. &lt;br /&gt;
&lt;br /&gt;
The damage output of the Piercing Cannon does not change with ship strength, but it does so much damage that it is wise to utilize frequently, especially against larger targets.&lt;br /&gt;
&lt;br /&gt;
=== Rapid Shot ===&lt;br /&gt;
The Rapid Shot serves as the primary '''long-range''' weapon for the player, fired by tapping The Button quickly. The tapping window for activating a Rapid Shot after a Piercing Cannon is actually quite generous, so the player doesn't need to rapidly mash The Button in order to sustain rapid fire. &lt;br /&gt;
&lt;br /&gt;
The strength of this weapon and the size of the bullets increases with each level up, which makes the weapon more and more powerful as the player progresses and improves their box chaining. Having a powerful Rapid Shot enables the player to use more defensive routes when they want to stay far away from dangerous targets but still deal a consistent amount of damage.&lt;br /&gt;
&lt;br /&gt;
=== Mosquito Barrier ===&lt;br /&gt;
As the primary defensive mechanic, the Mosquito Barrier allows the player to hold The Button (for about half a second) to suction enemy bullets around them, and then release The Button to fling those bullets into enemies. The trajectory of reflected bullets is influenced by the player's movement before releasing The Button. The cooldown for the Mosquito Barrier is completely dependent on '''how long the player holds The Button before releasing it'''. There is a brief period of invincibility after de-activating the barrier.&lt;br /&gt;
&lt;br /&gt;
Intelligent and conservative use of the Mosquito Barrier is crucial for survival even in the early game, as the game's bullet patterns are very aggressive. However, it is also essential to use for high-level scoring, as it allows a player to use long charges to generate very high numbers of cubes, or use short charges to collect cubes in small bursts -- both strategies are highly useful for keeping a box chain going and making each collected cube more valuable than the last, increasing the player's overall score gains and leveling up their ship's strength quickly. &lt;br /&gt;
&lt;br /&gt;
=== Gravity Hole Bomb ===&lt;br /&gt;
The Gravity Hole Bomb serves as an emergency answer to overwhelming bullet counts, as it absorbs all bullets on-screen and converts them into a powerful explosive attack. This attack is used by holding The Button until the GHB meter is completely filled.&lt;br /&gt;
&lt;br /&gt;
The Bomb is powerful enough to destroy most enemies that are on screen, but it has an extremely long cooldown time before the weapon can be used again. Note that Mosquito Barrier and Gravity Hole Bomb utilize the exact same resource, meaning that if the GHB Meter is recharging, '''the player cannot utilize Gravity Hole Bomb ''or'' Mosquito Barrier!'''&lt;br /&gt;
&lt;br /&gt;
== Ships ==&lt;br /&gt;
There are two selectable ships in ''Mars Matrix,'' each one offering a slightly different playstyle. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 50%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#ff6600; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;MOSQUITO-01&amp;lt;/big&amp;gt;&lt;br /&gt;
! Shot Type&lt;br /&gt;
! Fire Power&lt;br /&gt;
! Max Speed&lt;br /&gt;
! Mobility&lt;br /&gt;
|-&lt;br /&gt;
! [[File:MarsMatrix_Mosquito01.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Wide'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 🟥🟥🟥⬛⬛&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 🟥🟥🟥⬛⬛&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | High&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size:120%; border:1px solid #222222; background-color:#f8f8ff; width: 50%; margin-bottom: 0px; margin-top: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#0055ff; color:#ffffff;&amp;quot; | &amp;lt;big&amp;gt;MOSQUITO-02&amp;lt;/big&amp;gt;&lt;br /&gt;
! Shot Type&lt;br /&gt;
! Fire Power&lt;br /&gt;
! Max Speed&lt;br /&gt;
! Mobility&lt;br /&gt;
|-&lt;br /&gt;
! [[File:MarsMatrix_Mosquito02.png]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | '''Straight'''&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 🟥🟥🟥🟥🟥&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 🟥🟥🟥🟥🟥&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Low&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The main difference between the two ships is the '''shot type''' and the '''movement speed'''. &lt;br /&gt;
&lt;br /&gt;
The 01 offers an average movement speed combined with a spread shot that fans outward from the ship, giving it good screen control and highly precise micro-movement ability, but its slower movement speed can also make it more challenging to chain together EXP cubes, and it might have to weave through tight bullet patterns without the ability to macro-dodge out of the way entirely. &lt;br /&gt;
&lt;br /&gt;
The 02, meanwhile, offers a concentrated straight shot and high movement speed, allowing it the ability to efficiently move into position and consistently damage targets from any distance, as well as enabling certain cube chains that the 01 isn't fast enough to chain together, with its higher movement speed also requiring a higher degree of control from the player in order to avoid slamming into bullets.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:CHA-STG|CHA-STG]]&lt;br /&gt;
# Mars Matrix Dreamcast box art provided by Mobygames: https://www.mobygames.com/game/dreamcast/mars-matrix/cover-art/gameCoverId,115124/&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Bullet-absorption_mechanic]]&lt;/div&gt;</summary>
		<author><name>Rollingcrow</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=OutZone/Strategy&amp;diff=19412</id>
		<title>OutZone/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=OutZone/Strategy&amp;diff=19412"/>
		<updated>2023-02-14T23:23:59Z</updated>

		<summary type="html">&lt;p&gt;Rollingcrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy (Scoring)]] for routing and techniques that are primarily focused on '''achieving high scores.'''''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy (Survival)]] for optimized safe routes, speed-kill strategies, and helpful information that prioritizes '''clearing the game''' over scoring high.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ''two sections above'' only need to be included if the game in question has vastly different routes between '''playing for score''' and '''playing for survival'''. If there is not a major difference in routing, then scoring and survival strategies will just be included in the stage/checkpoint that it refers to.&lt;br /&gt;
&lt;br /&gt;
== Weapon Tier List ==&lt;br /&gt;
This section is used to list out all strengths and weaknesses with the weapons in the game, and to sort of evaluate their general strength and usefulness.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''(X) Tier: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Fixed 3 Way Shot&amp;lt;/span&amp;gt;'''&lt;br /&gt;
----&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#1C7BFD&amp;quot;&amp;gt;'''( ~ )'''&amp;lt;/span&amp;gt; Shoots a 3 way shot directly in front of your player.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; High damage with autofire, good coverage at full power, good for recovery. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Great for all boss battles.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Cannot aim at enemies behind you or hiding behind certain wall angles. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Poor refire if not using autofire.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''(X) Tier: &amp;lt;span style=&amp;quot;color:pink&amp;quot;&amp;gt;Free Range Weapon&amp;lt;/span&amp;gt;'''&lt;br /&gt;
----&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#1C7BFD&amp;quot;&amp;gt;'''( ~ )'''&amp;lt;/span&amp;gt; Shoots pink lasers in the direction of your player.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Can be aimed in 8 directions&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Generally high damage once it is fully powered up.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Not the most useful when surrounded by enemies and for boss battles.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hard to dodge and aim at the same time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''(X) Tier: &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Super Ball&amp;lt;/span&amp;gt;'''&lt;br /&gt;
----&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#1C7BFD&amp;quot;&amp;gt;'''( ~ )'''&amp;lt;/span&amp;gt; A ball that constantly spins around your player appears and will cause contact damage to any enemies it hits. The ball can be released directly in front of you by a button press and will shortly return to spinning around you.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Extremely high damage.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Goes through walls.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The brief pause when releasing a ball in front of you can leave you open to enemy fire.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Limited range.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''(X) Tier: &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Super Burner&amp;lt;/span&amp;gt;'''&lt;br /&gt;
----&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#1C7BFD&amp;quot;&amp;gt;'''( ~ )'''&amp;lt;/span&amp;gt; Shoots out a flamethrower that will extend in front of the player, and can change its trajectory based on the player's change in direction.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; It can be aimed in 8 directions, no dead angle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Very high damage.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hardest weapon to control, can be easily overwhelmed when surrounded by enemies.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Very poor range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Basic Strategy ==&lt;br /&gt;
* The game gives you a lot of bombs ( you can stock up to 10). Make sure to use them if you feel like you're becoming trapped, and on difficult larger enemies and bosses. Using bombs is also useful for quickly gaining some distance if you notice that your energy meter is running low.&lt;br /&gt;
* Make sure to destroy all pink boxes and pick up energy items. Grabbing the Blue SP (Speed Up) and Green SP (Energy Extend) items will also make a big difference in surviving from stage 3 onwards ( even if they are random item drops). &lt;br /&gt;
* In the maze like sections of stage 3 &amp;amp; 6 use the walls &amp;amp; free range weapon to your advantage to pick off the soldiers hiding by the walls &amp;amp; popping out of the generators. If you get trapped or fail to destroy them before they start firing on your position bomb. These will be explained in more detail in the stage breakdowns below&lt;br /&gt;
* Try not to die before stage 5. If you can make it that far, you'll be able to gain most of your bombs back &amp;amp; additional points even with freely bombing.&lt;br /&gt;
* On the final boss, point-blanking the boss while having 4-5 bombs is usually enough to take him down.&lt;br /&gt;
* For stationary enemies such as turrets, if you're careful and don't push the scrolling too fast there's generally a zone where you can shoot them but they don't fire at you, which you can use to your advantage&lt;br /&gt;
* Most enemies can only fire in 8 directions, which means there are several dead angles you can abuse. &lt;br /&gt;
* For most bosses except for the final one, it is greatly recommended to use the 3-way shot, or the Super Ball if you feel comfortable with it as it can take down bosses in a matter of seconds. Avoid using the free range or Super Burner shots, they will make your life much harder.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Advanced Strategy ==&lt;br /&gt;
* If you're interested in scoring, then it is imperative to activate the Zero Wing bonus as early as possible. Since it needs 8 C items to be activated, you can achieve this before it appears in stage 2 by any combination of C items in stages 1 &amp;amp; 2=8. If you want to keep your fixed way shot while maintaining the bonus, you can pick up a special weapon and then a C item, since it reverts you back to the normal weapon you had before picking up the special weapon. &lt;br /&gt;
* Similar to other toaplan games of this era, subsequent loops will have enemies fire faster bullets &amp;amp; have less reload time based on survival rank. Bosses will also have slightly higher HP. In this game, the difficulty maxes out in loop 3.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Multilooping strategy ==&lt;br /&gt;
* The game stops giving you extends after the first loop. As a result, you should try to build a good stock of lives in the first loop and hope it's enough to reach your goal.&lt;br /&gt;
* You get an extend every 300k points in the first loop. A run not focused on scoring will probably get between 1.2M and 1.4M points in the first loop, but with a bit of effort you can easily reach the 1.5M threshold and the following extend. 1.8M is entirely possible with good routing, a no-miss loop, and reduced bomb usage, and you should ideally aim for it. 2.1M is possible, but would require the player to use almost no bombs during the first loop, and to get all the Zero Wing bonuses at max value or close to it, with little room for error, making it very risky.&lt;br /&gt;
* For scoring, most of your points will come from the Zero Wing bonus (see the detailed stage breakdown for the locations), and getting all 9 at max value or close to max value should be enough to reach 1.8M, provided you don't bomb too much and don't die in the loop (as a death would reset your bomb stock to 3). Another source of score comes from reducing your bomb usage, especially in the early stages, as the bonus points are really significant. &lt;br /&gt;
* If you don't get the random extend item in the first loop then it's not really a problem. It's very rare and you shouldn't count on getting it.&lt;br /&gt;
* Stage 5 is a full bomb refill and you can get a decent amount of bombs late in Stage 6 (around 5 but it's random). However, you will be required to spend 4-5 bombs on the final boss every time if you want to be safe. Multilooping is about carefully using your full stock of bombs after Stage 5. You can afford to use a few bombs late in stage 5 and early in Stage 6. Ideally you should reach the final boss with 9 or 10 bombs, which will allow you to enter the following loop with 4-6 bombs, and hope it's enough to reach Stage 5 again. These bombs are really needed in Stage 1 in the loops, the first boss alone may require 3 bombs.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== List of secrets ==&lt;br /&gt;
* The Zero Wing ship gives you a point bonus (up to 50k) if you reach specific areas fulfilling a certain condition (see Advanced Strategy)&lt;br /&gt;
* Stage 1: Pipiru, Toaplan's mascot, appears if you shoot a specific area. Gives 5k points, up to 40k when brought to the boss area.&lt;br /&gt;
* Stage 2: Planes from Hishouzame helping you if you shoot some bushes in Stage 2 in a specific order. Their behavior is reminiscent of Daisenpuu.&lt;br /&gt;
* Stage 4: The ship from Tatsujin will help you if you have exactly 7 bombs upon destroying the door at the beginning of the stage. It follows you, automatically fires its signature 3-way shot at a slow rate and blocks bullets. The ship is destroyed after taking 20 hits and its shot goes through some walls. The ship leaves when reaching the Stage 4 boss if it hasn't been destroyed at this point.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Enemy Overview ==&lt;br /&gt;
Most enemies will aim relative to your position. Some larger enemies and bosses will net x pts per shot + points ( upon enemy destruction).&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value (points)&lt;br /&gt;
! Contains Item&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | HP&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneregsoldier.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''390''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneredsolider.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''390''' &lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneturrettower.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''500''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonetransporter.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''1700''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonetrashturret.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''500''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonemissilebot.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''2500''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonemonoeye.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''290''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonewreckagebot.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''430''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonepurplebot.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''410''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneflaminonion.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''1330''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bosses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy&lt;br /&gt;
! Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value (points)&lt;br /&gt;
! Contains Item&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | HP&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss1.PNG]]&lt;br /&gt;
| 1-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''5000''' x4&lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss2.PNG]]&lt;br /&gt;
| 2-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''20,000''', '''1,000''' x2&lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss3.PNG]]&lt;br /&gt;
| 3-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''30,000''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss4.PNG]]&lt;br /&gt;
| 4-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''40,000''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss5.PNG]]&lt;br /&gt;
| 5-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''35,000''', '''2,000''' x2&lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss6.PNG]]&lt;br /&gt;
| 6-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''40,000''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss7.PNG]]&lt;br /&gt;
| 7-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''50,000''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Individual Stage Breakdown ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 1 ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage1.png|Outzone-Stage1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First stage of the game. Your main goal in this stage is to build up the power of your main shot and accumulate some extra bombs.&lt;br /&gt;
You will start off with a free range 8-way main shot, but feel free to experiment with the fixed 3-way shot (&amp;amp; vice versa) by picking up C items along the way. The two power-up items should appear before the midpoint of the stage, although it is random. If you don't get 2 power-ups it doesn't really matter and you should be powerful enough to deal with the whole stage even with only 1 upgrade.&lt;br /&gt;
Periodically throughout the stage, some larger truck/tank-like enemies will move downwards on the screen and stop in front of the player. The player can destroy these immediately by shooting closely to the enemy.&lt;br /&gt;
You can also hide behind walls to block incoming enemy bullets.&lt;br /&gt;
&lt;br /&gt;
* Advanced Strategy*&lt;br /&gt;
Red soldier enemies appear after x amount of enemies (someone should double check if there is a exact number or if its random), and will drop either a power-up or bomb on this stage. One way to get more of these red soldiers to spawn is by waiting for the truck/tank to finish unloading all of its soldiers after it stops partway down the screen. This can give you an extra 2-3 bombs compared to killing all enemies immediately.&lt;br /&gt;
&lt;br /&gt;
*Advanced Strategy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Pipiru rock.png&lt;br /&gt;
File:Pipiru appearing.png&lt;br /&gt;
File:Pipiru ricochet.png&lt;br /&gt;
File:Pipiru heroic sacrifice.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
You can uncover Toaplan's mascot, Pipiru near the middle of the stage. There is a rock hole you need to shoot enough times in order for Pipiru to appear. Pipiru will remain on the screen in front of you until you shoot it a certain number of times. After that, Pipiru will begin to ricochet around the screen and will be destroyed after enough damage is dealt to it. Enemies can't damage Pipiru, only your shot can damage it. Bombs also don't damage it. You gain 5,000 pts for destroying Pipiru, but if you can keep it alive until reaching the 1st boss area, you will receive 40,000 points. It is pretty hard to keep Pipiru alive up to the boss area, and bombing may be required in order to deal with some areas without damaging Pipiru. &lt;br /&gt;
&lt;br /&gt;
Near the end of the stage, you will encounter two turrets and a destructible gate which will bring you to the 1st boss (aptly named 1-Boss on the ground)&lt;br /&gt;
&lt;br /&gt;
==== In higher loops ====&lt;br /&gt;
&lt;br /&gt;
This stage plays very differently in loop 2 onwards. The same could be said for every stage, but the difference is more noticeable in this one because the rank was so low in loop 1.&lt;br /&gt;
&lt;br /&gt;
Take your time when crossing the corridor at the very beginning, as enemies will start firing immediately. Memorize where they spawn and start shooting immediately, then move left or right accordingly before moving to spawn the next one. After the corridor there will be a big ambush where it's advisable to bomb.&lt;br /&gt;
&lt;br /&gt;
When you reach the area with the big cannons, slowly lure one ambush after the other, and when you have to go through the narrow corridors, hug one wall to make sure you have enough room to dodge the next ambush. It's probably not worth spawning Pipiru because the bonus is so low and you lack time.&lt;br /&gt;
&lt;br /&gt;
When you reach the area with the turrets, safely take down 2 rows of them by using the pillar as a cover, before slowly moving up and taking down the other two rows one after the other.&lt;br /&gt;
&lt;br /&gt;
==== 1-Boss ====&lt;br /&gt;
&lt;br /&gt;
The 3-way shot is greatly recommended. This boss is made up of 4 pink blobs that fire semi-aimed large orange bullets at you. Dealing with all 4 of these at once can be a bit difficult for most new players, so it is essential for them to point blank one of the blobs (usually the top left one) to quickly destroy one of them. After that, try to position yourself below the second one from the right (assuming your started by destroying the top left one) so that you hit 3 of them at the same time. Don't try to pointblank them after they've all appeared on screen. If you find yourself getting trapped between bullets, make sure to bomb. 1 bomb will heavily damage most of the blobs, and 2 bombs will destroy around 1-2 blobs and leave you with more room to dodge.&lt;br /&gt;
Once there is 1 blob left, the firing speed of the remaining blob's bullets increases dramatically. Take out the last blob by firing directly at him when he is closer to the top of the screen, and hang out on the left side of the screen when he moves closer to the bottom of the screen. Destroying him will complete Stage 1. Your total bomb bonus will be tallied, and your energy will be restored to full.&lt;br /&gt;
&lt;br /&gt;
Note: The bullets from the blobs become even faster on subsequent loops, making this a much more difficult fight, and you likely won't be fully powered up even if you don't die on the stage. Don't be afraid to use 2-3 bombs to destroy most of the blobs if you get trapped early on in the fight. The recovery checkpoint on this boss will most likely require all 3 bombs to get past.&lt;br /&gt;
&lt;br /&gt;
=== Stage 2 ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage2.png|Outzone-Stage2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This stage introduces a few new hazards in the way of bottomless pits, new enemies, and also will introduce you to one of multiple Special Weapons, which are dropped randomly (listed on the General page under weapons).&lt;br /&gt;
&lt;br /&gt;
*Advanced Strategy&lt;br /&gt;
- Hishouzame planes&lt;br /&gt;
The player can uncover a helpful Easter Egg in the early part of this stage. In the section with some trees, if you destroy the trees corresponding to your last 4 score digits excluding the final one (ex. 286,950- destroy tree 6, then 9, then 5), then a squadron of Hishouzame planes (same behavior as the helper bomb in Daisenpuu) will appear on screen and provide additional firepower until all planes have been destroyed or until you die. If the last 4 digits of your score contain duplicates, then the second of third occurence can be ignored. For example, if the digits are 2320, you only have to shoot 2 then 3. It also doesn't matter if you destroy trees that don't correspond to your digits: for example, if you have 2320, you can destroy tree 4 at any point (before or after shooting one of the relevant trees). The score taken into account is the one the player has when passing the first set of tracks right before the area with the trees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Treesoutzone.PNG|Outzone-Stage 2 Tree Layout&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Immediately after the tree area, you will reach a door with some turrets in front and behind. Destroying the door will also destroy the enemies that keep respawning on the side, so you may want to focus on that.&lt;br /&gt;
&lt;br /&gt;
Enemies will appear in the open area after the door once you reach it. To deal with those as well as the turrets, you want to either rush inside until enemies spawn then use a bomb, or use the free range shot to safely kill the turrets from behind the wall then step forward and kill the enemies when they appear, as they take a few seconds to start shooting. This may take a few tries to get the right angle. There will be another C item shortly after, if you prefer to have the 3-way for the following part.&lt;br /&gt;
&lt;br /&gt;
You will come across a bridge and then a path that splits into two. Take the right path and proceed upwards on the brownish road. You will fall and die if you move off the road into the pits surrounding the road.&lt;br /&gt;
Next, you'll come across two destructible gates; destroy them and watch out for the purple robots that fire at you from behind both gates. On the second gate, a large red enemy will appear from the middle of the screen; stay below or far to the left to avoid its fire. &lt;br /&gt;
&lt;br /&gt;
After destroying a few more enemy soldiers, one big red enemy will appear from the top middle of the screen, and two other big enemies will appear from the left and right hatches. &lt;br /&gt;
*Advanced Strategy&lt;br /&gt;
[[File:ZIG.png]] This is the first stage that will allow you to recieve the Zero Wing bonus. In order to activate the bonus, you must collect 8 C Items. Once you have done that, the Zero Wing bonus will appear from the left side of predetermined points ( assuming you collected 8 C Items before the checkpoint of that area) in the stage and fly to the right. When you shoot the ship, you will receive a 5,000 pt bonus with a multiplier; which can scale up to 50,000 points if the ship is shot at the very right of the screen. If you collect another C item, you will need to collect 7 more C items to reactivate the Zero Wing bonus. In this stage, the Zero Wing bonus appears right before entering the area with the pits near the end&lt;br /&gt;
&lt;br /&gt;
Proceed past the next group of enemies to arrive at another yellow road junction with multiple paths. Take your time and utilize your fixed 3-way shot at this section to destroy the turrets, destroy the soliders that spawn from the left/right sides at 3/4 different points ( 8 max at each spawn point). After the last spawn point, head upwards to arrive at the second boss.&lt;br /&gt;
&lt;br /&gt;
==== 2-Boss ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at what we got here, a multi-assault tank! Watch yourself, kid&amp;quot; -Bob, 1995&lt;br /&gt;
&lt;br /&gt;
This boss is a gigantic monoeye tank, and requires a little bit of strategy to take down its arensal of 2 gun turrets, a big eye that can fire a DNA beam at multiple positions, and a hatch that shoots out flaming robots that fire blue 3-way bullets.&lt;br /&gt;
&lt;br /&gt;
Your main course of action is to quickly destroy one of the gun turrets (left or right) by briefly positioning yourself in front of the turret, and moving out of the way while firing at it. Once both are destroyed, focus your fire on the main eye while dodging his beams. You can dodge his middle one by squeezing through the large gaps created by the beam, or by moving to the side with the left/right beams. The fire robots will appear from his middle hatch and can be destroyed by point-blanking them from the side or bombing.&lt;br /&gt;
With ample amounts of damage from an autofire 3-way shot or the Super Ball Special weapon, this tank should go down fairly quickly before he can release any fire robots.&lt;br /&gt;
&lt;br /&gt;
Note: On loop 2 and above, the gun turrets and the eye have slightly higher HP, which may require you to use a bomb or two if you find yourself trapped. Recovery via checkpoint on this boss is not too difficult, but may require bomb usage on the fire robots.&lt;br /&gt;
&lt;br /&gt;
=== Stage 3 ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage3.png|Outzone-Stage3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This stage has the first big roadblock for most players: the wall-maze section, and 3-Boss. &lt;br /&gt;
&lt;br /&gt;
Before that, you start off by entering the path carved through the wreckage of 2-Boss. Make your way upwards by destroying the foot soldiers, and silver robots that fire 3-way shots. You will come to a gate, and notice a series of turrets that fire 45 degree lasers at you. Wait for the first two on the left/right to fire, then moderately inch up on the left/right side of the screen while avoiding the other laser turrets. Use a bomb if you find yourself trapped by the enemy soldiers here. &lt;br /&gt;
&lt;br /&gt;
You will come across the first maze section here. The free range shot is a bit more useful in this section for eliminating enemies that are already in position on the top/sides of the screen, as well enemies that run in from offscreen on the left/right. If you feel trapped, use a bomb.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing bonus appears after this section&lt;br /&gt;
&lt;br /&gt;
After destroying some enemies &amp;amp; a few turrets with items, a second wall maze section will appear. Enemies will pop out from the left and right, and you should use try to strafe the enemies from behind walls. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:OutZone-Stage3Snakes.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A gate opens, and in the next section some purple soldiers will pop up as a few rows of green enemies rise from below. Try to position yourself on the left and move to the right while destroying each green formation, and bomb if you get trapped at the edge of the gray platform.&lt;br /&gt;
&lt;br /&gt;
To pass this area without wasting bombs, it is paramount to learn when the green formations will rise, so you can deal with them efficiently by moving left or right without being cornered. Above is an approximative map of the points you have to cross to trigger the green formations. Note that they take a couple of seconds to actually spawn after you cross the line, which can be deceptive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Move forward as you come across 3-Boss.&lt;br /&gt;
&lt;br /&gt;
==== 3-Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss will start the fight by unveiling a laser from the left side, that will cut the ground on the right. The ground behind the cutline will sink into the lava, so you will need to move forward after the ground is cut by the laser, while destroying the small enemies that continually emerge from the boss's sides. The boss will repeat this once more, this time cutting the ground from the left diagonally downwards, requiring you to move forward. Afterwards, the boss will open his main eye and fire a few yellow rings at you at irregular intervals. Shoot the eye when it opens while destroying the enemies on the sides, and it will be destroyed after a short amount of time.&lt;br /&gt;
Try to focus on the small enemies and destroy them as soon as you can. They will always come in the same predictable order (left-right-left-right etc.). If you miss an enemy (which may happen because of the initial laser attack), it can be preferable to bomb because they will move at the bottom of the screen and shoot you.&lt;br /&gt;
&lt;br /&gt;
=== Stage 4 === &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage4.png|Outzone-Stage4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not an easy stage, there are a lot of sections that can easily trap players without careful planning and/or bombing.&lt;br /&gt;
&lt;br /&gt;
Move forward and destroy the gate ahead of you.&lt;br /&gt;
&lt;br /&gt;
Tatsujin Ship (Stage 4)&lt;br /&gt;
At the beginning of stage 4 (right after the boss that uses lasers to cut the floor apart), you will face a door: make sure you have exactly 7 bombs in stock when you destroy that gate and the Tatsujin ship will appear to help you.&lt;br /&gt;
&lt;br /&gt;
In the next section, take your time moving vertically forward, as green soldiers will appear from the top of the screen and from the right side of the screen as you move upwards. There are a few turrets that appear in this section.&lt;br /&gt;
&lt;br /&gt;
*Advanced Tip* - The turrets can be easily destroyed by inching slightly forward just as they appear on screen. Your shot can damage them and they will be unable to fire normally.&lt;br /&gt;
&lt;br /&gt;
The next section has a number of soldiers and green mobile enemies (from stage 1) appear. Keep moving forward while destroying them until you get close to a couple of crates. Some long brownish enemies will appear and fire orange balls from the sides. &lt;br /&gt;
&lt;br /&gt;
You'll come across a section of the stage with gaps. There are a total of 3 platforms that pass by a regular intervals, with a respawning grey soldier each time they appear. Destroy the soldier when crossing the platform, and bomb if too many other soldiers spawn on the sides of the platforms.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after this section if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
Next, you'll come across a long narrow section. It's good to have the 3-way main shot here, as you can destroy the side turrets on the far left and right while dealing damage to the enemies coming directly from above. Take your time when dealing with this section. It is recommended to do a &amp;quot;S&amp;quot; motion but walking straight: start on the right edge, go slightly up, then immediately move left, then slightly up, immediately dash right, and so on. &lt;br /&gt;
&lt;br /&gt;
At the end of the section, there will be a big turret on the right shooting fast bullets: use the trick with the scrolling to be in the zone where it doesn't shoot but you can destroy it. Shortly after there will be two more turrets in both top corners, which you can deal with in the same way. If you mess up and scroll too much, it may be wise to use a bomb there. You're almost on Stage 5 which will replenish your bombs anyway.&lt;br /&gt;
&lt;br /&gt;
A section of crates awaits; take your time to poke out and destroy enemies that appear on the sides of the stage. You'll come across a midboss train, which has one main part that needs to be destroyed (the one firing the fireball at you), and you can proceed onwards. Be mindful of the row of soldiers right after and immediately move to the side after you've passed the rail.&lt;br /&gt;
&lt;br /&gt;
The last section has a lot of crates that restrict your movement. While dealing with the enemies that pop out of the sides, you will move upwards, and want to likely use a bomb or two on the last portion (wall ahead/ two walls on the side with two paths on the left right) and just move swiftly upwards, where you will encounter 4-Boss. If you have a decent amount of energy (you don't need a lot of the boss), you can rush straight to the boss without taking the energy fill and without having to care about the enemies, and save a bomb in the process.&lt;br /&gt;
&lt;br /&gt;
==== 4-Boss ====&lt;br /&gt;
This boss cannot be damaged at first. He will fire 4 missiles that release yellow projectiles when destroyed by your shot, starting with its leftmost one and using the next one on the right until all 4 are fired. Simply stay in front and shoot them, then move in front of the next one.&lt;br /&gt;
Afterwards, he will move downwards and remove his outer shell, revealing a blue interior with spiny wheels around him. The spiny wheels will move outward, allowing you to move in between the spiny gaps and damage the main blue interior for a short period before the wheels move inwards. He does this once more before putting his outer shell back on, and repeating his attack cycle. 3-way or super ball destroys this boss pretty easily. With the 3-way shot, full power and 30hz autofire, you should be able to quickly destroy the boss by pointblanking it without having to move out. Timing can be pretty tight, so feel free to use a bomb or two at the beginning to damage the boss if you're not confident. If you're recovering and aren't at full power, you will have to move out once.&lt;br /&gt;
&lt;br /&gt;
=== Stage 5 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage5.png|Outzone-Stage5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This stage seems daunting at first, but ends up being easier than the previous stage, as well as the easiest recovery stage, thanks to its generous middle section of powerups dropped by soldiers.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears immediately after the beginning if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
Start this stage by moving forward and destroying a few squadrons of soldiers above you. As you move forward in this section, mechanized snakes will pop out of the wall sections to the left and right. Newer players can feel free to use bombs when a mechanized snake appears or when enemies come from behind, as they each drop either a special item or a bomb. The snakes will fire only when you're in their line of sight, otherwise they're harmless. While moving upwards, watch out for soldiers that appear from the left/right areas of the screen. When there are 2 snakes spawning at the same time it's preferable to bomb, which means you should save at least 1 bomb for that occasion.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after the snake section and just before the moving platforms if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
Next, you'll come to a gap with a couple of moving platforms. Use these to cross the gaps and defeat the 2 groups of soldiers that appear on the right/top of the screen.&lt;br /&gt;
For the rest of this section, every single soldier spawned is red (which means they will drop a guaranteed special item or bomb). They also take a while to fire any bullets, so it is beneficial to use your regular shot for most soldiers (and bomb when you are cornered on a platform).  You may need to use a seperate autofire button if you do pick up the Flamethrower special weapon in this section. Make sure to not fall in between the stationary platform/moving platform gaps. You can afford to take your time there, you have plenty of Energy pick-ups in this stage.&lt;br /&gt;
&lt;br /&gt;
You'll come across 2 energy refills and a weapon change right next to a big platform. Once you step on the main platform, it will start moving forward and a sequence of enemies will appear. These enemies will generally appear from the left right, and you can move from one side of the platform to another while dodging their shots. Use bombs if you get cornered or if two squadrons of these enemies appear at the same time. Afterwards, the platform will stop in front of 5-Boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 5-Boss ====&lt;br /&gt;
&lt;br /&gt;
Stay in the middle of the platform as this boss moves down the screen and fires his guns to the left/right of you. He will move to the right or/left, so stay to the center of the boss and damage his main body and side guns with your main shot. Once you do this, his inner core will be exposed, and he will start firing missiles at you while green fly enemies periodically appear to the left/right of you. Bomb if you get trapped by the missiles or enemies and shoot the inner core enough times to destroy the boss.&lt;br /&gt;
&lt;br /&gt;
=== Stage 6 === &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage6.png|Outzone-Stage6&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There will be many enemies at the beginning, take your time when moving up and go from one side of the screen to the other. When you reach the door there will be a C crate and two enemies coming from the middle: move to the side before going up. With the 3-way shot, you should be able to kill the enemies after the moving doors without any issues, as well as the other soldiers from the maze.&lt;br /&gt;
&lt;br /&gt;
Before exiting the maze, go on the left side and use the wall as a cover for the big enemy incoming. There will be a few more enemies like this which you should handle one at a time. Shortly after, there will be an energy item: this is where you have to be careful. Slowly move up, just past the E, while staying on the left side of the screen, until a big tank spawns and you kill it. Then take the E and move up then left quickly without stopping. The reason being that a soldier spawns from behind and is very annoying, and you should be able to have it despawn by moving up quickly. &lt;br /&gt;
&lt;br /&gt;
There will be another maze section and another one with pits which is pretty straightforward. Once you leave that part you will have to be pretty fast because energy refills will be scarce for a while. At the end of the section there will be turrets: take your time and use the trick to reach the sweet spot where they can't shoot but you can kill them. There will be three rows of turrets. &lt;br /&gt;
&lt;br /&gt;
You will reach a section with moving walls: you can kill some of them easily by using the same trick as the turrets. For the rest, either start shooting on the (vertical) wall when the moving walls are hidden, as you should be able to kill them as soon as they appear before they even shoot, or hug the previous horizontal wall and use what seems to be a bug that allows you to shoot through it when you have the 3-way shot. This part isn't too hard, but don't take too much time because of the lack of energy refills. If you're low on energy, this is a good area to bomb to save a lot of time.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after this section if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
The next area is straightforward. If these new enemies have enough time to shoot grenades, move on its side and you will dodge the bullets easily.&lt;br /&gt;
&lt;br /&gt;
There will be another maze section. Enemies stop moving after a while, simply find a few safe spots to proceed safely, there are many of them. There is an energy refill item that you can't get if you have the 3-way shot: if you're low on energy, feel free to waste a bomb to destroy the crate, you will get many of them in a moment.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after this section if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
Finally, there is an area with moving walls, and tons of breakable walls giving you bombs or power-ups. Break the two walls on the left-hand side at the beginning for some bombs or power-ups, then go through the right-hand door. At the next junction (where an Energy refill is), go on the left, deal with the enemies, and break the walls on the right side if you want some more items. Then go through the left wall (the other one is a trap that closes too fast and will probably get you killed).&lt;br /&gt;
  &lt;br /&gt;
==== 6-Boss ====&lt;br /&gt;
&lt;br /&gt;
3-way shot is greatly recommended for this fight, although Super Ball also works if you feel more comfortable with that weapon. Super Burner and free range shots are absolutely not recommended.&lt;br /&gt;
&lt;br /&gt;
This boss can be difficult for a newbie to this game, due to being invulnerable except for his singular attack and tendency to get somewhat close later on in the fight. &lt;br /&gt;
His signature attack is for one of his four arms to glow blue and extend downwards (based on your position) towards your direction, and then his eye opens and fires a spread at you. You can only damage the boss when the eye is open. One other thing to keep in mind is that he may pause for a moment before his singular attack, be patient and keep your position until his arm glows, and then move away from him. You may need to use several bombs on this boss, especially if you are not fully powered up. Having a speed-up makes this boss much easier.&lt;br /&gt;
&lt;br /&gt;
To safely dispatch it, go below its second arm from the left until it glows and move to the right edge of the screen. When the punch goes back, quickly dash left while shooting in order to dodge the balls. Its 6th attack will happen when the boss is at the bottom of the screen: this time it is preferable to bait the leftmost punch and proceed the same as usual. Also, it pauses for a moment before using its 6th punch, so take your time and wait until the arm glows. You can also do the same thing starting on the right and dashing left, depending on your preference.&lt;br /&gt;
&lt;br /&gt;
If you're recovering against this boss, aren't at full power and don't have the energy extend, it is more than likely that you will have to use at least one bomb against it to damage it enough before running out of energy. Bomb when the boss is down on the screen, because the energy balls will be harder to dodge in this scenario. To deal slightly more damage, move up one &amp;quot;square&amp;quot; on the ground when the boss is up, while staying at the very bottom otherwise. It is extremely tight in higher loops, but with 3 bombs you may be able to kill the boss just in time. There is not a single second to waste and you have to grab the C item and move up immediately.&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 === &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage7.png|Outzone-Stage7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take your time in the beginning to take care of the swarms of smaller enemies. When you reach the crate with the C item, take the 3-way shot if you don't have it yet, hug the left wall and move up until enemies start spawning. Don't move, enemies will die before they get a chance to shoot. Once no more enemies appear, hug the right wall and do the same thing.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after this section if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
The next section is very tricky without bombs, and you should be ready to use two of them. Start on one side of the narrow corridor and move slightly up to make some enemies spawn and lure their shots, then move to the other side. Repeat until you're about the reach the point where the wall no longer protects you from the cannons on the left: at this point, quickly move up while bombing once. Take care of the next waves by using the wall as a cover, and repeat what you just did with the next corridor.&lt;br /&gt;
&lt;br /&gt;
On the next section, enemies will spawn after you pass the C crate. If you don't feel confident, simply bomb to take care of all the enemies without trouble.&lt;br /&gt;
&lt;br /&gt;
You'll reach an area with a bunch of sleeping pods: progress slowly and safely, taking down the pods one after the other. Some snake-like enemies will spawn after the 3rd, 5th, 7th and 9th row of pods, as well as from the building at the end. Start on one side of the screen and move to the other side to take care of the snake. It is the only enemy that gets stronger with every loop, even after loop 3, and will keep firing more and more bullets. If you're doing many loops (to the point of doing a counterstop), you may have to bomb. &lt;br /&gt;
&lt;br /&gt;
Then you'll reach a building with some soldiers: go on the left to grab the Energy refill, and hug the corner of the building to take down the soldiers as they come out. Move up for two more soldiers and take them down the same way. However, for some reason the top soldier will always fire before you kill it, so you should be ready to dodge.&lt;br /&gt;
&lt;br /&gt;
For the next area with sleeping pods, if you feel like you don't have much time, you can actually rush (assuming you have a speed-up) and enemies won't hit you, but you lose an opportunity to score a few points.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears between the second and third row of sleeping soldiers if you meet the requirements, and you will have to take down the first row safely if you want to get maximum value from the zero wing&lt;br /&gt;
&lt;br /&gt;
The next area with the big yellow dudes firing missiles can be tricky: don't step on the brown tiles as they will crumble and send you to your death. Move carefully, but still at a regular pace as they keep respawning. Eventually, you will get used to the position of the brown tiles as they're always the same across playthroughs. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage7ending.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The area with the big laser enemies is all about baiting the small soldiers by slowly moving up, then going back and sniping them as they appear. You have to memorize the points where they will start spawning. You occasionally have to use the big crates as a shield to safely deal with the laser enemies. It is extremely important to learn when the soldiers will spawn, as they may come from dirty places from where they can shoot you while you can't retaliate if you have the 3-way. They can also take time to spawn even after you've crossed the line, so you shouldn't rush. Sometimes, triggering their spawn will also display some big robots in the background (who will come to you shortly after), which you can use as a confirmation that you've reached that point. Above is an approximative map of the lines to cross in order to trigger their spawn, with the actual spawn position denoted by a circle. Try to go slightly above the line before going back and sniping them. You may also trigger some soldiers from above, but they're less dangerous and won't be noted.&lt;br /&gt;
&lt;br /&gt;
Finally, the last section will have a lot of small ambushes, so you want to start on one edge of the screen and move up slowly, then move to the other side to deal with the ambush. Remember where the ambushes happen, take your time, you should have plenty of energy and there will be 3 refills right before the boss. Shortly after you destroy two sets of missiles launchers, there will be a pair of strong enemies shooting missiles straight down, and a lot of fast bullets: hug one side of the screen again and slowly move up: assuming you use the 3-way shot, you should be able to destroy the first one safely, and if you're lucky you will have reached the sweet spot when the enemy doesn't fire but you can kill it.&lt;br /&gt;
&lt;br /&gt;
==== 7-Boss ====&lt;br /&gt;
&lt;br /&gt;
The final boss of the game! It is recommended to bring at least 4 or 5 bombs against it, especially in higher loops.&lt;br /&gt;
&lt;br /&gt;
This boss likes to start off by releasing a little white ball worm that somewhat homes in on your position (and will be relaunched periodically during the fight). Afterwards, the boss will have a sound effect where it launches a few orange balls towards your position from the left hand as a greeen sword appears, and then extends this hand completely downwards. He will then repeat this on the other hand, and switch back and forth (until both arms are destroyed). When you shoot the main body enough times, its armor comes off and its eye will start shooting fast orange balls at your position. While they are manageable in the first loop, it is highly recommended to continuously bomb, especially in higher loops, because of how fast they can be. To take it down safely, use the free range shot, start on top-left of the platform, dodge the initial white ball worm, then go in the middle and shoot. The second worm should go around you if you don't move. When you destroy the helmet of the boss, start bombing immediately and keep bombing without thinking while you keep firing.&lt;br /&gt;
&lt;br /&gt;
It is possible, but very hard, to beat the boss at low power, provided you have 3 bombs and good reaction time. In the first loop you can get away with 0 bombs but will have to do some dodging, but in higher loops it's pretty much mandatory to bomb. Keep the free range weapon, dodge the initial worm ball and be slightly off-center, on the right. Keep shooting while being as close as possible, but when the armor comes off, don't bomb immediately. Instead, don't move, keep shooting, pay attention to the boss and bomb only when you see bullets coming out of it (not the worm ball, as it's slow and not a danger at this point). The boss generally pauses between attacks, so you get some fractions of seconds of free shooting without needing to bomb. It is important to be on the right so you have a couple more frames of leeway when it comes to your reaction time, but not too much as you don't want to hit the arm. It will be close, but it should be enough to kill the boss just in time.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can try grabbing the 3-way weapon and starting on the left (as this arm will always go down first). The boss' pattern is predictable: it will light up its left (from your point of view) sword, shoot some bullets, the arm will go down then up, then it will fire another stream of bullets from the left as the right arm lights up, fires another stream of bullet from the right arm, the arm goes down, and it fires another stream of bullets from the right. Then the pattern repeats. Start on the left so you can move to the right when it fires bullets, and do you best to dodge the second stream while finding a moment to move to the right (good moment to bomb) in order to repeat the same motion in reverse. If you are cornered, feel free to bomb, as it will cancel the boss' laser sword (and it will stay cancelled even after the bomb wears off). You will probably get some slowdown to help you. The boss keeps firing some aimed energy balls, but because you'll keep moving, they shouldn't be much of an issue. &lt;br /&gt;
&lt;br /&gt;
If you shoot it enough times, the body will disintegrate, and you will be treated with a &amp;quot;Congratulation! You've Completed This Game&amp;quot; alongside the main character (or Pipiru if you got the stage 1 pipiru bonus) egging you to keep playing for 10 million?! in Japanese. Afterwards, you will be brought back to the first stage.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:ggmaximo|ggmaximo]]&lt;br /&gt;
[1]https://vgmaps.com/Atlas/Arcade/index.htm#O&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rollingcrow</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=OutZone/Strategy&amp;diff=19411</id>
		<title>OutZone/Strategy</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=OutZone/Strategy&amp;diff=19411"/>
		<updated>2023-02-14T23:23:26Z</updated>

		<summary type="html">&lt;p&gt;Rollingcrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy (Scoring)]] for routing and techniques that are primarily focused on '''achieving high scores.'''''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;&lt;br /&gt;
''See [[(Template Page)/Strategy (Survival)]] for optimized safe routes, speed-kill strategies, and helpful information that prioritizes '''clearing the game''' over scoring high.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ''two sections above'' only need to be included if the game in question has vastly different routes between '''playing for score''' and '''playing for survival'''. If there is not a major difference in routing, then scoring and survival strategies will just be included in the stage/checkpoint that it refers to.&lt;br /&gt;
&lt;br /&gt;
== Weapon Tier List ==&lt;br /&gt;
This section is used to list out all strengths and weaknesses with the weapons in the game, and to sort of evaluate their general strength and usefulness.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''(X) Tier: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Fixed 3 Way Shot&amp;lt;/span&amp;gt;'''&lt;br /&gt;
----&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#1C7BFD&amp;quot;&amp;gt;'''( ~ )'''&amp;lt;/span&amp;gt; Shoots a 3 way shot directly in front of your player.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; High damage with autofire, good coverage at full power, good for recovery. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Great for all boss battles.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Cannot aim at enemies behind you or hiding behind certain wall angles. &lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Poor refire if not using autofire.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''(X) Tier: &amp;lt;span style=&amp;quot;color:pink&amp;quot;&amp;gt;Free Range Weapon&amp;lt;/span&amp;gt;'''&lt;br /&gt;
----&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#1C7BFD&amp;quot;&amp;gt;'''( ~ )'''&amp;lt;/span&amp;gt; Shoots pink lasers in the direction of your player.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Can be aimed in 8 directions&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Generally high damage once it is fully powered up.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Not the most useful when surrounded by enemies and for boss battles.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hard to dodge and aim at the same time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''(X) Tier: &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Super Ball&amp;lt;/span&amp;gt;'''&lt;br /&gt;
----&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#1C7BFD&amp;quot;&amp;gt;'''( ~ )'''&amp;lt;/span&amp;gt; A ball that constantly spins around your player appears and will cause contact damage to any enemies it hits. The ball can be released directly in front of you by a button press and will shortly return to spinning around you.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Extremely high damage.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Goes through walls.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; The brief pause when releasing a ball in front of you can leave you open to enemy fire.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Limited range.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''(X) Tier: &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Super Burner&amp;lt;/span&amp;gt;'''&lt;br /&gt;
----&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#1C7BFD&amp;quot;&amp;gt;'''( ~ )'''&amp;lt;/span&amp;gt; Shoots out a flamethrower that will extend in front of the player, and can change its trajectory based on the player's change in direction.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; It can be aimed in 8 directions, no dead angle.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#009449&amp;quot;&amp;gt;'''( + )'''&amp;lt;/span&amp;gt; Very high damage.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Hardest weapon to control, can be easily overwhelmed when surrounded by enemies.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F53D65&amp;quot;&amp;gt;'''( - )'''&amp;lt;/span&amp;gt; Very poor range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Basic Strategy ==&lt;br /&gt;
* The game gives you a lot of bombs ( you can stock up to 10). Make sure to use them if you feel like you're becoming trapped, and on difficult larger enemies and bosses. Using bombs is also useful for quickly gaining some distance if you notice that your energy meter is running low.&lt;br /&gt;
* Make sure to destroy all pink boxes and pick up energy items. Grabbing the Blue SP (Speed Up) and Green SP (Energy Extend) items will also make a big difference in surviving from stage 3 onwards ( even if they are random item drops). &lt;br /&gt;
* In the maze like sections of stage 3 &amp;amp; 6 use the walls &amp;amp; free range weapon to your advantage to pick off the soldiers hiding by the walls &amp;amp; popping out of the generators. If you get trapped or fail to destroy them before they start firing on your position bomb. These will be explained in more detail in the stage breakdowns below&lt;br /&gt;
* Try not to die before stage 5. If you can make it that far, you'll be able to gain most of your bombs back &amp;amp; additional points even with freely bombing.&lt;br /&gt;
* On the final boss, point-blanking the boss while having 4-5 bombs is usually enough to take him down.&lt;br /&gt;
* For stationary enemies such as turrets, if you're careful and don't push the scrolling too fast there's generally a zone where you can shoot them but they don't fire at you, which you can use to your advantage&lt;br /&gt;
* Most enemies can only fire in 8 directions, which means there are several dead angles you can abuse. &lt;br /&gt;
* For most bosses except for the final one, it is greatly recommended to use the 3-way shot, or the Super Ball if you feel comfortable with it as it can take down bosses in a matter of seconds. Avoid using the free range or Super Burner shots, they will make your life much harder.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Advanced Strategy ==&lt;br /&gt;
* If you're interested in scoring, then it is imperative to activate the Zero Wing bonus as early as possible. Since it needs 8 c items to be activated, you can achieve this before it appears in stage 2 by any combination of c items in stages 1 &amp;amp; 2=8. If you want to keep your fixed way shot while maintaining the bonus, you can pick up a special weapon and then a C item, since it reverts you back to the normal weapon you had before picking up the special weapon. &lt;br /&gt;
* Similar to other toaplan games of this era, subsequent loops will have enemies fire faster bullets &amp;amp; have less reload time based on survival rank. Bosses will also have slightly higher HP. In this game, the difficulty maxes out in loop 3.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Multilooping strategy ==&lt;br /&gt;
* The game stops giving you extends after the first loop. As a result, you should try to build a good stock of lives in the first loop and hope it's enough to reach your goal.&lt;br /&gt;
* You get an extend every 300k points in the first loop. A run not focused on scoring will probably get between 1.2M and 1.4M points in the first loop, but with a bit of effort you can easily reach the 1.5M threshold and the following extend. 1.8M is entirely possible with good routing, a no-miss loop, and reduced bomb usage, and you should ideally aim for it. 2.1M is possible, but would require the player to use almost no bombs during the first loop, and to get all the Zero Wing bonuses at max value or close to it, with little room for error, making it very risky.&lt;br /&gt;
* For scoring, most of your points will come from the Zero Wing bonus (see the detailed stage breakdown for the locations), and getting all 9 at max value or close to max value should be enough to reach 1.8M, provided you don't bomb too much and don't die in the loop (as a death would reset your bomb stock to 3). Another source of score comes from reducing your bomb usage, especially in the early stages, as the bonus points are really significant. &lt;br /&gt;
* If you don't get the random extend item in the first loop then it's not really a problem. It's very rare and you shouldn't count on getting it.&lt;br /&gt;
* Stage 5 is a full bomb refill and you can get a decent amount of bombs late in Stage 6 (around 5 but it's random). However, you will be required to spend 4-5 bombs on the final boss every time if you want to be safe. Multilooping is about carefully using your full stock of bombs after Stage 5. You can afford to use a few bombs late in stage 5 and early in Stage 6. Ideally you should reach the final boss with 9 or 10 bombs, which will allow you to enter the following loop with 4-6 bombs, and hope it's enough to reach Stage 5 again. These bombs are really needed in Stage 1 in the loops, the first boss alone may require 3 bombs.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== List of secrets ==&lt;br /&gt;
* The Zero Wing ship gives you a point bonus (up to 50k) if you reach specific areas fulfilling a certain condition (see Advanced Strategy)&lt;br /&gt;
* Stage 1: Pipiru, Toaplan's mascot, appears if you shoot a specific area. Gives 5k points, up to 40k when brought to the boss area.&lt;br /&gt;
* Stage 2: Planes from Hishouzame helping you if you shoot some bushes in Stage 2 in a specific order. Their behavior is reminiscent of Daisenpuu.&lt;br /&gt;
* Stage 4: The ship from Tatsujin will help you if you have exactly 7 bombs upon destroying the door at the beginning of the stage. It follows you, automatically fires its signature 3-way shot at a slow rate and blocks bullets. The ship is destroyed after taking 20 hits and its shot goes through some walls. The ship leaves when reaching the Stage 4 boss if it hasn't been destroyed at this point.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Enemy Overview ==&lt;br /&gt;
Most enemies will aim relative to your position. Some larger enemies and bosses will net x pts per shot + points ( upon enemy destruction).&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value (points)&lt;br /&gt;
! Contains Item&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | HP&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneregsoldier.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''390''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneredsolider.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''390''' &lt;br /&gt;
| Yes&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneturrettower.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''500''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonetransporter.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''1700''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonetrashturret.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''500''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonemissilebot.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''2500''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonemonoeye.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''290''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonewreckagebot.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''430''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzonepurplebot.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''410''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneflaminonion.PNG]]&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''1330''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''1'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bosses ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Enemy&lt;br /&gt;
! Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value (points)&lt;br /&gt;
! Contains Item&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | HP&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss1.PNG]]&lt;br /&gt;
| 1-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''5000''' x4&lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss2.PNG]]&lt;br /&gt;
| 2-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''20,000''', '''1,000''' x2&lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss3.PNG]]&lt;br /&gt;
| 3-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''30,000''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss4.PNG]]&lt;br /&gt;
| 4-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''40,000''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss5.PNG]]&lt;br /&gt;
| 5-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''35,000''', '''2,000''' x2&lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss6.PNG]]&lt;br /&gt;
| 6-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''40,000''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot; | [[File:Outzoneboss7.PNG]]&lt;br /&gt;
| 7-Boss&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | '''50,000''' &lt;br /&gt;
| No&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; |  '''???'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Individual Stage Breakdown ==&lt;br /&gt;
&lt;br /&gt;
=== Stage 1 ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage1.png|Outzone-Stage1&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First stage of the game. Your main goal in this stage is to build up the power of your main shot and accumulate some extra bombs.&lt;br /&gt;
You will start off with a free range 8-way main shot, but feel free to experiment with the fixed 3-way shot (&amp;amp; vice versa) by picking up C items along the way. The two power-up items should appear before the midpoint of the stage, although it is random. If you don't get 2 power-ups it doesn't really matter and you should be powerful enough to deal with the whole stage even with only 1 upgrade.&lt;br /&gt;
Periodically throughout the stage, some larger truck/tank-like enemies will move downwards on the screen and stop in front of the player. The player can destroy these immediately by shooting closely to the enemy.&lt;br /&gt;
You can also hide behind walls to block incoming enemy bullets.&lt;br /&gt;
&lt;br /&gt;
* Advanced Strategy*&lt;br /&gt;
Red soldier enemies appear after x amount of enemies (someone should double check if there is a exact number or if its random), and will drop either a power-up or bomb on this stage. One way to get more of these red soldiers to spawn is by waiting for the truck/tank to finish unloading all of its soldiers after it stops partway down the screen. This can give you an extra 2-3 bombs compared to killing all enemies immediately.&lt;br /&gt;
&lt;br /&gt;
*Advanced Strategy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Pipiru rock.png&lt;br /&gt;
File:Pipiru appearing.png&lt;br /&gt;
File:Pipiru ricochet.png&lt;br /&gt;
File:Pipiru heroic sacrifice.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
You can uncover Toaplan's mascot, Pipiru near the middle of the stage. There is a rock hole you need to shoot enough times in order for Pipiru to appear. Pipiru will remain on the screen in front of you until you shoot it a certain number of times. After that, Pipiru will begin to ricochet around the screen and will be destroyed after enough damage is dealt to it. Enemies can't damage Pipiru, only your shot can damage it. Bombs also don't damage it. You gain 5,000 pts for destroying Pipiru, but if you can keep it alive until reaching the 1st boss area, you will receive 40,000 points. It is pretty hard to keep Pipiru alive up to the boss area, and bombing may be required in order to deal with some areas without damaging Pipiru. &lt;br /&gt;
&lt;br /&gt;
Near the end of the stage, you will encounter two turrets and a destructible gate which will bring you to the 1st boss (aptly named 1-Boss on the ground)&lt;br /&gt;
&lt;br /&gt;
==== In higher loops ====&lt;br /&gt;
&lt;br /&gt;
This stage plays very differently in loop 2 onwards. The same could be said for every stage, but the difference is more noticeable in this one because the rank was so low in loop 1.&lt;br /&gt;
&lt;br /&gt;
Take your time when crossing the corridor at the very beginning, as enemies will start firing immediately. Memorize where they spawn and start shooting immediately, then move left or right accordingly before moving to spawn the next one. After the corridor there will be a big ambush where it's advisable to bomb.&lt;br /&gt;
&lt;br /&gt;
When you reach the area with the big cannons, slowly lure one ambush after the other, and when you have to go through the narrow corridors, hug one wall to make sure you have enough room to dodge the next ambush. It's probably not worth spawning Pipiru because the bonus is so low and you lack time.&lt;br /&gt;
&lt;br /&gt;
When you reach the area with the turrets, safely take down 2 rows of them by using the pillar as a cover, before slowly moving up and taking down the other two rows one after the other.&lt;br /&gt;
&lt;br /&gt;
==== 1-Boss ====&lt;br /&gt;
&lt;br /&gt;
The 3-way shot is greatly recommended. This boss is made up of 4 pink blobs that fire semi-aimed large orange bullets at you. Dealing with all 4 of these at once can be a bit difficult for most new players, so it is essential for them to point blank one of the blobs (usually the top left one) to quickly destroy one of them. After that, try to position yourself below the second one from the right (assuming your started by destroying the top left one) so that you hit 3 of them at the same time. Don't try to pointblank them after they've all appeared on screen. If you find yourself getting trapped between bullets, make sure to bomb. 1 bomb will heavily damage most of the blobs, and 2 bombs will destroy around 1-2 blobs and leave you with more room to dodge.&lt;br /&gt;
Once there is 1 blob left, the firing speed of the remaining blob's bullets increases dramatically. Take out the last blob by firing directly at him when he is closer to the top of the screen, and hang out on the left side of the screen when he moves closer to the bottom of the screen. Destroying him will complete Stage 1. Your total bomb bonus will be tallied, and your energy will be restored to full.&lt;br /&gt;
&lt;br /&gt;
Note: The bullets from the blobs become even faster on subsequent loops, making this a much more difficult fight, and you likely won't be fully powered up even if you don't die on the stage. Don't be afraid to use 2-3 bombs to destroy most of the blobs if you get trapped early on in the fight. The recovery checkpoint on this boss will most likely require all 3 bombs to get past.&lt;br /&gt;
&lt;br /&gt;
=== Stage 2 ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage2.png|Outzone-Stage2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This stage introduces a few new hazards in the way of bottomless pits, new enemies, and also will introduce you to one of multiple Special Weapons, which are dropped randomly (listed on the General page under weapons).&lt;br /&gt;
&lt;br /&gt;
*Advanced Strategy&lt;br /&gt;
- Hishouzame planes&lt;br /&gt;
The player can uncover a helpful Easter Egg in the early part of this stage. In the section with some trees, if you destroy the trees corresponding to your last 4 score digits excluding the final one (ex. 286,950- destroy tree 6, then 9, then 5), then a squadron of Hishouzame planes (same behavior as the helper bomb in Daisenpuu) will appear on screen and provide additional firepower until all planes have been destroyed or until you die. If the last 4 digits of your score contain duplicates, then the second of third occurence can be ignored. For example, if the digits are 2320, you only have to shoot 2 then 3. It also doesn't matter if you destroy trees that don't correspond to your digits: for example, if you have 2320, you can destroy tree 4 at any point (before or after shooting one of the relevant trees). The score taken into account is the one the player has when passing the first set of tracks right before the area with the trees.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Treesoutzone.PNG|Outzone-Stage 2 Tree Layout&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Immediately after the tree area, you will reach a door with some turrets in front and behind. Destroying the door will also destroy the enemies that keep respawning on the side, so you may want to focus on that.&lt;br /&gt;
&lt;br /&gt;
Enemies will appear in the open area after the door once you reach it. To deal with those as well as the turrets, you want to either rush inside until enemies spawn then use a bomb, or use the free range shot to safely kill the turrets from behind the wall then step forward and kill the enemies when they appear, as they take a few seconds to start shooting. This may take a few tries to get the right angle. There will be another C item shortly after, if you prefer to have the 3-way for the following part.&lt;br /&gt;
&lt;br /&gt;
You will come across a bridge and then a path that splits into two. Take the right path and proceed upwards on the brownish road. You will fall and die if you move off the road into the pits surrounding the road.&lt;br /&gt;
Next, you'll come across two destructible gates; destroy them and watch out for the purple robots that fire at you from behind both gates. On the second gate, a large red enemy will appear from the middle of the screen; stay below or far to the left to avoid its fire. &lt;br /&gt;
&lt;br /&gt;
After destroying a few more enemy soldiers, one big red enemy will appear from the top middle of the screen, and two other big enemies will appear from the left and right hatches. &lt;br /&gt;
*Advanced Strategy&lt;br /&gt;
[[File:ZIG.png]] This is the first stage that will allow you to recieve the Zero Wing bonus. In order to activate the bonus, you must collect 8 C Items. Once you have done that, the Zero Wing bonus will appear from the left side of predetermined points ( assuming you collected 8 C Items before the checkpoint of that area) in the stage and fly to the right. When you shoot the ship, you will receive a 5,000 pt bonus with a multiplier; which can scale up to 50,000 points if the ship is shot at the very right of the screen. If you collect another C item, you will need to collect 7 more C items to reactivate the Zero Wing bonus. In this stage, the Zero Wing bonus appears right before entering the area with the pits near the end&lt;br /&gt;
&lt;br /&gt;
Proceed past the next group of enemies to arrive at another yellow road junction with multiple paths. Take your time and utilize your fixed 3-way shot at this section to destroy the turrets, destroy the soliders that spawn from the left/right sides at 3/4 different points ( 8 max at each spawn point). After the last spawn point, head upwards to arrive at the second boss.&lt;br /&gt;
&lt;br /&gt;
==== 2-Boss ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look at what we got here, a multi-assault tank! Watch yourself, kid&amp;quot; -Bob, 1995&lt;br /&gt;
&lt;br /&gt;
This boss is a gigantic monoeye tank, and requires a little bit of strategy to take down its arensal of 2 gun turrets, a big eye that can fire a DNA beam at multiple positions, and a hatch that shoots out flaming robots that fire blue 3-way bullets.&lt;br /&gt;
&lt;br /&gt;
Your main course of action is to quickly destroy one of the gun turrets (left or right) by briefly positioning yourself in front of the turret, and moving out of the way while firing at it. Once both are destroyed, focus your fire on the main eye while dodging his beams. You can dodge his middle one by squeezing through the large gaps created by the beam, or by moving to the side with the left/right beams. The fire robots will appear from his middle hatch and can be destroyed by point-blanking them from the side or bombing.&lt;br /&gt;
With ample amounts of damage from an autofire 3-way shot or the Super Ball Special weapon, this tank should go down fairly quickly before he can release any fire robots.&lt;br /&gt;
&lt;br /&gt;
Note: On loop 2 and above, the gun turrets and the eye have slightly higher HP, which may require you to use a bomb or two if you find yourself trapped. Recovery via checkpoint on this boss is not too difficult, but may require bomb usage on the fire robots.&lt;br /&gt;
&lt;br /&gt;
=== Stage 3 ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage3.png|Outzone-Stage3&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This stage has the first big roadblock for most players: the wall-maze section, and 3-Boss. &lt;br /&gt;
&lt;br /&gt;
Before that, you start off by entering the path carved through the wreckage of 2-Boss. Make your way upwards by destroying the foot soldiers, and silver robots that fire 3-way shots. You will come to a gate, and notice a series of turrets that fire 45 degree lasers at you. Wait for the first two on the left/right to fire, then moderately inch up on the left/right side of the screen while avoiding the other laser turrets. Use a bomb if you find yourself trapped by the enemy soldiers here. &lt;br /&gt;
&lt;br /&gt;
You will come across the first maze section here. The free range shot is a bit more useful in this section for eliminating enemies that are already in position on the top/sides of the screen, as well enemies that run in from offscreen on the left/right. If you feel trapped, use a bomb.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing bonus appears after this section&lt;br /&gt;
&lt;br /&gt;
After destroying some enemies &amp;amp; a few turrets with items, a second wall maze section will appear. Enemies will pop out from the left and right, and you should use try to strafe the enemies from behind walls. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:OutZone-Stage3Snakes.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A gate opens, and in the next section some purple soldiers will pop up as a few rows of green enemies rise from below. Try to position yourself on the left and move to the right while destroying each green formation, and bomb if you get trapped at the edge of the gray platform.&lt;br /&gt;
&lt;br /&gt;
To pass this area without wasting bombs, it is paramount to learn when the green formations will rise, so you can deal with them efficiently by moving left or right without being cornered. Above is an approximative map of the points you have to cross to trigger the green formations. Note that they take a couple of seconds to actually spawn after you cross the line, which can be deceptive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Move forward as you come across 3-Boss.&lt;br /&gt;
&lt;br /&gt;
==== 3-Boss ====&lt;br /&gt;
&lt;br /&gt;
The boss will start the fight by unveiling a laser from the left side, that will cut the ground on the right. The ground behind the cutline will sink into the lava, so you will need to move forward after the ground is cut by the laser, while destroying the small enemies that continually emerge from the boss's sides. The boss will repeat this once more, this time cutting the ground from the left diagonally downwards, requiring you to move forward. Afterwards, the boss will open his main eye and fire a few yellow rings at you at irregular intervals. Shoot the eye when it opens while destroying the enemies on the sides, and it will be destroyed after a short amount of time.&lt;br /&gt;
Try to focus on the small enemies and destroy them as soon as you can. They will always come in the same predictable order (left-right-left-right etc.). If you miss an enemy (which may happen because of the initial laser attack), it can be preferable to bomb because they will move at the bottom of the screen and shoot you.&lt;br /&gt;
&lt;br /&gt;
=== Stage 4 === &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage4.png|Outzone-Stage4&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not an easy stage, there are a lot of sections that can easily trap players without careful planning and/or bombing.&lt;br /&gt;
&lt;br /&gt;
Move forward and destroy the gate ahead of you.&lt;br /&gt;
&lt;br /&gt;
Tatsujin Ship (Stage 4)&lt;br /&gt;
At the beginning of stage 4 (right after the boss that uses lasers to cut the floor apart), you will face a door: make sure you have exactly 7 bombs in stock when you destroy that gate and the Tatsujin ship will appear to help you.&lt;br /&gt;
&lt;br /&gt;
In the next section, take your time moving vertically forward, as green soldiers will appear from the top of the screen and from the right side of the screen as you move upwards. There are a few turrets that appear in this section.&lt;br /&gt;
&lt;br /&gt;
*Advanced Tip* - The turrets can be easily destroyed by inching slightly forward just as they appear on screen. Your shot can damage them and they will be unable to fire normally.&lt;br /&gt;
&lt;br /&gt;
The next section has a number of soldiers and green mobile enemies (from stage 1) appear. Keep moving forward while destroying them until you get close to a couple of crates. Some long brownish enemies will appear and fire orange balls from the sides. &lt;br /&gt;
&lt;br /&gt;
You'll come across a section of the stage with gaps. There are a total of 3 platforms that pass by a regular intervals, with a respawning grey soldier each time they appear. Destroy the soldier when crossing the platform, and bomb if too many other soldiers spawn on the sides of the platforms.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after this section if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
Next, you'll come across a long narrow section. It's good to have the 3-way main shot here, as you can destroy the side turrets on the far left and right while dealing damage to the enemies coming directly from above. Take your time when dealing with this section. It is recommended to do a &amp;quot;S&amp;quot; motion but walking straight: start on the right edge, go slightly up, then immediately move left, then slightly up, immediately dash right, and so on. &lt;br /&gt;
&lt;br /&gt;
At the end of the section, there will be a big turret on the right shooting fast bullets: use the trick with the scrolling to be in the zone where it doesn't shoot but you can destroy it. Shortly after there will be two more turrets in both top corners, which you can deal with in the same way. If you mess up and scroll too much, it may be wise to use a bomb there. You're almost on Stage 5 which will replenish your bombs anyway.&lt;br /&gt;
&lt;br /&gt;
A section of crates awaits; take your time to poke out and destroy enemies that appear on the sides of the stage. You'll come across a midboss train, which has one main part that needs to be destroyed (the one firing the fireball at you), and you can proceed onwards. Be mindful of the row of soldiers right after and immediately move to the side after you've passed the rail.&lt;br /&gt;
&lt;br /&gt;
The last section has a lot of crates that restrict your movement. While dealing with the enemies that pop out of the sides, you will move upwards, and want to likely use a bomb or two on the last portion (wall ahead/ two walls on the side with two paths on the left right) and just move swiftly upwards, where you will encounter 4-Boss. If you have a decent amount of energy (you don't need a lot of the boss), you can rush straight to the boss without taking the energy fill and without having to care about the enemies, and save a bomb in the process.&lt;br /&gt;
&lt;br /&gt;
==== 4-Boss ====&lt;br /&gt;
This boss cannot be damaged at first. He will fire 4 missiles that release yellow projectiles when destroyed by your shot, starting with its leftmost one and using the next one on the right until all 4 are fired. Simply stay in front and shoot them, then move in front of the next one.&lt;br /&gt;
Afterwards, he will move downwards and remove his outer shell, revealing a blue interior with spiny wheels around him. The spiny wheels will move outward, allowing you to move in between the spiny gaps and damage the main blue interior for a short period before the wheels move inwards. He does this once more before putting his outer shell back on, and repeating his attack cycle. 3-way or super ball destroys this boss pretty easily. With the 3-way shot, full power and 30hz autofire, you should be able to quickly destroy the boss by pointblanking it without having to move out. Timing can be pretty tight, so feel free to use a bomb or two at the beginning to damage the boss if you're not confident. If you're recovering and aren't at full power, you will have to move out once.&lt;br /&gt;
&lt;br /&gt;
=== Stage 5 ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage5.png|Outzone-Stage5&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This stage seems daunting at first, but ends up being easier than the previous stage, as well as the easiest recovery stage, thanks to its generous middle section of powerups dropped by soldiers.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears immediately after the beginning if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
Start this stage by moving forward and destroying a few squadrons of soldiers above you. As you move forward in this section, mechanized snakes will pop out of the wall sections to the left and right. Newer players can feel free to use bombs when a mechanized snake appears or when enemies come from behind, as they each drop either a special item or a bomb. The snakes will fire only when you're in their line of sight, otherwise they're harmless. While moving upwards, watch out for soldiers that appear from the left/right areas of the screen. When there are 2 snakes spawning at the same time it's preferable to bomb, which means you should save at least 1 bomb for that occasion.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after the snake section and just before the moving platforms if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
Next, you'll come to a gap with a couple of moving platforms. Use these to cross the gaps and defeat the 2 groups of soldiers that appear on the right/top of the screen.&lt;br /&gt;
For the rest of this section, every single soldier spawned is red (which means they will drop a guaranteed special item or bomb). They also take a while to fire any bullets, so it is beneficial to use your regular shot for most soldiers (and bomb when you are cornered on a platform).  You may need to use a seperate autofire button if you do pick up the Flamethrower special weapon in this section. Make sure to not fall in between the stationary platform/moving platform gaps. You can afford to take your time there, you have plenty of Energy pick-ups in this stage.&lt;br /&gt;
&lt;br /&gt;
You'll come across 2 energy refills and a weapon change right next to a big platform. Once you step on the main platform, it will start moving forward and a sequence of enemies will appear. These enemies will generally appear from the left right, and you can move from one side of the platform to another while dodging their shots. Use bombs if you get cornered or if two squadrons of these enemies appear at the same time. Afterwards, the platform will stop in front of 5-Boss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 5-Boss ====&lt;br /&gt;
&lt;br /&gt;
Stay in the middle of the platform as this boss moves down the screen and fires his guns to the left/right of you. He will move to the right or/left, so stay to the center of the boss and damage his main body and side guns with your main shot. Once you do this, his inner core will be exposed, and he will start firing missiles at you while green fly enemies periodically appear to the left/right of you. Bomb if you get trapped by the missiles or enemies and shoot the inner core enough times to destroy the boss.&lt;br /&gt;
&lt;br /&gt;
=== Stage 6 === &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage6.png|Outzone-Stage6&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There will be many enemies at the beginning, take your time when moving up and go from one side of the screen to the other. When you reach the door there will be a C crate and two enemies coming from the middle: move to the side before going up. With the 3-way shot, you should be able to kill the enemies after the moving doors without any issues, as well as the other soldiers from the maze.&lt;br /&gt;
&lt;br /&gt;
Before exiting the maze, go on the left side and use the wall as a cover for the big enemy incoming. There will be a few more enemies like this which you should handle one at a time. Shortly after, there will be an energy item: this is where you have to be careful. Slowly move up, just past the E, while staying on the left side of the screen, until a big tank spawns and you kill it. Then take the E and move up then left quickly without stopping. The reason being that a soldier spawns from behind and is very annoying, and you should be able to have it despawn by moving up quickly. &lt;br /&gt;
&lt;br /&gt;
There will be another maze section and another one with pits which is pretty straightforward. Once you leave that part you will have to be pretty fast because energy refills will be scarce for a while. At the end of the section there will be turrets: take your time and use the trick to reach the sweet spot where they can't shoot but you can kill them. There will be three rows of turrets. &lt;br /&gt;
&lt;br /&gt;
You will reach a section with moving walls: you can kill some of them easily by using the same trick as the turrets. For the rest, either start shooting on the (vertical) wall when the moving walls are hidden, as you should be able to kill them as soon as they appear before they even shoot, or hug the previous horizontal wall and use what seems to be a bug that allows you to shoot through it when you have the 3-way shot. This part isn't too hard, but don't take too much time because of the lack of energy refills. If you're low on energy, this is a good area to bomb to save a lot of time.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after this section if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
The next area is straightforward. If these new enemies have enough time to shoot grenades, move on its side and you will dodge the bullets easily.&lt;br /&gt;
&lt;br /&gt;
There will be another maze section. Enemies stop moving after a while, simply find a few safe spots to proceed safely, there are many of them. There is an energy refill item that you can't get if you have the 3-way shot: if you're low on energy, feel free to waste a bomb to destroy the crate, you will get many of them in a moment.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after this section if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
Finally, there is an area with moving walls, and tons of breakable walls giving you bombs or power-ups. Break the two walls on the left-hand side at the beginning for some bombs or power-ups, then go through the right-hand door. At the next junction (where an Energy refill is), go on the left, deal with the enemies, and break the walls on the right side if you want some more items. Then go through the left wall (the other one is a trap that closes too fast and will probably get you killed).&lt;br /&gt;
  &lt;br /&gt;
==== 6-Boss ====&lt;br /&gt;
&lt;br /&gt;
3-way shot is greatly recommended for this fight, although Super Ball also works if you feel more comfortable with that weapon. Super Burner and free range shots are absolutely not recommended.&lt;br /&gt;
&lt;br /&gt;
This boss can be difficult for a newbie to this game, due to being invulnerable except for his singular attack and tendency to get somewhat close later on in the fight. &lt;br /&gt;
His signature attack is for one of his four arms to glow blue and extend downwards (based on your position) towards your direction, and then his eye opens and fires a spread at you. You can only damage the boss when the eye is open. One other thing to keep in mind is that he may pause for a moment before his singular attack, be patient and keep your position until his arm glows, and then move away from him. You may need to use several bombs on this boss, especially if you are not fully powered up. Having a speed-up makes this boss much easier.&lt;br /&gt;
&lt;br /&gt;
To safely dispatch it, go below its second arm from the left until it glows and move to the right edge of the screen. When the punch goes back, quickly dash left while shooting in order to dodge the balls. Its 6th attack will happen when the boss is at the bottom of the screen: this time it is preferable to bait the leftmost punch and proceed the same as usual. Also, it pauses for a moment before using its 6th punch, so take your time and wait until the arm glows. You can also do the same thing starting on the right and dashing left, depending on your preference.&lt;br /&gt;
&lt;br /&gt;
If you're recovering against this boss, aren't at full power and don't have the energy extend, it is more than likely that you will have to use at least one bomb against it to damage it enough before running out of energy. Bomb when the boss is down on the screen, because the energy balls will be harder to dodge in this scenario. To deal slightly more damage, move up one &amp;quot;square&amp;quot; on the ground when the boss is up, while staying at the very bottom otherwise. It is extremely tight in higher loops, but with 3 bombs you may be able to kill the boss just in time. There is not a single second to waste and you have to grab the C item and move up immediately.&lt;br /&gt;
&lt;br /&gt;
=== Stage 7 === &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage7.png|Outzone-Stage7&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take your time in the beginning to take care of the swarms of smaller enemies. When you reach the crate with the C item, take the 3-way shot if you don't have it yet, hug the left wall and move up until enemies start spawning. Don't move, enemies will die before they get a chance to shoot. Once no more enemies appear, hug the right wall and do the same thing.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears after this section if you meet the requirements&lt;br /&gt;
&lt;br /&gt;
The next section is very tricky without bombs, and you should be ready to use two of them. Start on one side of the narrow corridor and move slightly up to make some enemies spawn and lure their shots, then move to the other side. Repeat until you're about the reach the point where the wall no longer protects you from the cannons on the left: at this point, quickly move up while bombing once. Take care of the next waves by using the wall as a cover, and repeat what you just did with the next corridor.&lt;br /&gt;
&lt;br /&gt;
On the next section, enemies will spawn after you pass the C crate. If you don't feel confident, simply bomb to take care of all the enemies without trouble.&lt;br /&gt;
&lt;br /&gt;
You'll reach an area with a bunch of sleeping pods: progress slowly and safely, taking down the pods one after the other. Some snake-like enemies will spawn after the 3rd, 5th, 7th and 9th row of pods, as well as from the building at the end. Start on one side of the screen and move to the other side to take care of the snake. It is the only enemy that gets stronger with every loop, even after loop 3, and will keep firing more and more bullets. If you're doing many loops (to the point of doing a counterstop), you may have to bomb. &lt;br /&gt;
&lt;br /&gt;
Then you'll reach a building with some soldiers: go on the left to grab the Energy refill, and hug the corner of the building to take down the soldiers as they come out. Move up for two more soldiers and take them down the same way. However, for some reason the top soldier will always fire before you kill it, so you should be ready to dodge.&lt;br /&gt;
&lt;br /&gt;
For the next area with sleeping pods, if you feel like you don't have much time, you can actually rush (assuming you have a speed-up) and enemies won't hit you, but you lose an opportunity to score a few points.&lt;br /&gt;
&lt;br /&gt;
[[File:ZIG.png]] A Zero Wing ship appears between the second and third row of sleeping soldiers if you meet the requirements, and you will have to take down the first row safely if you want to get maximum value from the zero wing&lt;br /&gt;
&lt;br /&gt;
The next area with the big yellow dudes firing missiles can be tricky: don't step on the brown tiles as they will crumble and send you to your death. Move carefully, but still at a regular pace as they keep respawning. Eventually, you will get used to the position of the brown tiles as they're always the same across playthroughs. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
OutZone-Stage7ending.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The area with the big laser enemies is all about baiting the small soldiers by slowly moving up, then going back and sniping them as they appear. You have to memorize the points where they will start spawning. You occasionally have to use the big crates as a shield to safely deal with the laser enemies. It is extremely important to learn when the soldiers will spawn, as they may come from dirty places from where they can shoot you while you can't retaliate if you have the 3-way. They can also take time to spawn even after you've crossed the line, so you shouldn't rush. Sometimes, triggering their spawn will also display some big robots in the background (who will come to you shortly after), which you can use as a confirmation that you've reached that point. Above is an approximative map of the lines to cross in order to trigger their spawn, with the actual spawn position denoted by a circle. Try to go slightly above the line before going back and sniping them. You may also trigger some soldiers from above, but they're less dangerous and won't be noted.&lt;br /&gt;
&lt;br /&gt;
Finally, the last section will have a lot of small ambushes, so you want to start on one edge of the screen and move up slowly, then move to the other side to deal with the ambush. Remember where the ambushes happen, take your time, you should have plenty of energy and there will be 3 refills right before the boss. Shortly after you destroy two sets of missiles launchers, there will be a pair of strong enemies shooting missiles straight down, and a lot of fast bullets: hug one side of the screen again and slowly move up: assuming you use the 3-way shot, you should be able to destroy the first one safely, and if you're lucky you will have reached the sweet spot when the enemy doesn't fire but you can kill it.&lt;br /&gt;
&lt;br /&gt;
==== 7-Boss ====&lt;br /&gt;
&lt;br /&gt;
The final boss of the game! It is recommended to bring at least 4 or 5 bombs against it, especially in higher loops.&lt;br /&gt;
&lt;br /&gt;
This boss likes to start off by releasing a little white ball worm that somewhat homes in on your position (and will be relaunched periodically during the fight). Afterwards, the boss will have a sound effect where it launches a few orange balls towards your position from the left hand as a greeen sword appears, and then extends this hand completely downwards. He will then repeat this on the other hand, and switch back and forth (until both arms are destroyed). When you shoot the main body enough times, its armor comes off and its eye will start shooting fast orange balls at your position. While they are manageable in the first loop, it is highly recommended to continuously bomb, especially in higher loops, because of how fast they can be. To take it down safely, use the free range shot, start on top-left of the platform, dodge the initial white ball worm, then go in the middle and shoot. The second worm should go around you if you don't move. When you destroy the helmet of the boss, start bombing immediately and keep bombing without thinking while you keep firing.&lt;br /&gt;
&lt;br /&gt;
It is possible, but very hard, to beat the boss at low power, provided you have 3 bombs and good reaction time. In the first loop you can get away with 0 bombs but will have to do some dodging, but in higher loops it's pretty much mandatory to bomb. Keep the free range weapon, dodge the initial worm ball and be slightly off-center, on the right. Keep shooting while being as close as possible, but when the armor comes off, don't bomb immediately. Instead, don't move, keep shooting, pay attention to the boss and bomb only when you see bullets coming out of it (not the worm ball, as it's slow and not a danger at this point). The boss generally pauses between attacks, so you get some fractions of seconds of free shooting without needing to bomb. It is important to be on the right so you have a couple more frames of leeway when it comes to your reaction time, but not too much as you don't want to hit the arm. It will be close, but it should be enough to kill the boss just in time.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can try grabbing the 3-way weapon and starting on the left (as this arm will always go down first). The boss' pattern is predictable: it will light up its left (from your point of view) sword, shoot some bullets, the arm will go down then up, then it will fire another stream of bullets from the left as the right arm lights up, fires another stream of bullet from the right arm, the arm goes down, and it fires another stream of bullets from the right. Then the pattern repeats. Start on the left so you can move to the right when it fires bullets, and do you best to dodge the second stream while finding a moment to move to the right (good moment to bomb) in order to repeat the same motion in reverse. If you are cornered, feel free to bomb, as it will cancel the boss' laser sword (and it will stay cancelled even after the bomb wears off). You will probably get some slowdown to help you. The boss keeps firing some aimed energy balls, but because you'll keep moving, they shouldn't be much of an issue. &lt;br /&gt;
&lt;br /&gt;
If you shoot it enough times, the body will disintegrate, and you will be treated with a &amp;quot;Congratulation! You've Completed This Game&amp;quot; alongside the main character (or Pipiru if you got the stage 1 pipiru bonus) egging you to keep playing for 10 million?! in Japanese. Afterwards, you will be brought back to the first stage.&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Primary info provided by [[User:ggmaximo|ggmaximo]]&lt;br /&gt;
[1]https://vgmaps.com/Atlas/Arcade/index.htm#O&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rollingcrow</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mushihimesama_Futari&amp;diff=18281</id>
		<title>Mushihimesama Futari</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mushihimesama_Futari&amp;diff=18281"/>
		<updated>2022-12-05T02:51:54Z</updated>

		<summary type="html">&lt;p&gt;Rollingcrow: Fix typo in gem types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mushimesama Futari Logo.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Mushihimesama Futari&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Futari Title.jpg&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|&lt;br /&gt;
|music = Manabu Namiki &amp;lt;br&amp;gt; Kimihiro Abe&lt;br /&gt;
|&lt;br /&gt;
|program = Tsuneki Ikeda&lt;br /&gt;
|&lt;br /&gt;
|art = Hideki Nomura&lt;br /&gt;
|&lt;br /&gt;
|releasedate = October 27, 2006&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mushihimesama Futari (''虫姫さまふたり'' literally ''Bug Princess Duo'') is a vertical scrolling shooting game released in arcades by [[CAVE]] in 2006.  It is a sequel to [[Mushihimesama]] (虫姫さま) which was released in 2004.  In addition to ''Reco'', the player character of the first game, it features the addition of a second player character called ''Palm''.  After a short life in arcades the original version 1.0 was replaced with an upgraded 1.5 version featuring numerous gameplay changes and enhancements.  A more extensively modified version, ''Mushihimesama Futari Black Label'' was also released to arcades in 2007.  A slightly easier revision of ''Black Label'', subtitled ''Another Version'', was also developed, and may have been originally intended for international release{{unconfirmed}}.  The game was ported to the XBOX 360 by [[M2]] in 2009.  It included version 1.5 with ''Black Label'' available as DLC, in addition to exclusive Arrange and Novice modes.  A 1.01 version based heavily on version 1.0 with minor changes was produced in 2007 but was not widely released in arcades.  It was included as a bonus DLC code in limited editions of the XBOX 360 port.&lt;br /&gt;
&lt;br /&gt;
The game features three modes to choose from.  Like the original '[[Mushihimesama]]', ''Original Mode'' features few in number but fast moving bullets and a simple scoring system, while ''Maniac Mode'' has greater in number but slower moving bullets and a more complex scoring system.  Much like the first game in the series, ''Ultra Mode'' aims for an exceptionally high difficulty level with an extreme number of bullets.  Unlike the first game the scoring system of ''Ultra Mode'' is based on the simpler ''Original Mode'' system rather than a duplication of the ''Maniac Mode'' system.  In ''Black Label'', however, 'Ultra Mode' is absent and is replaced instead with ''God Mode'', which features a more manageable difficulty level, with often simplified versions of enemy attacks from ''Ultra Mode'', and an enhanced version of the ''Maniac Mode'' scoring system.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Joystick Three Button.png|frameless|none]]&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Wide shot&lt;br /&gt;
* '''A (Hold):''' Focus shot&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''C (Hold)''' Wide shot (autofire)&lt;br /&gt;
&lt;br /&gt;
While using focus shot, movement speed is reduced. &lt;br /&gt;
If both A and C are held A takes precedence.  An often used technique is to hold both buttons and release the A button to seamlessly transition from laser to rapid shot.  &lt;br /&gt;
&lt;br /&gt;
Tapping A and holding C both have the same effect and will produce an autofire stream of rapid shot.  Tapping C on the other hand has two functions: it will produce a momentary burst of fire, and will also set the rate of autofire to be used when using the normal rapid shot.  Tapping C also resets the lasers shot by Reco's options and this can be used to manage damage output in some situations.&lt;br /&gt;
&lt;br /&gt;
Use of a bomb will grant temporary invulnerability and erase all enemy bullets throughout its duration.&lt;br /&gt;
&lt;br /&gt;
== Console Release Notes ==&lt;br /&gt;
&lt;br /&gt;
'''Xbox 360'''&lt;br /&gt;
&lt;br /&gt;
* Physical Release? - Yes&lt;br /&gt;
* Region Locked? - No&lt;br /&gt;
* Arranged Modes - Yes: 'Arrange', 'Novice' [http://www.hardcoregaming101.net/mushihime-sama-futari/]&lt;br /&gt;
* Online Leaderboards? - Yes &lt;br /&gt;
* Tate Option? - Yes&lt;br /&gt;
* Original Arcade Graphics - Yes in Version 1.5 'Arcade' mode (and Xbox 360 can be forced to output 4:3 ratio at 480p)&lt;br /&gt;
* Internal Scanlines Generator: Yes- 'Picture Setting D' :)&lt;br /&gt;
* Graphical Filters: This release has a huge variety of graphical options!&lt;br /&gt;
* Training mode - Yes&lt;br /&gt;
* Training Mode Configuration:&lt;br /&gt;
 - Save States - No&lt;br /&gt;
 - Level Select - Yes&lt;br /&gt;
 - Customise Resources - Yes, all.&lt;br /&gt;
 - Save multiple sets of training configurations - No&lt;br /&gt;
 - Boss Fight Select - Yes :)&lt;br /&gt;
 - Mid Boss Fight Select - No&lt;br /&gt;
 - Save Training Run Replays - No&lt;br /&gt;
* Replay Mode - Yes (&amp;amp; can download high scoring replays from Leaderboards)&lt;br /&gt;
* Replay Options:&lt;br /&gt;
 - Can slow playback to 1/16 speed.&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
==== Unlocking Ultra Mode in Version 1.0 ====&lt;br /&gt;
----&lt;br /&gt;
In the original version 1.0 Ultra mode was hidden by default.  In order to unlock it a code must be entered:&lt;br /&gt;
After inserting a coin, '''hold A, B, and C''' on the '''2nd player controls''' and input the following combination on the '''1st player controls''':&lt;br /&gt;
&lt;br /&gt;
'''→, C,　B, ↑, ↓, ←, B, A, C, A'''&amp;lt;ref&amp;gt;http://cave-stg.com/forum/index.php?topic=371.msg6006#msg6006&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=72aArwdibz8&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A sound effect will play upon successful activation and Ultra mode will become available in the mode select menu.&lt;br /&gt;
&lt;br /&gt;
==== Always face Spiritual Larsa in God Mode ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In Black Label, the true last boss, ''Spiritual Larsa'' is normally only accessible by completing the game on ''God Mode'', the highest difficulty, without losing a single life, including defeating the standard final boss, ''Dragon Emperion''.  However, on the arcade platform there exists a code that removes this no-death requirement, enabling the player always to encounter ''Spiritual Larsa'' at the end of ''God Mode''.&lt;br /&gt;
&lt;br /&gt;
In order to activate, first insert a coin, then while holding the '''B''' button on the '''1st player controls''', input the following combination on the '''2nd player controls''':&lt;br /&gt;
&lt;br /&gt;
'''B, B, ↓, ↓, C, ↑, A, C, ←, A, →, B'''&amp;lt;ref&amp;gt;https://www.cave.co.jp/gameonline/mushihime2/topics/BL_info.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A sound effect will play upon successful entry, and ''Spiritual Larsa'' will always appear upon defeating ''Dragon Emperion'' at the end of ''God Mode'' whether the player has died or not. This code remains in effect even when the PCB is powered off and on again, but can be disabled by inputting the standard CV1000 hardware reset code (as documented in MAME's CV1000 driver source) that also works in games with code unlocks like DFK 1.0 and Deathsmiles to return the game to its factory settings state:&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot; - During boot hold P1 Right+A+B+C and P2 Left+A+B+C - Forcibly initialise non-volatile data (EEPROM or NAND settings area)&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot; - During boot hold P1 A and P2 A - Reset random numbers generator at each game start. Probably was used during testing or/and competition events.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
=== Shot Types ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Each of the two playable characters has two shot types to choose from, ''Normal'' and ''Abnormal''.  The Normal types tend to be weaker in power than the Abnormal Types but more mechanically conventional and easier to use.  Unlike other versions of the game, Black Label features only two shot types, one for each character.  They can loosely be considered an amalgamation of the ''Normal'' and ''Abnormal'' shot types from version 1.5.  The two characters also have different bombs that function differently.  &lt;br /&gt;
&lt;br /&gt;
==== Reco ====&lt;br /&gt;
&lt;br /&gt;
Reco's bomb is similar to the bomb in the first ''[[Mushihimesama]]'' game.  It is thrown towards a target where it then explodes.  The damage is concentrated within a small area and the bomb can be aimed to some extent by moving in the direction to be thrown towards.  Like the original game, the bomb will bounce off the edges of the screen which can cause it to miss its intended target.&lt;br /&gt;
&lt;br /&gt;
===== Normal =====&lt;br /&gt;
&lt;br /&gt;
''Normal Reco'''s weapons make reference to two of the weapons in the original ''Mushihimesama'' game.  The rapid shot is based on the ''W Power'' weapon, being a wide shot that expands in range as power increases.  The options fire lasers and are positioned at the sides of the player, in a similar way to the ''Formation'' option style in the first game. &lt;br /&gt;
&lt;br /&gt;
The laser is based on the ''S Power'' weapon from the first game, being a forward aiming weapon that isn't a true laser, but consists of individual bullets like the rapid shot.&lt;br /&gt;
&lt;br /&gt;
''Normal Reco'' has the slowest non-laser movement speed in the game, which can sometimes be a disadvantage when a high degree of mobility is required to deal with enemies or their attacks.  The movement speed while using laser is shared with [[#Abnormal_2|Abnormal Palm]], and is also the slowest laser speed in the game, allowing for accurate movement between tightly spaced bullets.&lt;br /&gt;
&lt;br /&gt;
The Laser of this shot type is the second weakest of the four shot types.  This can prolong boss fights allowing them to progress to much more dangerous attacks and make it much harder to survive.  The laser also has quite a narrow range, which can make dealing damage to crucical targets difficult while being continually pushed away by threats. However the rapid shot has an extremely wide range making this shot type very useful for dealing with the large swarms of enemies that often appear around the entire screen during the later stages of the game.&lt;br /&gt;
&lt;br /&gt;
===== Abnormal =====&lt;br /&gt;
&lt;br /&gt;
This is the most difficult of the four shot types to make effective use of.  ''Abnormal Reco''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s rapid shot is similar in range to 'Normal Reco'&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s rapid shot, but is much stronger and can deal a large amount of damage to enemies at point blank range. Specifically, the rapid shot gets a special damage bonus when firing at close range, which is shown by the explosions becoming much bigger. The close range damage from the rapid shot is roughly equivalent to the laser damage (with all 4 options locked on) but is generally impractical for bosses. In contrast to ''Normal Reco'', the option formation is based on the ''Trace'' style from the first ''[[Mushihimesama]]'' game, following along with the movement path of the player in a snake-like pattern reminiscient of the [[Gradius]] series from [[Konami]].&lt;br /&gt;
&lt;br /&gt;
The laser is somewhat more powerful than its normal counterpart, but making effective use of it is difficult.  The majority of damage comes from the options which must be locked onto the target by placing them within a very close range.  This carries a high level of risk, and failure to attach enough options to a target will severely reduce the damage output.&lt;br /&gt;
&lt;br /&gt;
Compounding the difficulty in making effective use of the laser is the eccentricity of the movement speeds of this shot type.  The movement speeds are essentially inverted, with the speed while using laser being the fastest movement speed available in the game.  The movement speed while not using laser is far slower while still being faster than the laser speed of any other shot type.  This makes ''Abnormal Reco'' the fastest shot type of the four.  Laser must be used with all options locked onto the target in order to deal effective damage at long range.  This means use of the laser is essential while fighting bosses, but this also means that attacks must be dodged while dealing with the extreme movement speed, requiring a high degree of precision.  The laser movement speed makes dodging certain attacks so dangerous that sometimes a significant amount of damage output must be sacrificed by switching to the slower rapid shot in order to navigate the enemy attacks.  This shot type is the least score efficient of the four shot types by far, purely because its unusual mechanics often interfere heavily with optimal scoring technique.  &lt;br /&gt;
&lt;br /&gt;
===== Black Label =====&lt;br /&gt;
&lt;br /&gt;
Reco's Black Label shot type is most similar to the [[#Abnormal|Abnormal]] variant from 1.5.  The range from which the options can lock onto a target has been greatly extended, making it much easier to deal effective damage to durable enemies, and the damage of the laser has been greatly increased.  The movement speeds have been returned to a much more conventional arrangement, with the laser speed being considerably slower.  Reco's rapid shot speed is somewhat slower than [[#Black Label_2|Palm's]] but her laser speed is somewhat faster.&lt;br /&gt;
&lt;br /&gt;
==== Palm ====&lt;br /&gt;
&lt;br /&gt;
Palm's bomb behaves very differently to [[#Reco|Reco's]].  It deals similar damage but instead of being concentrated within the area of the explosion radiates outwards from the explosion, the damage being more evenly distributed throughout the screen.  This means that it will instantly remove any enemy of sufficiently low HP from the screen, regardless of its position, wheras [[#Reco|Reco's]] bomb will only damage targets in its immediate vicinity.&lt;br /&gt;
&lt;br /&gt;
===== Normal =====&lt;br /&gt;
&lt;br /&gt;
''Normal Palm''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s rapid shot is fairly powerful, though not as powerful as [[#Abnormal|Abnormal Reco's]] rapid shot when used at close range.  As it is a straight angled shot proximity does not have as significant an effect on damage output as Reco's rapid shot types.&lt;br /&gt;
&lt;br /&gt;
''Normal Palm'''s laser is by far the weakest laser in the game, being not much more damaging than the rapid shot.  While the two weapons being so close in damage can seem to make switching between them for scoring purposes much simpler, the weak laser greatly prolongs boss fights, and makes timing destructions for optimal bullet cancels extremely difficult.  The vast majority of damage is concentrated in the central laser, with the smaller lasers coming from the options contributing essentially negligible damage.  Despite this, the firing angle of the option lasers can be adjusted through vertical movement, with the lasers fanning out as the player moves up, and contracting as the player moves down.  Diagonal movement however will not have any effect on the angles of the option lasers.&lt;br /&gt;
&lt;br /&gt;
''Normal Palm'' moves considerably faster than [[#Normal|Normal Reco]], both when using laser and not using laser.  This is advantageous in the latter case but the higher laser speed makes precision of movement more difficult while dodging bullet-heavy enemy attacks.&lt;br /&gt;
&lt;br /&gt;
===== Abnormal =====&lt;br /&gt;
&lt;br /&gt;
In version 1.5, ''Abnormal Palm'''s main advantage is power, as this shot type possesses the most damaging laser in the game.  This makes it by far the best shot type for dealing with bosses, as the bosses will often be destroyed before having the chance to use some of their most dangerous attacks.  The high damage output also provides a scoring advantage as it grants a high degree of flexibility in the timing of bullet cancels.  In addition to extremely high damage, the laser has a wide range of attack as it will automatically lock onto nearby targets, allowing the player to move freely while still dealing damage.&lt;br /&gt;
&lt;br /&gt;
In contrast, this shot type has the weakest rapid shot, both in terms of damage and range.  The rapid shot follows an unusual path, becoming thinner the further it travels.  The horizontal range of the shot is therefore much greater at close range, making it the polar opposite of either of Reco's rapid shots.  Because of the poor range of the rapid shot, stages require more planning to navigate with this shot type.&lt;br /&gt;
&lt;br /&gt;
While not using laser, this shot type moves at the same speed as [[#Normal_2|Normal Palm]], sharing with it the fastest non-laser movement speed in the game, and the second fastest overall movement speed after [[#Abnormal|Abnormal Reco's]] laser movement speed.  Its laser movement speed is shared with [[#Normal|Normal Reco]], being slower than [[#Normal_2|Normal Palm's]] laser movement speed, and the slowest overall movement speed in the game, allowing for precise movement while dodging.&lt;br /&gt;
&lt;br /&gt;
In version 1.0, this shot type was very different.  The laser's damage was considerably weaker, although still stronger than the other shot types' lasers.  The non-laser movement speed was slower than even [[#Normal|Normal Reco's]], and the locking range of the laser was much smaller, making this shot type far more difficult to use and less effective in versions 1.0 and 1.01.&lt;br /&gt;
&lt;br /&gt;
===== Black Label =====&lt;br /&gt;
&lt;br /&gt;
Palm in Black Label moves faster when not using laser than either of his 1.5 counterparts, while retaining the [[#Abnormal_2|Abnormal]] laser speed, whereas [[#Black Label|Reco]] moves slightly faster than Palm when using laser.  The laser itself is a combination of the [[#Normal_2|Normal]] laser, albeit considerably increased in power, and the locking behaviour of the [[#Abnormal_2|Abnormal]] laser.  The option lasers still deal negligible damage as with [[#Normal_&amp;quot;|Normal Palm]] in version 1.5, and vertical movement still expands and contracts the angles of the option lasers, however the angles now automatically contract while not moving.  The rapid shot is very similar to its [[#Normal_2|Normal]] counterpart in 1.5, with the addition of the [[#Abnormal_2|Abnormal]] type's lightning that locks onto nearby enemies.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
All excess items are worth 10000 points .&lt;br /&gt;
&lt;br /&gt;
==== Power Up ====&lt;br /&gt;
&lt;br /&gt;
Increases power level up to seven times.  The increase in power level is permanent and power is not reduced when a life is lost or through any other means.  There are eight power up items in the game in total, with all but one of these being necessary to reach maximum power.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Item ====&lt;br /&gt;
&lt;br /&gt;
Increases bomb stock by one.  A maximum of six bombs can be carried.  In most versions of the game there are four bomb items available throughout the game, usually appearing towards the end of a stage before a boss.  In the original version 1.0 (but not version 1.01) only two bomb items appear in the entirety of the game.&lt;br /&gt;
&lt;br /&gt;
==== 1UP ====&lt;br /&gt;
&lt;br /&gt;
Increases life stock by one.  There is only one of these in the game, appearing in stage 5.  It is contained in a house shortly after the midboss.  In order to obtain the 1UP, the house must be destroyed while a bomb is not being used.  Even if the bomb itself does not destroy the house, simply having a bomb in use is enough to disqualify from receiving the 1UP.  In Novice Ultra mode exclusively this house contains two 1UPs.&lt;br /&gt;
&lt;br /&gt;
==== Max Power ====&lt;br /&gt;
&lt;br /&gt;
Appears only after having used a continue.  Immediately increases the current power level to maximum.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Version 1.5 ====&lt;br /&gt;
Rank plays the most prominent role in Original mode.  The general rank formula is as follows:&lt;br /&gt;
&lt;br /&gt;
base + bombs*4 + power*2 + framecount/256&lt;br /&gt;
&lt;br /&gt;
The result is capped at a value depending on the specific mode:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original &lt;br /&gt;
| 208 &lt;br /&gt;
|-&lt;br /&gt;
! Maniac &lt;br /&gt;
| 232 &lt;br /&gt;
|-&lt;br /&gt;
! Ultra &lt;br /&gt;
| 248&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The base value is specific to each stage within each mode:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| !colspan=&amp;quot;5&amp;quot;|Stage&lt;br /&gt;
! 1 &lt;br /&gt;
! 2 &lt;br /&gt;
! 3 &lt;br /&gt;
! 4 &lt;br /&gt;
! 5&lt;br /&gt;
|-&lt;br /&gt;
! Original &lt;br /&gt;
| 12 &lt;br /&gt;
| 44 &lt;br /&gt;
| 72 &lt;br /&gt;
| 60 &lt;br /&gt;
| 96&lt;br /&gt;
|-&lt;br /&gt;
! Maniac &lt;br /&gt;
| 128 &lt;br /&gt;
| 136 &lt;br /&gt;
| 144 &lt;br /&gt;
| 240 &lt;br /&gt;
| 240&lt;br /&gt;
|-&lt;br /&gt;
! Ultra &lt;br /&gt;
| 208 &lt;br /&gt;
| 224 &lt;br /&gt;
| 240 &lt;br /&gt;
| 255 &lt;br /&gt;
| 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Comparing the base values with the maximum values it can be seen that rank is always at the maximum from stage 4 in the Maniac and Ultra modes.  Original mode has the widest range between the minimum and maximum values so the additional factors have a much more significant impact on the final value. &lt;br /&gt;
&lt;br /&gt;
This rank level primarily affects the frequency of enemy attacks, and how soon they first attack.&lt;br /&gt;
&lt;br /&gt;
==== Original Mode ====&lt;br /&gt;
&lt;br /&gt;
In version 1.5 and ''Black Label'', Original Mode has an additional system.  While not strictly related rank it has a large impact on difficulty: when the [[#Total Counter|total gem counter]] reaches [[#Total Counter Above 70000|70000 (version 1.5)]], or [[#Total Counter Above 100000|100000 (''Black Label'')]] respectively, the speed of enemy bullets dramatically increases, until the counter falls back below this threshold.  Activation of this special mode has additional effects which are relevant to scoring and will be discussed below.  This feature is entirely absent from version 1.0 and it's derivative version 1.01.&lt;br /&gt;
&lt;br /&gt;
In ''Black Label'' alone, reaching the [[#9999 Stage Counter|maximum value of 9999]] on the [[#Stage Counter|Stage Counter]] also causes the bullet speed to increase, but not to the same degree as the total counter.  This is restricted to Black Label and the stage counter has no impact on difficulty in version 1.5 or any other versions.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Each mode of the game has a unique scoring system, and each version of the game has a unique scoring system for that mode.  The 1.0 and 1.5 scoring systems are very similar.  As 1.5 is considered to be the definitive release, any [[#Version Differences|differences]] will be noted.  Scoring across all modes revolves around the collection of point items, colloquially referred to as ''gems'' or ''amber'' (''琥珀'') and the management of one or more gem counters.  The XBOX 360 exclusive ''Novice Mode'' is identical to version 1.5 in terms of scoring mechanics.&lt;br /&gt;
&lt;br /&gt;
==== Gem Counters ====&lt;br /&gt;
&lt;br /&gt;
Depending on the mode, the counters used consist of either a single [[#Multiplier|multiplier]], or a pair of counters known as the [[#Total Counter|Total Counter]] and the [[#Stage Counter|Stage Counter]].&lt;br /&gt;
&lt;br /&gt;
As the names imply, the Stage Counter resets at the start of every stage while the Total Counter accumulates throughout the entire game.  The functions of the gem counters will be covered in more detail later.&lt;br /&gt;
&lt;br /&gt;
==== Gem Types ====&lt;br /&gt;
&lt;br /&gt;
In all versions and modes there are various types of gem items to collect.  There are airborne gems which descend until they fall off the screen, and stationary ground gems, both of which appear in large and small varieties making for a total of four distinct gem types.&lt;br /&gt;
&lt;br /&gt;
The primary difference between them is the base value that each gem adds to the gem counters when collected:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Airborne&lt;br /&gt;
! Small&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Large &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Ground &lt;br /&gt;
! Small&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Large&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The large ground gems usually have a value of 10 but have a value of 13 in the highest difficulty modes.&lt;br /&gt;
&lt;br /&gt;
==== Attracting Gems ====&lt;br /&gt;
&lt;br /&gt;
In most versions an airborne gem can be attracted to the player by coming within 11,010,048 subpixels of its location.  However in versions 1.0 and 1.01 the attraction range is smaller at 9,437,184 subpixels.  Airborne gems may only be attracted while not using laser.&lt;br /&gt;
&lt;br /&gt;
Ground gems can be attracted by holding the A button in most versions, however the ability to attract ground gems in this way is absent from version 1.0 and 1.01.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Gems ====&lt;br /&gt;
Destroying certain boss and midboss enemies with rapid shot regardless of the [[#Total Counter|Total Counter]] produces extra gems:  the stage 3 midboss' projectiles and the stage 4 midboss' web produce large airborne gems if destroyed with the rapid shot.  The stage 3 boss leaves behind 16 large ground gems if destroyed with the rapid shot.&lt;br /&gt;
&lt;br /&gt;
==== Stage Clear Bonus ====&lt;br /&gt;
&lt;br /&gt;
====== Gem Tally ======&lt;br /&gt;
Upon completing a stage the total number of every type of gem collected is counted.  However, a death will reset all of the gem counts to zero.  The values awarded for each gem are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Airborne&lt;br /&gt;
! Small&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Large &lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Ground &lt;br /&gt;
! Small&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
! Large&lt;br /&gt;
| 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Bomb Bonus ======&lt;br /&gt;
Upon completing a stage the player also receives a bonus of 500,000 points per bomb in stock.  In versions 1.0 and 1.01 this is a smaller amount at 50,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
====== No Miss Bonus ====== &lt;br /&gt;
If the player completes a stage without losing a life, a ''No Miss'' bonus is awarded.  This is equal to a base value specific to each mode, multiplied by the number of the stage completed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original &lt;br /&gt;
| 1,000,000&lt;br /&gt;
|-&lt;br /&gt;
! Maniac &lt;br /&gt;
| 2,000,000&lt;br /&gt;
|-&lt;br /&gt;
! Ultra/God&lt;br /&gt;
| 5,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Again, in versions 1.0 and 1.01 these values are ten times smaller.&lt;br /&gt;
&lt;br /&gt;
===== Counter Penalties =====&lt;br /&gt;
&lt;br /&gt;
In all versions and modes, dying or using a bomb will drop the values of the [[#Gem Counters|Gem Counters]].  When bombing, the counter drops by a fixed amount per frame while the bomb is active.  Since [[#Reco|Reco]] and [[#Palm|Palm]] have completely different bombs, they are active for different lengths of time and so the reduction in counter is different:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! 1.0(1)&lt;br /&gt;
! 1.5&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
! Reco&lt;br /&gt;
| 1540&lt;br /&gt;
| 980&lt;br /&gt;
| 6820&lt;br /&gt;
|-&lt;br /&gt;
! Palm&lt;br /&gt;
| 1320&lt;br /&gt;
| 840&lt;br /&gt;
| 5940&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In versions 1.0 and 1.01 only the [[#Stage Counter|Stage Counter]] is penalized, while the [[#Total counter|Total Counter]] remains the same value as it was before using a bomb.  In all other versions the penalty is applied to both counters.&lt;br /&gt;
&lt;br /&gt;
Upon losing a life the counters are cut by 1/3 in all versions but 1.0 and 1.01.  In these versions the stage counter is cut by 25% and the total counter is cut by 50%&lt;br /&gt;
&lt;br /&gt;
The counters also continuously decrease during bosses.  In version 1.5 the rate of decrease is fast when not shooting (either laser or rapid shot) but slow when shooting.  In versions 1.0 and 1.01 the rate is always slow.&lt;br /&gt;
&lt;br /&gt;
==== Versions 1.5 and 1.0(1) ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
====== Green Gems ======&lt;br /&gt;
Collecting a gem within a certain time after it appears causes the gem to glow green as it is collected, which doubles its value.  In version 1.5 an airborne gem must be collected within 48 frames of its creation to become green, while ground gems may be collected within 80 frames of creation.  In versions 1.0 and 1.01 however, ground gems are never able to become green.&lt;br /&gt;
&lt;br /&gt;
====== Bullet Cancelling ======&lt;br /&gt;
&lt;br /&gt;
When certain enemies are destroyed all bullets on the screen will be instantly converted into gems.  The duration of this effect varies from enemy to enemy and some enemies that cancel bullets in one version of the game may not cancel them in another, or for a different duration. &lt;br /&gt;
&lt;br /&gt;
====== Life Bonus ======&lt;br /&gt;
Common to all modes is the remaining life bonus, which awards 10 million points per life the player has left upon clearing the game.  This bonus is only awarded if the player has not used any continues.  It is doubled if the player has defeated the true last boss, awarding 20 million points per life.&lt;br /&gt;
&lt;br /&gt;
====== Stage 5 Lanterns ======&lt;br /&gt;
In version 1.5 the points gained from destroying the lanterns placed throughout the final stage are multiplied by the number of lanterns destroyed.  The first lantern awards 100,000 points, increasing up to 2 million points by the final one.  The crater left behind constantly emits a fountain of small airborne gems while it remains on screen.  In [[#Ultra Mode|Ultra Mode]] the lanterns also cancel bullets when destroyed within very close range, which also causes the gem fountain to consist of large airborne gems instead of small.  In versions 1.0 and 1.01, all lanterns award 100,000 points, do not cancel bullets and do not emit gems when destroyed, leaving only one small ground gem in the crater.&lt;br /&gt;
&lt;br /&gt;
====== Counterstop ======&lt;br /&gt;
&lt;br /&gt;
The maximum score that can be reached is 3,999,999,999.  Any points received beyond this will not be added to the score.&lt;br /&gt;
&lt;br /&gt;
===== Original Mode =====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Stage Counter ======&lt;br /&gt;
&lt;br /&gt;
This is the more important of the two gem counters.  When collecting a gem, the value of the gem is added to the counter.  The value is doubled if the gem is green.  The new value of the stage counter is then added to the score.  In version 1.5 this value is also doubled if the gem is green.  In versions 1.0 and 1.01 green gems do not double the score awarded.  Note that the type of gem does not directly affect the base score gained - this is always equal to the new value of the stage counter.  Larger gems offer a small increase in point value as the stage counter increase they provide is larger. &lt;br /&gt;
&lt;br /&gt;
In Original Mode the stage counter has a maximum value of 9999.  When it reaches this value all four gem types become almost identical in value, aside from their contribution to the end of stage tally, as the differences in counter gain become irrelevant when the counter is already at the maximum value.&lt;br /&gt;
&lt;br /&gt;
====== Total Counter ======&lt;br /&gt;
&lt;br /&gt;
This counter alternates between green and blue, changing each time it increases by 500.  This determines which weapon the player should use to destroy enemies.  Every enemy has four sets of gems it can drop, based on the combination of the total counter state and the weapon the enemy was destroyed with.  With the exception of some [[#Bonus Gems|special cases]] These drop sets follow a general pattern as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Green&lt;br /&gt;
! Blue&lt;br /&gt;
|-&lt;br /&gt;
! Shot&lt;br /&gt;
| N large gems + 1 small gem &lt;br /&gt;
| 1 small gem&lt;br /&gt;
|-&lt;br /&gt;
! Laser &lt;br /&gt;
| N small gems&lt;br /&gt;
| N large gems &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As can be seen, the most gems are received when the counter is green and rapid shot is used.  This makes the most difference with small ''zako'' enemies, as these appear in large numbers and for these particular enemies, N is equal to 1, meaning the amount of gems received from these enemies is doubled when the total counter is green.  The total counter does not affect bullet cancels, which always convert each bullet into one small gem. &lt;br /&gt;
&lt;br /&gt;
In Original Mode the total counter has a maximum value of 99999.&lt;br /&gt;
&lt;br /&gt;
====== Total Counter Above 70000 ======&lt;br /&gt;
&lt;br /&gt;
When the total counter reaches 70000 the game enters a special mode in which the bullets of enemies greatly increase in speed, and a score bonus is awarded every frame.  This bonus increases in value every additional 5000 added to the total counter above 70000:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Total Counter&lt;br /&gt;
! Per Frame Score Gain&lt;br /&gt;
|-&lt;br /&gt;
| 70000 &lt;br /&gt;
| 1111&lt;br /&gt;
|-&lt;br /&gt;
| 75000 &lt;br /&gt;
| 3333&lt;br /&gt;
|-&lt;br /&gt;
| 80000 &lt;br /&gt;
| 6666&lt;br /&gt;
|-&lt;br /&gt;
| 85000 &lt;br /&gt;
| 11110&lt;br /&gt;
|-&lt;br /&gt;
| 90000 &lt;br /&gt;
| 16665&lt;br /&gt;
|-&lt;br /&gt;
| 95000 &lt;br /&gt;
| 23331&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A total counter of 70000 in version 1.5 is not reachable before the final stage and not without a high level of scoring optimization.  &lt;br /&gt;
&lt;br /&gt;
====== Boss Destruction Bonuses ======&lt;br /&gt;
Each form of a boss awards a fixed point value upon destruction.  For bosses in all but the last stage you receive an additional bonus equal to the [[#Gem Counters|Stage Counter]]*100.  For the last stage bosses the bonus is equal to the larger [[#Total Counter|Total Counter]]*100.&lt;br /&gt;
Note: in versions 1.0 and 1.01 the bosses in the final stage also use the stage counter, not the total counter.&lt;br /&gt;
&lt;br /&gt;
===== Maniac Mode =====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Meter ======&lt;br /&gt;
&lt;br /&gt;
Destroying enemies with rapid shot increases a meter, represented by a horizontal bar on the left of the screen, which empties quickly.  In version 1.5 simply shooting at midbosses and bosses will fill the meter, but in versions 1.0 and 1.01, as with all enemies, only destruction of midbosses and the different forms of bosses contributes to the meter. The status of this meter determines what happens when an enemy is destroyed with a certain weapon.&lt;br /&gt;
&lt;br /&gt;
* When the meter is completely empty and an enemy is destroyed with laser, blue gems (see below) are produced.&lt;br /&gt;
* When the meter is in the blue area and an enemy is destroyed with any weapon, small gems are produced&lt;br /&gt;
*  When the meter is in the red area and an enemy is destroyed with rapid shot, large gems are produced &lt;br /&gt;
* In 1.5, When the meter is in the red area and an enemy is destroyed with laser, twice as many large gems are produced.  In versions 1.0 and 1.01 this does not increase the number of gems produced.&lt;br /&gt;
&lt;br /&gt;
In the case of bullet cancels, only the bullets present when the cancel is first initiated can be converted into blue gems.  Any bullets fired after initiation but before the cancel has ended will be converted into normal gems.&lt;br /&gt;
&lt;br /&gt;
====== Multiplier ======&lt;br /&gt;
&lt;br /&gt;
Maniac mode only has a single gem counter - the multiplier.  Collecting ordinary gems increases the multiplier by the standard amounts, including the doubling of the value received when collecting green gems.  The multiplier is not applied to these gems and they directly contribute only a small amount of score.&lt;br /&gt;
&lt;br /&gt;
====== Blue Gems ======&lt;br /&gt;
&lt;br /&gt;
These are the only gems that award a significant amount of points in Maniac Mode.  Unlike other gems these blue gems only exist in airborne form.  When collected the multiplier is applied to the base value of the gem, and large blue gems have twice the base value of small ones.  At the same time the multiplier is decreased.  Maniac scoring therefore consists of a cycle of building up the multiplier by collecting normal gems, then spending the multiplier at lucrative points by producing blue gems.  Unlike other gems, blue gems do not contribute to the end of stage gem bonus tally.&lt;br /&gt;
&lt;br /&gt;
===== Ultra Mode =====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Ultra Mode uses the same basic scoring system as [[#Original Mode_2|Original Mode]] with a few adjustments:&lt;br /&gt;
&lt;br /&gt;
* In version 1.5 the total counter changes state every increase of 2000 rather than 500.  This is because the large number of bullets that are cancelled cause the counter to increase more rapidly than original mode and so the original value of 500 would cause it to change much too frequently.  In versions 1.0 and 1.01 the original value of 500 is retained.&lt;br /&gt;
&lt;br /&gt;
* Some enemies cancel bullets for longer than in Original Mode, and in versions 1.0 and 1.01, some enemies that did not cancel bullets at all now do.&lt;br /&gt;
&lt;br /&gt;
* The Total Counter has a maximum value of 999999&lt;br /&gt;
&lt;br /&gt;
* The Stage Counter has a maximum value of 99999&lt;br /&gt;
&lt;br /&gt;
* Ultra has no equivalent of the 70000 total counter effect in Original Mode.&lt;br /&gt;
&lt;br /&gt;
* There is a true last boss which can be accessed by defeating the stage 5 boss without having used a continue.  This extra boss consists of three forms, the last of which also requires no continues to have been used to access.&lt;br /&gt;
&lt;br /&gt;
* In version 1.5 alone, the lanterns in stage 5 will cancel bullets if destroyed within a 100000 subpixel radius (16 pixels).&lt;br /&gt;
&lt;br /&gt;
==== Black Label ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Blue and Red Gems ======&lt;br /&gt;
In addition to green gems which are double value, collecting gems even faster after creation will produce blue (Original Mode) or red (Maniac, God Mode) gems that are worth four times their base value.&lt;br /&gt;
&lt;br /&gt;
====== Boss Counter Loss ======&lt;br /&gt;
&lt;br /&gt;
The rate of counter loss during bosses is inverted from 1.5.  Shooting now causes the counters to decrease rapidly.  Not shooting causes the counters to decrease slowly.&lt;br /&gt;
&lt;br /&gt;
====== Stage 5 Lanterns ======&lt;br /&gt;
The lanterns in stage 5 now cancel bullets in all modes, and the range from which the cancel can be triggered is much larger.&lt;br /&gt;
&lt;br /&gt;
====== Counterstop ======&lt;br /&gt;
&lt;br /&gt;
The maximum score of 3,999,999,999 in earlier versions has been raised to 9,999,999,999 in Black Label, which is well out of the reach of a single player in any of the three modes. &lt;br /&gt;
&lt;br /&gt;
====== Life Bonus ======&lt;br /&gt;
&lt;br /&gt;
In Black Label, much like other versions, the player receives 10 million points per remaining life, or 20 million points per remaining life if the true last boss was defeated.  However unlike other versions, this is then multiplied by the player's bomb stock.  The maximum amount receivable on default settings is therefore 600 million points, while the minimum is 0 if the player has either 0 lives '''or''' 0 bombs remaining.&lt;br /&gt;
&lt;br /&gt;
===== Original Mode =====&lt;br /&gt;
----&lt;br /&gt;
Original mode in Black Label is based on an augmented version of the system in its [[#Original Mode_2|1.5 counterpart]].  The major additions and changes are outlined here.&lt;br /&gt;
&lt;br /&gt;
====== Proximity Effect ======&lt;br /&gt;
&lt;br /&gt;
The Total Counter has the same original function as it does in version 1.5 - destroying enemies with the appropriate weapon produces more gem items.  In Black Label shooting an enemy with this weapon when the source of the weapon's attack is within close range of the target causes the target to exude a stream of gem items.  Since a large number of gems can be produced in this way the counter changes state every increase of 3000 rather than 500.  In addition any gems produced by this proximity effect will be worth 10% of the score value of gems produced in other ways.  The proximity effect applies to almost all enemies but the very smallest, including midbosses, but is absent from all stage bosses.&lt;br /&gt;
&lt;br /&gt;
====== Bullet Cancelling ======&lt;br /&gt;
&lt;br /&gt;
Unlike 1.5, when a bullet is cancelled the number of gem items varies with the speed of the bullet.  An important aspect of scoring well is therefore to raise the bullet speed as much as possible by raising the gem counter values as outlined below.&lt;br /&gt;
&lt;br /&gt;
====== Total Counter Above 100000 ======&lt;br /&gt;
&lt;br /&gt;
The maximum value of the total counter has been raised from 99999 to 999999.  From a value of 100000 a special mode is activated similar to the one activated at 70000 in version 1.5, but with an additional effect: all points received from collecting gems are doubled.  Combined with the increased yield of bullet cancels resulting from the increased bullet speed, entering and maintaining this special state hugely increases the potential for score gain. &lt;br /&gt;
&lt;br /&gt;
====== 9999 Stage Counter ======&lt;br /&gt;
&lt;br /&gt;
Reaching the maximum stage counter value has some additional effects absent from version 1.5.  A very small bonus is awarded each frame.  The gems produced from shooting an enemy at close proximity will be large instead of small.  The speed of enemy bullets speed is slightly increased, with the associated effects on bullet cancelling. &lt;br /&gt;
 &lt;br /&gt;
===== Maniac Mode =====&lt;br /&gt;
----&lt;br /&gt;
The scoring changes from [[#Maniac Mode|Version 1.5]] in Maniac Mode are limited.  They consist of the ability to raise the multiplier by dealing damage to enemies and the ability to fill the meter by shooting any enemy with rapid shot, not only bosses.&lt;br /&gt;
&lt;br /&gt;
===== God Mode =====&lt;br /&gt;
----&lt;br /&gt;
Unlike [[#Ultra Mode|Ultra Mode]], which is based on the [[#Original Mode_2|Original Mode]] system, God Mode is an enhanced version of the [[#Maniac Mode|Maniac Mode]] system.&lt;br /&gt;
&lt;br /&gt;
The maximum multiplier value is 30000 instead of 9999.&lt;br /&gt;
&lt;br /&gt;
When the multiplier reaches 10000 or over it becomes possible to raise it by dealing damage - when the meter is in the red zone, shooting at enemies with rapid shot will increase the multiplier, and the effect is much more pronounced at close range.  When the meter is empty, shooting at enemies with laser will increase the multiplier.&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;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&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;
----&lt;br /&gt;
&lt;br /&gt;
=== 1.0 and 1.01 ===&lt;br /&gt;
&lt;br /&gt;
Version 1.01 is almost identical to 1.0 with a few changes:&lt;br /&gt;
* The size is the [[#Ultra Mode|Ultra Mode]] hitbox is much smaller&lt;br /&gt;
* There are two additional [[#Bomb Item|bomb carriers]], before the stage 2 and stage 3 bosses.&lt;br /&gt;
* A hitbox bug in the final attack of the stage 4 boss was fixed&lt;br /&gt;
* Ultra Mode is unlocked by default and no longer requires a code to access.&lt;br /&gt;
&lt;br /&gt;
=== 1.0(1) and 1.5 ===&lt;br /&gt;
&lt;br /&gt;
In version 1.0(1):&lt;br /&gt;
* Shooting does not change the rate of counter loss during bosses. &lt;br /&gt;
* The final boss(es) use the [[#Gem Counters|Stage Counter]] as a point value multiplier instead of the Total Counter.&lt;br /&gt;
* [[#Abnormal_2|Abnormal Palm]] is much slower and has a much weaker laser&lt;br /&gt;
* Bombs deal much less damage to enemies&lt;br /&gt;
* [[#Stage 5 Lanterns|Lanterns]] do not award more points as more are destroyed and do not cancel bullets in any mode.  They leave behind a single gem instead of a constant fountain from the crater. &lt;br /&gt;
* The location of the [[#1UP|1UP]] in stage 5 has changed.&lt;br /&gt;
* Some large enemies that cancel bullets when destroyed in version 1.5 do not cancel bullets.&lt;br /&gt;
* The large dragon enemies in stage 5 cancel bullets for a much shorter period of time.&lt;br /&gt;
* [[#Green Gems|Green Gems]] still double the amount of counter value gained but not the amount of score value gained. &lt;br /&gt;
* The [[#Attracting Gems|range from which gems can be attracted]] to the player is smaller.&lt;br /&gt;
* [[#Gem Types|Ground Gems]] cannot be green and cannot be automatically collected by pressing A.&lt;br /&gt;
* Many enemy attacks are more difficult.&lt;br /&gt;
* The speed of bullets in [[#Original Mode_2|Original Mode]] is much faster.&lt;br /&gt;
* The end of stage [[#Bomb Bonus|Bomb Stock]] and [[#No Miss Bonus|no miss]] bonuses are much smaller.&lt;br /&gt;
* Reaching a [[#Total Counter Above 70000|value of 70000 on the Total Counter]] has no effect in Original Mode.&lt;br /&gt;
* Holding A emits a short burst of rapid shot before initiating the laser.&lt;br /&gt;
* Many enemies continue attacking for longer after appearing or will attack at times they wouldn't in version 1.5.&lt;br /&gt;
* Some enemies that would only appear when no bullet cancelling enemy was on screen will always appear.&lt;br /&gt;
&lt;br /&gt;
=== 1.5 and Black Label ===&lt;br /&gt;
&lt;br /&gt;
In Black Label:&lt;br /&gt;
* [[#Ultra Mode|Ultra Mode]] has been replaced with [[#God Mode|God Mode]] featuring a different scoring system and many simplified versions of the Ultra attacks.&lt;br /&gt;
* The [[#Shot Types|Normal and Abnormal]] shot types have been removed reducing the number of distinct shot types from four to two.&lt;br /&gt;
* The shot types deal more damage than the shot types in version 1.5.&lt;br /&gt;
* The [[#Counterstop|Maximum Score]] has been increased from 3,999,999,999 to 9,999,999,999.&lt;br /&gt;
* The rate of enemy fire in general has been increased.&lt;br /&gt;
* [[#Stage 5 Lanterns|Stage 5 lanterns]] [[#Bullet Cancelling|cancel bullets]] in every mode.  The range from which the cancel can be triggered is greater and the fountain of gems in the crater only appears if a cancel was successfully achieved, and in God Mode it will consist of large gems instead of small.&lt;br /&gt;
* Some large enemies cancel bullets not only on destruction but in the transition from first attack phase to second.&lt;br /&gt;
* There are additional enemies in many areas.&lt;br /&gt;
* The scoring systems of every mode have been expanded and enhanced.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In one of the location test builds, there was only one counter in Original mode.  This may have been a prototype for what was to become the stage counter in the final release. {{unconfirmed}}&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;
[[Mushihimesama_Futari/Video_Index|Video index for Mushihimesama Futari 1.5]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Mushihimesama_Futari_Black_Label/Video_Index|Video index for Mushihimesama Futari Black Label]]&lt;br /&gt;
&lt;br /&gt;
== References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;br /&gt;
[[Category:Bullet-cancelling_mechanic]]&lt;br /&gt;
[[Category:Bomb_mechanic]]&lt;/div&gt;</summary>
		<author><name>Rollingcrow</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Free_to_Play&amp;diff=14180</id>
		<title>Free to Play</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Free_to_Play&amp;diff=14180"/>
		<updated>2022-01-18T19:03:44Z</updated>

		<summary type="html">&lt;p&gt;Rollingcrow: Fix Spitfire info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of Free to Play STG/SHMUPS ==&lt;br /&gt;
&lt;br /&gt;
Note: a lot of these games need Japanese locale AND Japanese notations in order to work properly.&lt;br /&gt;
&lt;br /&gt;
== A ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Abmneshi: The Prophecy]] || December 18, 2012 || PteriForever || [https://web.archive.org/web/20141213174415/http://www.forgottenplanet.com/caillan/AbmneshiTheProphecy.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ad Nauseam 2]] || April 15, 2008 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/AN2Safe.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Aero Chimera]] || April 24, 2014 || SAS || [https://sas.itch.io/aero-chimera Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ahead Striker]] || 2015 || えふえす || [https://www.freem.ne.jp/win/game/10837 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Akuchizoku]] || 2007 ||  || [http://cactusquid.rf.gd/games/akuchizoku_compo.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alien Space]] || 2009 || Stefan Gustafsson || [http://www.caiman.us/scripts/fw/f3828.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[An Oath To The Stars]] || August 3, 2017 || Himeki Games || [https://store.steampowered.com/app/594820/An_Oath_to_the_Stars/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apare Usapie!]] || 2015 || Sorafune Atelier || [https://www.mediafire.com/file/b9yr6bmydl6ma71/AU_ver151_W10+Patched.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arginaros]] || 2005 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[悪魔の悪夢: AR EK-QUA ER SETA]] (REV.B0017 DEMO) || 2020 || emma essex || [https://mulengine.itch.io/ana Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[アタナトスの魔法使い(Atanatos Wizard?)]] || 2011 || N-linear || [https://n-linear.org/atanatos/ Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== B ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Banisher]] || 2008 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blade Buster]] (NES) || September 29, 2010 || High Level Challenge! || [http://hlc6502.web.fc2.com/Bbuster.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blaster Gear]] || March 10, 2019 || Team Overloaded || [https://overloadedstudios.itch.io/blaster-gear Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blaynix]] || 2011 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blue Wish]] || 2005 || x.x Game Room || [https://www.mediafire.com/file/bu5d9dw1ts560yr/blue_wish1.14_W10Patched.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blue Wish Resurrection]] || 2006 || x.x Game Room || [https://www.vector.co.jp/download/file/winnt/game/fh416461.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Blue Wish Resurrection Plus]] || 2008 || x.x Game Room || [https://www.vector.co.jp/download/file/winnt/game/fh452584.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Book of Star Mythology]] || 2016 || Mace's Secret Base (raichu) || [https://drive.google.com/uc?id=1edWG8LmHnGuS1brL8q-aq6T4HoWcnWKr&amp;amp;export=download Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Brilliant Pagoda or Haze Castle]] || December 1, 2016 || Trick Nostalgie || [https://www.freem.ne.jp/win/game/13429 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Broken Pearl]] || December 20, 2014|| Mikael Tillander || [https://mix256.itch.io/broken-pearl Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bullet Hell Monday]] || October 3rd, 2016 || MASAYUKI ITO || [https://play.google.com/store/apps/details?id=com.msykit.Stg1u Play Store]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bullet Hell Monday Finale]] || April 13th, 2020 || MASAYUKI ITO || [https://play.google.com/store/apps/details?id=com.msykit.Stg1u Play Store]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bullet Tracks II]] || April 21, 2020|| Team Overloaded || [https://overloadedstudios.itch.io/bullet-tracks-ii Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bun-Boh-Gu Wars!]] || 2013 || 紙製アトリエ || [https://www.vector.co.jp/soft/cmt/winnt/game/se502252.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Burn the Trash]] || September 26, 2007 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/trash.zip Download]&lt;br /&gt;
|- &lt;br /&gt;
| [[⊂二二二（　＾ω＾）二⊃　ブーーーーーン!!!!]] || 2005 || Iwasaki++ || [https://www.freem.ne.jp/win/game/603 Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== C ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Call Of The Underworld]] || 2011 || SCFWorks || [http://site.scfworks.com/?page_id=28 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Capture Core]] || July 5, 2016 || Team Overloaded || [https://overloadedstudios.itch.io/capture-core Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Caravan Star 改 -KAI-]] || June 22, 2011 || NSS || [https://www.freem.ne.jp/win/game/3293 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Caravan Star II]] || November 19, 2011 || NSS || [https://www.freem.ne.jp/win/game/3516 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Chataan]] || 2013 || eyelash || [https://www.mediafire.com/file/uddzl3525z13j2r/Chataan_CC.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cho Ren Sha 68K]] || 1995 || Famibe No Yosshin || [https://web.archive.org/web/20190726062221/http://www2.tky.3web.ne.jp/~yosshin/my_works/download.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clean Asia]] || February 1, 2007 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/cleanasia.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Collapse Dream]] || December 31, 2016 || Outside || [https://www.freem.ne.jp/win/game/13717 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Coma State Eden 昏睡状態エデン]] || 2020 || StudioDaeera || [https://studiodaeera.itch.io/coma-state-eden Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Contlade]] || 2009 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature Jungle 16]] || 1999 || Takeuchi Kouta || [https://archive.org/details/cj_256 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Crisis Rose The Trial]] || September 8, 2019 || Team Overloaded || [https://overloadedstudios.itch.io/crisis-rose-the-trial Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cybreaker]] || 2004 || K Project || [https://www.freem.ne.jp/win/game/343 Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== D ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Dangan GB]] || January 1, 2019 || snorpung || [https://snorpung.itch.io/dangan-gb Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Danmaku Shimai ~ La soeur de barrage]] || 2007 || Tocoroten || [http://www.tocoroten.net/soeur3/download.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark Old Sun]] || March 7, 2018 || SN!Somos Nerds || [https://store.steampowered.com/app/739290/Dark_Old_Sun/ STEAM Download]&lt;br /&gt;
[https://play.google.com/store/apps/details?id=com.SNSomosNerds.DarkOldSun Google Play Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dead Planet]] || 2013 || jeff_jks || [https://www.mediafire.com/file/2vu54ihfcdooymd/Dead+Planet+ver+1.0.1.2.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Death Strike]] || October 28, 2018 || Olof Næssén || [https://darkbitsorg.itch.io/death-strike Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Demolition Gunner: In Seek And Destroy]] || 2006 || Astro Port || [https://www.vector.co.jp/soft/winnt/game/se413422.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Devil Blade (Prototype)]] || 2018 || Gatten Software || [https://onedrive.live.com/?authkey=%21ANkBN7XG8G2mXpw&amp;amp;id=62C45D4F37891F18%21283&amp;amp;cid=62C45D4F37891F18 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dokingan]] || February 13, 2015 || GOTYO || [https://www.freem.ne.jp/win/game/8241 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[D-STARS]] || May 28, 2015 || tuisekimode || [https://www.freem.ne.jp/win/game/9294 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[DoDonPachi Daiueiku]] || 2014 || Guan || [https://moriyashrine.org/files/file/611-dodonpachi-daiueiku/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dotonpachi Daimao Darkslategray Label]] || 2011 || Gustav || [https://www.mediafire.com/file/sd5ujdce5cwtcds/Dotonpachi_Daimao_Darkslategray_Label.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dotonpachi Maximum]] || 2012 || Gustav || [https://www.mediafire.com/file/ecl342s7gjqlpru/Dotonpachi_Maximum.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Earthen Miraculous Sword]] || November 18, 2013 || Trick Nostalgie || [https://www.freem.ne.jp/win/game/15995 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eclosion]] || March 30, 2010|| Orchard || [https://www.freem.ne.jp/win/game/2639 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eden's Aegis]] || 2010 || x.x Game Room || [https://www.vector.co.jp/soft/dl/winnt/game/se442605.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eden's Edge]] || 2007 || x.x Game Room || [https://www.vector.co.jp/soft/winnt/game/se398222.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Evanescent Existence]] || November 18, 2013 || Trick Nostalgie || [https://www.freem.ne.jp/win/game/15994 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Every Extend]] || 2009 || Omega || [http://o-mega.sakura.ne.jp/product/e2.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[EX -Extra-]] || 2010 || yunfa -ゆんふぁ- || [https://www.vector.co.jp/soft/winnt/game/se481666.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Excellent Bifurcation]] || February 7, 2007 || Linley Henzell || [https://www.allegro.cc/depot/ExcellentBifurcation Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Exodious]] || March 24, 2018 || Team Overloaded || [https://overloadedstudios.itch.io/exodious Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== F ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Fire &amp;amp; Reign]] (Demo) || 2021 || SiphonShock || [https://siphonshock.itch.io/fire-reign Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flight of Pigarus]] (Master System) || 2018 || Kagesan || [https://www.smspower.org/Homebrew/FlightOfPigarus-SMS Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flying - V]] (Demo) || 2012 || Gryzor || [https://www.indiedb.com/games/flying-v/downloads/flying-v-demo-61212 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Frontier Diver Progenexis]] || September 1, 2021 || Modus Interactive || [https://modus-interactive.itch.io/frontier-diver-progenexis Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fuck Space!]] || November 18, 2006 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/fuck_space.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fractal Fighter]] || June 19, 2007 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/fracwar_v2.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== G ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[G-Style R]] (requires DXWnd to launch) || 2010 || WEVAquadrant || [https://www.mediafire.com/file/fwdu7lj0jsiuec9/G-Style_R.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[G-Type]] || 2002 || CncDarkside || [https://drive.google.com/drive/folders/10CfaV195QV-weslKSBPmWT6SeoH_L9l7 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[GalaX]] || 2003 || masaHG || [https://www.vector.co.jp/soft/winnt/game/se505345.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Galaxy Frontier]] || 2014 || Hello World Project, Alpha Secret Base || [https://web.archive.org/web/20180704140917/http://isshiki.la.coocan.jp/SDL_page/GalaxyFrontier/GalaxyFrontier1.20.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Galshell: Blood Red Skies]] (R-18G) || 2004 || Akiragoya || [http://akiragoya.sakura.ne.jp/game/galshell_01/galshell.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Galshell 2]] (R-18G) || 2011 || Akiragoya || [http://akiragoya.sakura.ne.jp/game/galshell_02/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Galshell 2: Bullet Rain]] (R-18G) || 2011 || Akiragoya || [https://cdn.discordapp.com/attachments/773745248731267132/845993113343361044/galshell2bulletrain.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Garden of Coloured Lights]] || October 13, 2007 || Linley Henzell || [https://www.allegro.cc/depot/GardenofColouredLights Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gaurodan]] || 2013 || Locomalito || [https://locomalito.com/gaurodan.php Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[GekidanMachina]] || 2016 || 凍結 || [https://www.freem.ne.jp/win/game/11351 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[GENETOS]] || 2009 || Tatsuya Koyama || [https://tatsuya-koyama.com/works/games/genetos/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gensou Underworld Re:F/Rain]] || March 28, 2009 || Len || [http://coolier.dip.jp/th_up3/file/th3_8954.zip Download (part 1)] [http://coolier.dip.jp/th_up3/file/th3_8955.zip Download (part 2)]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glory of Deep Skies]] || 2019 || Τeam αlternative Σnding || [https://www.bulletforge.org/u/team-alternative-snding/p/dong-fang-meng-jiu-shi-glory-of-deep-skies Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gothic Wa Mahou Otome]] (requires QooApp to be playable outside of Japan) || 2015 || CAVE|| [https://play.google.com/store/apps/details?id=jp.co.cave.mahouotome&amp;amp;hl=en&amp;amp;gl=US Play Store]&lt;br /&gt;
[https://apps.qoo-app.com/en/app/1302 QooApp]&lt;br /&gt;
|-&lt;br /&gt;
| [[Graslay]] || 2021 || Ontake44 || [https://www.freem.ne.jp/win/game/25159 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gradius - Trepedation]] || February 28, 2013 || Evil_Nazgul0616 || [https://www.mediafire.com/file/cbge4g1lfanknww/Gradius_-_Trepedation.exe/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gravitus Minus]] || August 6, 2016 || kometbomb || [https://kometbomb.itch.io/gravitus-minus Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[GR3 Re-Death]] (link to unfinished translation) || 2001-2007 || GR3 Project/Nigoro || [https://www.mediafire.com/file/zhsoi3gl5u60cb5/GR3Redeath.jar/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Green Wind]] || 2005 || x.x Game Room || [https://www.mediafire.com/file/pek3pksb2tctvso/green_wind1.11_W10Patched.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guardian Sphere]] || 2019 || pixel-boy || [https://pixel-boy.itch.io/guardian-sphere Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gunflame]] || 2003 || YUU || [https://www.vector.co.jp/soft/win95/game/se282889.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gunroar]] || June 18, 2005 || Kenta Cho (ABA.&amp;quot;Saba&amp;quot;) || [http://www.asahi-net.or.jp/~cs8k-cyu/windows/gr_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gun Viper]] || 2002 || M. Nagahashi || [http://www.caiman.us/pageN.php?nr=573&amp;amp;f=573-GunViper.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Guxt]] || 2007 || Pixel || [https://www.cavestory.org/pixels-works/guxt.php Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[GwangeDash]] || 2011 || 2ch? || [https://drive.google.com/file/d/1G_qsqM56t8IAqq6_IkkslhN_uukR39Hi/view?usp=sharing Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== H ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[HELLBOUND]] (R-18G) || 2005 || Akiragoya || [http://akiragoya.sakura.ne.jp/game/hellbound_01/index.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hishoayu - Dreampainter]] || 2003 || Tenkuudokei || [https://obel.hatenablog.jp/entry/20191020/1571561536 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hollow Song of Birds]] || 2019 || Team Kaisendo || [https://www.freem.ne.jp/win/game/19424 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydorah]] || 2010 || Locomalito || [https://locomalito.com/hydorah.php Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hyper Princess Pitch]] || 2011 || Daniel Remar || [http://www.remar.se/daniel/pitch.php Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hypercosmic Rebound]] || 2021 || Niblet || [https://niblet.itch.io/hypercosmic-rebound Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== I ==&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Idinaloq]] || 1999 || Namikaze Project || [https://www.namikaze.org/software/idinaloq/index_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Illumination LASER]] (Sharp x68000) || ???? || Terra || [https://web.archive.org/web/20170201140732/https://nfggames.com/X68000/Games/IlluminationLaser/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[ILLUSION Super Dimension]] || 2015 || Enamel || [http://enamel9x.doorblog.jp/archives/1618118.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[ImageStriker]] || July 15, 2016 || Terarin || [https://terarin.itch.io/image-striker Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[ImageStriker 2]] || August 05, 2017 || Terarin || [https://terarin.itch.io/imagestriker2 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[In Extremis]] || November 16, 2016 || LNDFRR || [https://lndfrr.itch.io/in-extremis Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Infinite Blade Pavilion]] || September 6, 2020 || Len || [https://www.freem.ne.jp/win/game/20533 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Infinos + Extra Stage ]] || February 9, 2013; August 1, 2013 || Picorinne Soft || [https://www.freem.ne.jp/win/game/4585 Download]&lt;br /&gt;
[http://picorinnesoft.web.fc2.com/infinosex.html Extra Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Infinos 0]] || July 21, 2014 || Picorinne Soft || [https://www.freem.ne.jp/win/game/7179 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iwanaga]] (Requires DXWnd to launch) || November 27, 2007 || Buster || [https://archive.org/details/iwanaga Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== J ==&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[JiikUSA]] || 2003 || masa-u || [https://mega.nz/file/OU0yxCgC#4A0xMCVAIX1oTIuZ1Zw2RLt6ZP-43dqv17T9-dzftzc Download]&lt;br /&gt;
|-&lt;br /&gt;
|[[Jigoku Kisetsukan: Sense of the Seasons]] || 2015 || Emad || [https://store.steampowered.com/app/368950/Jigoku_Kisetsukan_Sense_of_the_Seasons/ Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== K ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Kaikan]] || 2013 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kamiha]] || 2007 || Tom Beaumont || [http://www.caiman.us/scripts/fw/f3136.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[KIRISAME BLADE]] || 2014 || Bikkuri Software || [https://freegame-mugen.jp/shooting/game_2967.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[KIRISAME BLADE 2]] || 2015 || Bikkuri Software|| [https://freegame-mugen.jp/shooting/game_3584.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Klorets(クロレッツ)]] || October 14, 2021 || nizakashii|| [https://www.freem.ne.jp/win/game/26832 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kogeki]] || January 25, 2017 || Team Overloaded || [https://overloadedstudios.itch.io/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kyokugen]] || 1997 || M-KAI || [https://www.msx.org/es/downloads/games/shoot-em/kyokugen Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== L ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Life Fortress Volcabamba]] || 2010 || Zakuro Fantasia || [https://userweb.alles.or.jp/gyonin/game.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Legacy Of The Elder Star]] || June 7, 2016 || Kickbomb Entertainment LLC || [https://store.steampowered.com/app/443250/Legacy_of_the_Elder_Star/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Legendary Wings]] || 2013 || Venom Team|| [https://gamejolt.com/games/legendary-wings/16063 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Leiria -Stargazer-]] || 2011 || N-linear || [https://n-linear.org/stargazer/download.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[LuftrauzerZ]] (Commodore 64) || 2017 || RGCD.DEV || [https://rgcddev.itch.io/luftrauserz Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Luna Child's Final Defense Line 3]] || 2015 || Enamel || [http://enamel9x.doorblog.jp/archives/2037475.html Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== M ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Machine Fantasy]] || 2015 || Mr. JX || [https://sites.google.com/site/mrjxrmplan/mfgoh Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magical Singular Day]] || 2011 || Lidera || [https://drive.google.com/u/0/uc?id=1m-1cEZjZFCIsvAW71r5CnGpYvCj5XniA&amp;amp;export=download Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magical Singular Day -Absolution-]] || 2012 || Lidera || [https://drive.google.com/u/0/uc?id=1wcHny9x3mI4JwkETDwDx6NSl1-rNlasZ&amp;amp;export=download Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Makkigan]] || March 31, 2019 || GOTYO || [https://www.syakerake.jp/104 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Malice Eater]] || 2015 || Project Noise || [http://sekka.akizora.net/pnnl001/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[MARISA MATRIX]] || 2010 || Y-NRG SYSTEM || [https://ykkb.hatenadiary.org/entries/0000/00/05 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mayan Codex]] || April 13, 2019 || Dolly || [https://www.freem.ne.jp/win/game/19995 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mecha Ritz]] || February 16, 2015 || HEY || [https://www.freem.ne.jp/win/game/8513 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Marsh]] || 2010 || yunfa -ゆんふぁ- || [https://www.vector.co.jp/soft/winnt/game/se481666.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[MECHANICAL STAR ASTRA]] (Demo A ver) || 2020 || boghog || [https://boghog.itch.io/mechstarastra Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Medicalat]] || 2002-2003 || OSABISI YU-KI || [http://osabisi.sakura.ne.jp/m2/games/medicalat0/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[MiniShooter]] || 2005 || Peposoft || [https://drive.google.com/file/d/1cWn45ei64u0sYJjUkxZfYDc9uzIoL-3M/view Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[MiniShooterRS Delta]] || 2007 || Peposoft || [https://drive.google.com/drive/folders/1DCO9mDjrViBfUgre-PkzIuSuKgCjz8Ix Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[MinuBeat]] || 2007 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/minubeat.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Moon Striker]] || March 11, 2017 || Terarin || [https://terarin.itch.io/moonstriker Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Murasaki]] || October 16, 2014 || Katatema || [https://www.vector.co.jp/soft/dl/winnt/game/se508149.html Download]&lt;br /&gt;
[https://store.steampowered.com/app/392030/Murasaki/ Steam (Paid, English Translation Included)]&lt;br /&gt;
|-&lt;br /&gt;
| [[Murasaki Tsurugi]] || March 18, 2018 || Katatema|| [https://www.vector.co.jp/soft/dl/winnt/game/se517602.html Download]&lt;br /&gt;
[https://store.steampowered.com/app/865060/Murasaki_Tsurugi/ Steam (Paid, English Translation Included)]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mutants From The Deep]] || 2021 || Locomalito || [https://locomalito.com/mutants_from_the_deep.php Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[My Little Pegasus - Kizuna DoPonyPachi ]] || 2012 || Giest118 || [https://www.mediafire.com/file/flo63t2fey5uwng/My_Little_Pegasus_-_Kizuna_DoPonyPachi.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== N ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Nightmare Trip]] || October 26, 2018 || Outside || [https://www.freem.ne.jp/win/game/18753 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Noiz2sa]] || November 3, 2002 || Kenta Cho (ABA.&amp;quot;Saba&amp;quot;) || [http://www.asahi-net.or.jp/~cs8k-cyu/windows/noiz2sa_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Nomltest FS]] || April, 2005 || keim || [https://www.vector.co.jp/download/file/win95/game/fh362111.html Download]&lt;br /&gt;
[http://web.archive.org/web/20070206092908/http://www.yomogi.sakura.ne.jp/~si/SolidImage/download/nomltest_readme_e.txt English Manual]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== O ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[OSP RAID]] || November 27, 2016 || ZAP || [http://www.kit.hi-ho.ne.jp/zapzap/works_eng.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Odd Mobs -小怪奇-]] || 2010 || Gustav || [https://www.mediafire.com/file/ydi1ulip45oflh6/Odd_Mobs.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[one-two + Cagar Label]] || 2013 || Naoh!, Cagar || [https://drive.google.com/file/d/1HNZEafMR1O02rOTBGNmrQ4yzb_O9nF0y/view?usp=sharing Download]&lt;br /&gt;
[https://drive.google.com/file/d/14la0Fa-x1tL79FvwgkFRzLfGqocQoJIk/view?usp=sharing Cagar Label Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Odd Mobs Rainbow Label eXtra]] || 2010-2011 || Gustav || [https://www.mediafire.com/file/1ualnaw6ro080n6/Odd_Mobs_Rainbow_Label_-_eXtra.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Odd Mobs Zero Arrange]] || 2011-2012 || Gustav || [https://www.mediafire.com/file/hob1yo2q83pzngg/Odd_Mobs_Zero_-_Arrange.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Osorubeshi! Xaklogian]] || 2015 || Zakuro Fantasia || [https://userweb.alles.or.jp/gyonin/game.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Omega Blast]] || 2018 || Nendo || [https://nendo16.jimdofree.com/omega-blast/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Overgod]] || May 30, 2007 || Linley Henzell || [https://www.allegro.cc/depot/Overgod Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[赤鯱 -Origin's Saga-]] || May 21, 2020 || Rolie || [https://www.vector.co.jp/soft/winnt/game/se521755.html Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== P ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Pleasure Hearts]] || 1999 || M-KAI || [https://www.msx.org/es/downloads/games/shoot-em/pleasure-hearts Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Paro Paro]] || 2020 || Ooe || [http://ooeshinichiro.work/archives/24253212.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[PARSEC47]] || November 29, 2003 || Kenta Cho (ABA.&amp;quot;Saba&amp;quot;) || [http://www.asahi-net.or.jp/~cs8k-cyu/windows/p47_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Patchouli (Touhou Suguri)]] || 2009 || KvLW ||  [http://www.mediafire.com/file/cu9cx33bcl6yrpu/patchouli_ver1.3.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Patriot Dark]] || 2007-2008 || Temperance Lance || [https://shmups.system11.org/viewtopic.php?t=25128 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Phantasmagoria Trues]] || 2013 || Len || [https://drive.google.com/u/0/uc?id=1ZGC0h_W-p0nIH8S2KEn_Pef41d-lygwG&amp;amp;export=download Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pink Rose Garden Touhou]] || 2012 || Giest118 || [https://www.mediafire.com/file/e0yp5faxo0zl1zi/Pink_Rose_Garden_Touhou.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Precious Star]] || December 29, 2015 || Orchard || [https://www.freem.ne.jp/win/game/10854 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Project S.H.M.O.O.P]] || October 13, 2016 || Sinoc || [https://sinoc.itch.io/shmoop Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Protoganda: Strings]] || October 25, 2007 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/proto.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Protoganda 2]] || January 30, 2008 || &amp;quot;Cactus&amp;quot; Jonatan Söderström || [http://cactusquid.rf.gd/games/prg2.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Psyche Metal THE BLEEDING]] (R-18G) || 2004 || oda || [https://download.cnet.com/Psyche-Metal-The-Bleeding/3000-2099_4-75453430.html Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== R ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Radio Zonde]] || 2002 || Tonnor (aka Ruminant’s Whimper, aka Ranyon and others) || [https://www.vector.co.jp/download/file/win95/game/fh313786.html Download] &lt;br /&gt;
[https://archive.org/download/zonde_141/zonde141fix.zip Stage 1 Graphics Fix]&lt;br /&gt;
|-&lt;br /&gt;
| [[Reactivate Majestical Imperial]] || October 2, 2014 || Trick Nostalgie || [https://www.freem.ne.jp/win/game/15996 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redneg]] || December 31, 2016 || Outside || [https://www.freem.ne.jp/win/game/13716 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redneg 3Stars]] || April 14, 2018 || Outside || [https://www.freem.ne.jp/win/game/17441 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redneg Allstars]] || April 26, 2019 || Outside || [https://www.freem.ne.jp/win/game/20058 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Redneg W]] || December 31, 2016 || Outside || [https://www.freem.ne.jp/win/game/13720 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[REDPULSE]] || September 09, 2017 || Boghog || [https://boghog.itch.io/redpulse Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Reflection]] || February 06, 1999 || Ysuer || [https://www.vector.co.jp/soft/win95/game/se072546.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[REVOLGEAR II -SECOND BRIGHTNESS-]] || 2013 || Bikkuri Software || [https://freegame-mugen.jp/shooting/game_2966.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[REVOLGEAR II Ver. D Rev+EX]] || 2014 || Bikkuri Software, XYRS || [https://freegame-mugen.jp/shooting/game_2968.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[R.G.B]] || 2005 || STG || [https://www.freem.ne.jp/win/game/518 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ring^-27 (Demo)]] || 2011 || Temperance Lance || [https://www.dlsite.com/eng/work/=/product_id/RE082335.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Riverbed Soul Saver]] || June 27, 2014|| ido, Len || [https://www.freem.ne.jp/win/game/19555 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[R.O.Z -RESTRAINT OF ZERO-]] || June 29, 2004|| Arue || [https://www.vector.co.jp/soft/win95/game/se330805.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[rRootage]] || March 16, 2003 || Kenta Cho (ABA.&amp;quot;Saba&amp;quot;) || [http://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ryosan-gata Saisho Heiki Dotechin (量産型最終兵器ドテチン)]] || 2007 || JMG || [https://www.vector.co.jp/soft/win95/game/se429156.html Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== S ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Salamander NG]] || 2014 || Oblio Design || [http://www.obliodesign.altervista.org/gate/index.php/2012-12-18-12-20-14 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sapphire Panlogism]] || June 1, 2021 || Team Urban Magic || [https://www.bulletforge.org/u/badz/p/dong-fang-chao-sheng-shu-sapphire-panlogism Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sengoku Youkai Daikassen]] || 2011 || 吉田 || [https://freegame-mugen.jp/shooting/game_1357.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Servants Of Harvest Wish]] || May 16, 2020 || Dream Compass || [https://www.freem.ne.jp/win/game/22891 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shift Roar Demo]] || April 18, 2020 || Team Overloaded || [https://overloadedstudios.itch.io/shift-roar-demo Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shot03 - Gatling Venture]] || 2011|| SUZUKI PLAN || [https://hp.vector.co.jp/authors/VA040196/shot03/shot03.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shining Shooting Star]] || 2016 || 雨夜枫雪制作组 || [https://www.shrinemaiden.org/forum/index.php?topic=18716.0 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sideline]] || 1996 || EMAG || [http://sideline.ghegs.com/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Solid State Survivor]] || July 11, 2012 || kt.software || [http://ktstg.blog.shinobi.jp/Entry/904/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Some Unnamed Gradius Fangame]] || 2013 (Unfinished) || Evil_Nazgul0616 || &lt;br /&gt;
[https://www.mediafire.com/file/celt4vmqqz1k1ry/Some_Unnamed_Gradius_Fangame_%2528Evil_Nazgul0616%2529.exe/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sonic Ironstorm: Fatal Attack]] || 2007 || Astro Port || [https://www.vector.co.jp/soft/winnt/game/se439075.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sonic Sisters]] || April 13, 2006 || ZAP || [http://www.kit.hi-ho.ne.jp/zapzap/works_eng.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[SPITFIRE Paradise]] || November 22, 2021 || CROW'S NEST || [https://crows-nest.itch.io/spitfire-paradise Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spolous]] || January 10, 2021 || Suppon || [https://suppon.itch.io/spolous Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stargunner]] || November 19, 1996 || Apogee || [https://www.gog.com/game/stargunner Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starhall Redthel]] || September 11, 2013 || PteriForever || [https://web.archive.org/web/20141213174453/http://www.forgottenplanet.com/caillan/StarhallRedthel.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starhall 2 - Arcrain]] || November 11, 2014 || PteriForever || [https://web.archive.org/web/20141213174421/http://www.forgottenplanet.com/caillan/Starhall2.zip Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Shooter Revival]] || 2021 || Stella Mahou || [http://dokidokivisual.com//magic_of_stella/ss_sn_revival.php Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Star Wrecker]] || November 11, 2017 || Mr Frog || [https://mr-frog.itch.io/star-wrecker Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Storm Assault]] || Cancelled || STORM PROJECT || [http://web.archive.org/web/20120502191611/http://www7a.biglobe.ne.jp/~bp-827z/asd/products/s_assault/dl.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Storm Caliber]] || September 5, 1999 || SRX || [https://www.vector.co.jp/soft/win95/game/se099618.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Storm Gear]] || January 1, 2011 || STORM PROJECT || [https://www.freem.ne.jp/win/game/5830 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Striker Wing]] || November 18, 2017 || Team Overloaded || [https://overloadedstudios.itch.io/striker-wing Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Strike Witches STG]] || 2009 || Morihama || [https://www.mediafire.com/file/7qss0yk72z0cr3j/Strike_Witches_STG.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Suwako no Danmaku Pyonpyon Daisansaku (Suwapyon)]] || 2010 || UTG Software || [https://u.pcloud.link/publink/show?code=XZovHOkZWFbqjCCNdEyPayfSVi8rTBhB0TPV Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Suwako-chan Cubic (Suwapyon 2)]] || 2012 || UTG Software || [https://u.pcloud.link/publink/show?code=XZXuzOkZonTdwleUiAHwRq1oTS62l0zn1VlX Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[sweetsdigger (sega mega drive/genesis)]] || 2021 || tboddy || [https://tboddy.itch.io/sweetsdigger Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== T ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Tadpole Tales]] || March 12, 2021 || Pinnical Studio || [https://zizhen96.itch.io/tadpole-tales Download] &lt;br /&gt;
[https://store.steampowered.com/app/1428900/Tadpole_Tales/ Steam] &lt;br /&gt;
|- &lt;br /&gt;
| [[Tails Gear]] || 2007 || Blue and White || [http://www.sk8tokyo.com/shmup/ Download]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tank Domination]] || 2006 || Astro Port || [http://www.caiman.us/scripts/fw/f2699.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[TECHNO SYLPH -vsys gaiden-]] || 2002 || KBZ || [https://www.vector.co.jp/soft/win95/game/se234546.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Terra Feminarum]] || February 28 2018 || Polar Night Games || [https://store.steampowered.com/app/796380/Terra_Feminarum/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Flying Pancake Octopus in Black Hole ]] || July 26, 2019 || Vagues || [https://www.freem.ne.jp/win/game/20679 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Under Stellar 2 ]] || 2000 || STUDiO B-ROOM || [http://www.mediafire.com/file/12z9538wo6oqq6d/The_Under_Stellar_2.7z/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thunder Faith]] || 2011 || YuYuSanSan || [http://yuyusansan.wpblog.jp/game/thunder/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tiny XEVIVOS]] || 2013 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[TM Shooter cure black label]] || 2015 || daishihmr || [http://github.dev7.jp/tmshooter-cbl/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Titanion]] || November 23, 2006 || Kenta Cho (ABA.&amp;quot;Saba&amp;quot;) || [http://www.asahi-net.or.jp/~cs8k-cyu/windows/ttn_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[TranscendPang]] ||January 8 2012 || MetaFormingPro || [http://cerebralmuddystream.nekokan.dyndns.info/TranscendPang/index.html Download]&lt;br /&gt;
|- &lt;br /&gt;
| [[Transdimensional Hellspider]] || April 20, 2010 || Linley Henzell || [https://www.allegro.cc/depot/TransdimensionalHellspider Download]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tri Focuser ~ Outside The Traditional World]] || June 23, 2017 || ido, raichu, Shijimi Nono || [https://www.freem.ne.jp/win/game/20064 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trisker -トライスカ-]] || November 19, 2016 || Efesu -えふえす-|| [https://www.freem.ne.jp/win/game/13353 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[ToDonPachi Red Label]] || January 4, 2016 || Shooting Star || [https://ornro.tistory.com/2 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[TOHO_FEVERON]] || 2010 || Ria || [https://mega.nz/file/dBgjHLaT#vNG2m0TZDUOfKGCa7iOVQ-kgn1uM6F1eZtPyMrGaiQs Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tori-Tatsu I -Death Label-]] || 2010 || Sorafune Atelier || [https://www.mediafire.com/file/cruzwz5u3fr4igm/Tori+Tatsu+Death+Label+W10Patched.rar Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Torus Trooper]] || November 11, 2004 || Kenta Cho (ABA.&amp;quot;Saba&amp;quot;) || [http://www.asahi-net.or.jp/~cs8k-cyu/windows/tt_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Touhou Fantasia / 东方梦想曲]] || July 20, 2019 || SlimeSmile || [https://store.steampowered.com/app/1010890/Touhou_Fantasia/ Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trigonometry Wars 3 Redux + Cagar Label]] || March 12, 2013 || Giest118, Cagar || [https://www.mediafire.com/file/gcas0klf682qlzt/Trigonometry_Wars_3_Redux_%252B_Cagar_Label.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Trigonometry Wars 4 ]] || 2012 || Giest118 || [https://www.mediafire.com/file/wxln2c7mivesplv/Trigonometry_Wars_4.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[TUMIKI Fighters]] || April 3, 2004 || Kenta Cho (ABA.&amp;quot;Saba&amp;quot;) || [http://www.asahi-net.or.jp/~cs8k-cyu/windows/tf_e.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Twin Tiger Shark]] || July 23, 2014 || Mikael Tillander || [https://mix256.itch.io/twin-tiger-shark Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tyrian|Tyrian 2000]] || November 30, 1999 || Eclipse Productions, Epic Megagames || [https://www.gog.com/game/tyrian_2000 Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== U ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Urban Uprising - Dark New World]] || 2005 || Astro Port || [http://www.caiman.us/scripts/fw/f3315.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Unofficial Salamander 3]] || December 25, 2008 ||  Ace9921 || &lt;br /&gt;
[https://www.mediafire.com/file/la353mx9tixc4k4/Unofficial_Salamander_3_Full_Version_2.0.zip/file Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== V ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Vacant Ark]] (Requires DXWnd to launch) || 2005 || Buster || [http://www.caiman.us/scripts/fw/f3299.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vastynex]] || 2018 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Verminest]] || 2012 || Locomalito || [https://locomalito.com/verminest.php Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== W ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Warmachine Overload]] || 2005 || Astro Port || [http://www.caiman.us/scripts/fw/f3316.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warning Forever]] || 2004 || Hikware || [http://www.hikware.com/Prod/index.html#wf Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[White Butterfly]] || February 9, 2009 || Linley Henzell || [https://www.allegro.cc/depot/WhiteButterfly Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Winglancer]] || November 3, 2011 || ZAP || [http://www.kit.hi-ho.ne.jp/zapzap/works_eng.htm Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== X ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[XED]] || September 12, 2007 || BomB || [https://www.vector.co.jp/soft/win95/game/se442136.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Xeno Fighters R]] || 1998-2021+ || Team XF || [https://xenofighters.fandom.com/wiki/Xeno_Fighters_R_Wiki Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[XOP Ultra]] || 2002-2011 || Christopher Emirzian || [http://sk8tokyo.com/udder/prog/xop/index.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[XOP Black Ultra]] || 2008-2011 || Christopher Emirzian || [http://sk8tokyo.com/udder/prog/xopblack/index.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[XCUTE(me) Demo]] || 2021 || K Murata || [https://retro2029.itch.io/xcuteme Download]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Z ==&lt;br /&gt;
&lt;br /&gt;
{| {{f2p.table.start}}&lt;br /&gt;
| [[Zakesta]] || August 28, 2021 || Zakichi || [http://zakichi.ojaru.jp/menutml.html Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Zen-Ichi]] || 2005 || Equinox || [https://archive.org/details/ZenIchi Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Zenodyne]] || March 25, 2014 || Jack Darx (Team Grybanser Fox) || [https://gamejolt.com/games/zenodyne/24328 Download]&lt;br /&gt;
|-&lt;br /&gt;
| [[Zero Guard Demo]] || November 4, 2020 || Team Overloaded || [https://overloadedstudios.itch.io/zero-guard Download]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[https://www.freem.ne.jp/win/category/2 Freem! STG tag of 700+ free shmups]&lt;br /&gt;
&lt;br /&gt;
[https://freegame-mugen.jp/shooting/ Freegame Mugen STG tag of 260+ free shmups]&lt;br /&gt;
&lt;br /&gt;
[https://www.bulletforge.org/ BulletForge database for Touhou Danmakufu scripts]&lt;br /&gt;
&lt;br /&gt;
[https://www.magcloud.com/browse/issue/1832483 Shmup_lyf: Doujin Discoveries - Free Digital Zine with images and descriptions of a range of titles]&lt;br /&gt;
&lt;br /&gt;
[https://itch.io/games/free/tag-shoot-em-up Itch.io Shoot 'Em Up tag of 5,450+ free collection of shooting games, shmups included]&lt;/div&gt;</summary>
		<author><name>Rollingcrow</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Darius_Gaiden&amp;diff=10642</id>
		<title>Darius Gaiden</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Darius_Gaiden&amp;diff=10642"/>
		<updated>2021-06-20T20:59:17Z</updated>

		<summary type="html">&lt;p&gt;Rollingcrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Darius_Gaiden_Arcade_Flyer.jpg|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #238DEC&lt;br /&gt;
|innerbordercolor = #238DEC&lt;br /&gt;
|title = Darius Gaiden&lt;br /&gt;
|background = #8FE2FF&lt;br /&gt;
|image = Darius-gaiden-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 = [[TAITO]]&lt;br /&gt;
|music =  Hisayoshi Ogura, Katsuhisa Ishikawa&lt;br /&gt;
|program = Akira Kurabayashi, Naoto Omura, Hidetaka Harada&lt;br /&gt;
|art = Hisakazu Kato, Masami Kikuchi, Kentaro Matsumura, I.G Tatsunoko&lt;br /&gt;
|design = Hisakazu Kato, Akira Kurabayashi, Masami Kikuchi, Hidetaka Harada, Naoto Omura, Rintaroh Doi, Katsumi Kaneoka, Hisayoshi Ogura, Katsuhisa Ishikawa&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': September 1994 &amp;lt;br&amp;gt; '''NA''': November 1994&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Darius Gaiden==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Darius Gaiden''' is a horizontal-scrolling shoot-em-up released by [Taito] in 1994, and is the third arcade title in the [Darius] series. It is the first game in the series to use a single-screen display, and has a heavy focus on the use of psychadelic effects, bizzare atmosphere and an unusual soundtrack from TAITO's music team Zuntata to produce a dreamlike experience. The Stage 1 Track VISSIONERZ, composed by Hisayoshi Ogura, formed the basis for all of the music and the presentation of the game, with the opening lyrics telling the player to &amp;quot;Close your eyes...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As is typical for the Darius series, Gaiden features Fish-based theming and bosses, Branching Pathways - with a total of 28 stages - and multiple endings.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden has been ported to the Saturn, Playstation, and to the PS4 and Switch as part of the Darius Cozmic Collection.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden chronologically takes place between the first two Darius games, which is where the name draws from - Gaiden is often used in Japanese titles, loosely translated as &amp;quot;Another story&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden was followed up by '''G-Darius''' in 1997.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''Darius Gaiden''' is a 2-button Horizontal shmup, which is fairly classical in style - with typically lower numbers of bullets on screen and a larger hitbox than '''Bullet Hell''' styled games. There is only one player ship, the '''Silver Hawk'''. The gameplay is largely focused around power-ups, with power ups for your main shot, the bombs shot from your ship, and a shield which can take 3 hits, upgrading to 4 and then 5 as more are picked up. Upon death, your shot power decreases one full stage whilst shield and bomb stage remains constant - except after new credits.&lt;br /&gt;
&lt;br /&gt;
There are also Score Item Pickups, Screen-clearing item pickups, and Pickups containing extra lives. Enemies that drop all types of pickups, and those revealed when shot in secret parts of the stage, are '''Fixed''', though their quantities do vary depending on the route you take throughout the game.&lt;br /&gt;
&lt;br /&gt;
The '''Black-Hole Bomb''' is a new addition to the series, and serves a very similar purpose to the traditional bombs found in most shmups - destroying weak enemies immedietly, providing invulnerability for a few seconds (except from stage hazards such as walls), and clearing the screen of enemy projectiles. However, the black hole bomb also sucks up and destroys floating pickup items and prevents pickup enemies dropping them. Bombs are lost upon death.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Fires the main shot and standard diagonal bombs. When held, fires at about a 5hz, but can be tapped quickly for more rapid shots&lt;br /&gt;
* '''B:''' Fires the '''Black-Hole Bomb'''&lt;br /&gt;
&lt;br /&gt;
Note: most arcade cabinets and ports of the game include an additional 30hz turbo fire button for the main shot in addition to the above two buttons.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:S1-1.jpg|thumb|How a player starts the game.]]&lt;br /&gt;
[[File:S max.jpg|thumb|A player maxed out on all weapons and shield.]]&lt;br /&gt;
Darius Gaiden has two main weapons, SHOT and BOMB. These can be upgraded individually by picking up the appropriate powerups. Understanding the differences between the different levels of shots is key to understanding the game and routing accordingly. Shots shoot forward from your ship, and Bombs fire forward and downward from your ship.&lt;br /&gt;
&lt;br /&gt;
It takes 3 power-ups to move your SHOT or BOMB level up however SHOT levels have sub-levels for each powerup collected. The SHOT levels are:&lt;br /&gt;
&lt;br /&gt;
*'''Missile''' is your beginning shot. It has two sub-levels, and Missile sub level 3 is the highest DPS weapon in the entire game. The only downside is that it does not pass through enemies or obstacles.&lt;br /&gt;
*'''Laser''' is a very weak shot, but it can pierce through enemies, including enemy armor that may attempt to block Missile shots (like Golden Ogre's scales in Zone A)&lt;br /&gt;
*'''Wave''' is also very weak, but these shots pass through enemies ''and'' obstacles in the environment. Sub-level 2 also reintroduces two missile shots- above and below the wave shot. This makes sub level 2 the most powerful of the three sub levels. These missile shots still do not pass through enemies or obstacles.&lt;br /&gt;
*'''Wave Lv. 2''' Is wider than LV. 1, with a higher DPS and better ROF. Sub-level 2 also includes two missile shots and thus, like in Lv. 1, sub-level 2 is more powerful than sub-level 3. &lt;br /&gt;
*'''Wave Lv. 3''' Is more powerful than Lv. 2, and introduces two smaller ships above and below yours that fire homing waves at enemies. Just like the previous two levels, sub-level 2 includes missile shots, making this the second-highest DPS weapon in the entire game, after Missile sub-level 3.&lt;br /&gt;
&lt;br /&gt;
In Darius Gaiden Extra, there are two ''more'' sub levels beyond Wave Lv. 3 sub-level 2. &lt;br /&gt;
&lt;br /&gt;
Each bomb level increases damage in addition to the following attributes. The BOMB levels are:&lt;br /&gt;
*'''Napalm Bomb Lv. 1'''&lt;br /&gt;
*'''Napalm Bomb Lv. 2''' &lt;br /&gt;
*'''Napalm Bomb Lv. 3''' &lt;br /&gt;
*'''Twin Napalm Lv. 1''' fires another bomb upwards from the ''front'' of the ship.&lt;br /&gt;
*'''Twin Napalm Lv. 2'''&lt;br /&gt;
*'''Twin Napalm Lv. 3'''&lt;br /&gt;
*'''Multi-Napalm Lv. 1''' fires two more bombs upwards and downwards from the ''back'' of the ship.&lt;br /&gt;
*'''Multi-Napalm LV. 2'''&lt;br /&gt;
*'''Multi-Napalm Lv. 3'''&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 1''' Adds a homing element to all bombs fired.&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 2'''&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 3'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Red.jpg|Shot level upgrade&lt;br /&gt;
Blue.jpg|Shield upgrade&lt;br /&gt;
Green.jpg|Bomb upgrade&lt;br /&gt;
Silver.jpg|Score Bonus&lt;br /&gt;
Gold.jpg|Fullscreen Damage&lt;br /&gt;
Purple.jpg|Bomb Stock&lt;br /&gt;
Darius_Gaiden_1up.jpg|1Up&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players will encounter several item pickups throughout the course of the game. Once they appear, the move towards the left side of the screen while rotating in a circle. They are shaped like Silver Hawk emblems and their colour indicates their function, except for the 1up icon which is a miniature Silver Hawk inside a bubble.&lt;br /&gt;
*'''Red''' &lt;br /&gt;
Red power ups increase shot level, explained in detail in the weapons section above.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying red tinted enemies and asteroids and some boss parts.&lt;br /&gt;
&lt;br /&gt;
*'''Blue'''&lt;br /&gt;
Blue power ups increase ARM (shield) level and restore shield strength.&lt;br /&gt;
&lt;br /&gt;
At shield level 1, a shield pickup gives you a shield that can take 3 hits before being destroyed. However, it can only 'repair' a shield by one hit point. So if you have a shield with 1/3 hits left, a shield powerup will only restore it to 2/3 hits. If you destroy the shield completely, a new shield item will give you 3 new hit points.&lt;br /&gt;
&lt;br /&gt;
Once you reach shield level 2, your shield changes colour to silver and increases to 4 hit capacity, and at level 3 it changes to gold and has 5 hit capacity.&lt;br /&gt;
&lt;br /&gt;
Damaged level 2 ashields are repaired at 2 units per pickup instead of 1. Damaged level 3 shields are repaired at 3 units per pickup instead of 2.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying blue tinted enemies and asteroids and some boss parts.&lt;br /&gt;
&lt;br /&gt;
*'''Green'''&lt;br /&gt;
Green powerups increase your bomb level by one unit. Once increased enough, your missile powers up and gains new attributes. Check above section for details.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying green tinted enemies and asteroids.&lt;br /&gt;
&lt;br /&gt;
*'''Silver'''&lt;br /&gt;
Silver power ups give a random score bonus between 50-52100 pts. It should be noted that some guides falsely claim you can consistently gain specific score bonuses by collecting the powerup at specific angles. This is not true.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
*'''Gold'''&lt;br /&gt;
Gold powerups deal damage to all enemies on screen. Usually enough to kill all enemies, but several are strong enough to withstand the damage in later stages.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
*'''Purple'''&lt;br /&gt;
Purple power ups increase bomb stock by 1, to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying purple tinted enemies and asteroids.&lt;br /&gt;
&lt;br /&gt;
*'''1up'''&lt;br /&gt;
Adds a life to the player's stock.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
===== Auto Fire/Turbo Fire =====&lt;br /&gt;
The game has a native autofire rate that its stages and bosses are designed around, but many players choose to use 30Hz turbofire which can speed-kill bosses and cause captured captains to behave improperly. It is included on most Gaiden cabinets, most notably at Taito's own game centers as well as in Darius Gaiden Extra Version - a special hack of the game featuring a marathon mode combining all zones into a single playthrough.  Despite its ubiquity, it is perfectly possible to play the game without turbofire.  This being said, auto-fire on its own needs to be managed. Many shot types have differing amounts of bullets allowed to persist on-screen, meaning without point blanking you will get &amp;quot;clumps&amp;quot; of shots that do a poor job covering enemies during the stages. Rapid-fire also raises rank at a higher rate than regular shots- a small consideration as well (see: rank section below). Due to this, it is wise to have a button for regular and turbo fire and the switch between them as the situation permits (this is the standard for arcade cabinets).&lt;br /&gt;
&lt;br /&gt;
[[File:Dgaidenrank.jpg|thumb|King Fossil's bullet patterns change size, shape and speed when your rank increases]]&lt;br /&gt;
===== Rank System =====&lt;br /&gt;
Darius Gaiden uses a rank system for difficulty. Rank ranges from 8-256, and the higher the rank, the more difficult the game becomes. &lt;br /&gt;
&lt;br /&gt;
Rank can affect the following:&lt;br /&gt;
*bullet speed&lt;br /&gt;
*The amount of bullets an enemy fires&lt;br /&gt;
*The size of the bullets fired&lt;br /&gt;
&lt;br /&gt;
Rank is affected by the following actions&lt;br /&gt;
*Passage of time&lt;br /&gt;
*Firing shots&lt;br /&gt;
*collecting power ups&lt;br /&gt;
*destroying entire enemy formations&lt;br /&gt;
*breaking boss parts&lt;br /&gt;
&lt;br /&gt;
Breaking boss parts tends to cause the sharpest rank increase, and since rank increases with each shot fired, 30hz turbofire can increase rank significantly faster than standard autofire.&lt;br /&gt;
&lt;br /&gt;
Upon death, rank is temporarily halved before quickly climbing up to where it was before death.&lt;br /&gt;
&lt;br /&gt;
===== Scoring =====&lt;br /&gt;
At the end of a game, you are given bonuses for each of the following:&lt;br /&gt;
*Remaining lives - 1,000,000 points per life left&lt;br /&gt;
*Remaining bombs - 300,000 points per bomb left&lt;br /&gt;
*Successful Captain Capture - 200,000 points per capture&lt;br /&gt;
&lt;br /&gt;
This means that in most runs your bonus score will vastly outweigh your regular score, so captain capturing, no-missing, and no-bombing are requirements to attempt high score play (route dependent).&lt;br /&gt;
&lt;br /&gt;
Boss parts can be broken for 30,000 bonus points, except for Risk Storage. If you destroy Risk Storage's tail you are granted an extra 900,000 points. &lt;br /&gt;
&lt;br /&gt;
Score items give you a random score bonus up to 51,200 points. It is completely random and there is no way to guarantee a certain amount of points.&lt;br /&gt;
&lt;br /&gt;
===== Boss Strategies =====&lt;br /&gt;
One of the main elements that separates score runs from survival runs is boss milking. Almost every boss has destructible body parts or spawns destructible enemies that can be milked for score. Each Boss also has a timer that, when it runs out, summons the &amp;quot;Yazuka Takami&amp;quot;. However, these cubes aren't worth any points at all and therefore can't be milked for additional score.&lt;br /&gt;
&lt;br /&gt;
Stage V is the easiest final stage, and most survival-routes end there, as its final boss, '''RISK STORAGE''' being easily the least tanky and difficult of the final bosses. Stage Z', meanwhile, is the hardest final stage, with '''GREAT THING''' effectively serving as the [True Last Boss] of the game. Stage V' is also very difficult with '''STORM CAUSER''' serving as the second hardest boss.&lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
===== General Tips =====&lt;br /&gt;
*Understand the weapons system and plan your weapon pickups around the bosses you have to kill. This is useful for both survival and score. For example, many players avoid the final shot powerup since it has a lower DPS than the penultimate shot level. &lt;br /&gt;
*locate secret score items, bomb stock, screen clear items, and lives in your route. Every route has two 1UPs that must be shot, revealed, and collected. There are also hidden score items and screen clear items that are useful.&lt;br /&gt;
*This game has obstacles- use them to block enemy shots and use the wave weapon to shoot through them. &lt;br /&gt;
*Several Captains can use special attacks through fighting game inputs. If you are playing Cozmic Collection they are displayed on the gadget when you capture them.&lt;br /&gt;
*ACEHLQV and ABDGLQV are popular routes, with the former being slightly more difficult than the latter, and having higher score potential.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Taking place after the original Darius, Gaiden focuses on the refugees of the Planet Darius after the climactic battle of the original game, who having left for the planet '''Vadis''', now attempt to return to their home planet. Upon doing so, they are ambushed by a '''Belsar''' fleet, which destroys most of the Silver Hawks, leaving only two remaining Silver Hawks, piloted by '''Keith Arden (1P Side)''' and '''Anna Steiner (2P Side)''', where the game begins...&lt;br /&gt;
&lt;br /&gt;
Gaiden features 7 Endings, most of which focus on the dreamlike nature of the game itself. The endings to Zone Z' and V' can probably be seen as the game's good endings, whilst the rest are more ambiguous.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Z'''': Upon defeating '''GREAT THING''', Keith and Anna witness the battlefield and desolation they've thought through give way to a forest scene, and they are unsure if what they have just fought through is real or a dream.&lt;br /&gt;
&lt;br /&gt;
*'''Zone V''': Going deep underwater to defeat '''RISK STORAGE''', the Silver Hawks are destroyed by water pressure, fall to the bottom of the sea, and are covered by the Marine snow.&lt;br /&gt;
&lt;br /&gt;
*'''Zone W''': Reveals that Darius Gaiden is just a game Keith and Anna were playing in the arcade, with Keith cheering in triumph. Essentially a joke ending.&lt;br /&gt;
&lt;br /&gt;
*'''Zone X''': Destroying the Belsar citidel, Keith and Anna ruminate that the battle isnt over yet, as shadows lurk in the clouds.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Y''': Upon defeating '''ODIOUS TRIDENT''', Keith and Anna land in a forest similar to that shown in the ending to Zone Z', and are welcomed by the native species, being lauded for destroying the enemies that were destroying the forests of Darius.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Z''': Defeating '''CURIOUS CHANDELIER''' and the rest of the Belsar fleet, Anna and Keith leave Darius, only to find that the fighting had caused so much damage that Darius explodes. Keith and Anna are at a loss what to do.&lt;br /&gt;
&lt;br /&gt;
*'''Zone V'''': Defeating '''STORM CAUSER''' clears the huge storm around the stage and reveals the lost fleet of refugee ships from the opening of the game, which settle on Darius once again. Peace is restored. Definetly the &amp;quot;best&amp;quot; ending, and seeing as the Zone's inclusion as the final stage in the EXTRA version, is the closest to a &amp;quot;true ending.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* '''Darius Gaiden Extra Version''', an official hack, rearranges the stage order of the original game and provides a 30Hz autofire by default for pressing A. As a special extra, starting the game as 2P side starts a version of the game where all 28 stages are played in alphabetical order, ending with stage V' and the boss '''STORM CAUSER''', and also utilising its ending.&lt;br /&gt;
&lt;br /&gt;
== Ports ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dariusgsaturn.jpg|The US Saturn cover&lt;br /&gt;
Dariusgpc.jpg|Windows 95 ver of Darius Gaiden&lt;br /&gt;
Dariusccswitchjpn.png|The original Japanese release of Cozmic Collection on Switch&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Darius Gaiden was released on the SEGA Saturn, PS1, PS2, PC (Windows 95), Xbox, Nintendo Switch and PS4. &lt;br /&gt;
&lt;br /&gt;
The original Saturn release runs slower than the arcade game and also has some slowdown. Before Cozmic Collection released, this was the best version of the game available on home consoles and is still one of the better ports of the game- especially if playing on a CRT.&lt;br /&gt;
&lt;br /&gt;
The PS1 port suffers from more slowdown, jerky scrolling, and other graphical issues and features a new FMV intro sequence instead of the arcade original intro. &lt;br /&gt;
&lt;br /&gt;
The Windows 95 version is essentially the Saturn version but it has different sound effects and slight loading hitches before bosses.&lt;br /&gt;
&lt;br /&gt;
The PS2 and Xbox versions are emulated and part of Taito Legends 2- an arcade compilation disc. The PS2 version does not run properly and does not have progressive video. The xbox version has progressive video and does not have the performance issues of the PS2 version.&lt;br /&gt;
&lt;br /&gt;
In 2019, Darius Cozmic Collection was released in Japan for Nintendo Switch and in 2020 for PS4. It includes a new port of Darius Gaiden with credits to the M2 Shottriggers team. This port is 100% arcade faithful and features save states, high score leaderboards, gadgets for rank, score, boss health, ARM level, and more. A training mode was added in a patch that allows stage, rank, weapon and shield selection. This training mode is included as default in the DL and english versions of the game. It comes highly recommended, even if you already own the Saturn version or a PCB. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* According to a Doujin roundtable interview published in Shooting Gameside #1&amp;lt;ref&amp;gt;http://shmuplations.com/doujin/&amp;lt;/ref&amp;gt;, Darius Gaiden is one of ZUN's favorite shmups. Besides, he has been influenced by this game and its focus on memorable boss battles when creating Touhou Project, according to the ''Bohemian Archive in Japanese Red'' interview.&amp;lt;ref&amp;gt;https://en.touhouwiki.net/wiki/Bohemian_Archive_in_Japanese_Red/Interview&amp;lt;/ref&amp;gt;&lt;br /&gt;
* This is one of the last products ever released baring the I.G Tatsunoko name before they renamed themselves Production I.G&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 [[Darius Gaiden/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;
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;
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* 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:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>Rollingcrow</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=9972</id>
		<title>Progear no Arashi</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Progear_no_Arashi&amp;diff=9972"/>
		<updated>2021-05-21T17:51:31Z</updated>

		<summary type="html">&lt;p&gt;Rollingcrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Progear logo.png|300px|center]]&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
| bordercolor = #6dc2ca&lt;br /&gt;
| innerbordercolor = #eeeeac&lt;br /&gt;
| title = {{PAGENAME}}&lt;br /&gt;
| background = #fefafb&lt;br /&gt;
| image = Progear poster.jpg&lt;br /&gt;
| width = 324px;&lt;br /&gt;
| imagescalepx = 180px&lt;br /&gt;
| developer = [[CAVE]]&lt;br /&gt;
| music = Yukinori Kikuchi&lt;br /&gt;
| program = Tsuneki Ikeda&amp;lt;br/&amp;gt;Satoshi Kouyama&amp;lt;br/&amp;gt;Takashi Ishimura&lt;br /&gt;
| art = Junya Inoue&lt;br /&gt;
| releasedate =  January 17, 2001&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''[[Progear no Arashi]]''(プロギアの嵐, &amp;quot;Storm of Progear&amp;quot;, abbreviated: '''Progear''') is a game developed by CAVE and edited by CAPCOM on CP II System in January 2001. It was the first horizontal shoot them up developed by CAVE.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
Progear is a three-button shooter. Button C is disabled by default but can be enabled in the service menu.&lt;br /&gt;
&lt;br /&gt;
There are five stages in the game, with a second loop beginning at the end of stage five if one  of the requirements for the 2nd loop is met. Upon reaching the end of the second loop, the player will fight the True Last Boss. &lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* '''A (Press):''' '''Fighter mode''' Fires the standard shot weapon.&lt;br /&gt;
* '''A (Hold):''' '''Gunner mode''' Fires the ship's &amp;quot;focus&amp;quot; fire, using the gunner options, locking onto the closest enemies until they are destroyed or the A button is realesed&lt;br /&gt;
* '''B:''' Detonates a Bomb if there is at least one bomb in stock&lt;br /&gt;
* '''C''': Auto-fire for the player's standard spread shot.&lt;br /&gt;
&lt;br /&gt;
=== Characters / Ships  ===&lt;br /&gt;
====Fighter/Pilot selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Ship&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Pilot&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Aircraft&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Shot&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Power&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | position&amp;lt;br/&amp;gt;of hitbox&lt;br /&gt;
|-&lt;br /&gt;
! Pointblank !! Far &lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-A GAMBLER ''' || [[File:Ring.jpg|thumb|Ring|x300px]] || [[File:Progear Plane A.gif|frameless]] || Normal || Wide Shot|| Strong|| Weak  || [[File:Progear hitbox gambler.png|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Fighter Type-B MILITANT''' || [[File:Progear Bolt.jpg|thumb|Bolt|x300px]] || [[File:Progear Plane B.gif|frameless]] || Fast || Straight Shot|| Medium || Medium  || [[File:Progear hitbox militant.png|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The hitbox does not change size or position when the player is going up or down (or left or right) unlike some other games (like Dodonpachi).&lt;br /&gt;
&lt;br /&gt;
====Gunner selection====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gunner !! Co-pilot !! Gunner option !! Fire !! Speed in&amp;lt;br/&amp;gt;gunner mode !! Lock speed !! Power&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Alpha''' || [[File:Progear Chain.jpg|thumb|Chain|x300px]] || [[File:Progear Gunner option type alpha.gif|frameless]] || Straight || Slow || Slow|| Strong&lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Beta''' || [[File:Progear Nail.jpg|thumb|Nail|x300px]] || [[File:Progear Gunner option type beta.gif|frameless]] || Wide || Fast || Fast|| Weak &lt;br /&gt;
|-&lt;br /&gt;
| '''Gunner Type-Gamma ''' || [[File:Progear Rivet.jpg|thumb|Rivet|x300px]] || [[File:Progear Gunner option type gamma.gif|frameless]] || Homing || Medium || Medium || Strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gunner formation====&lt;br /&gt;
It is possible to change the formation of your gunner options by using some specific inputs during the gunner selection screen&lt;br /&gt;
* '''Normal''': If noone of the inputs conditions for the 3 formations described below are met, it will be normal. In this formation, the gunner options are attached under the aircraft.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear system form normal alpha.jpg|frameless]] [[File:Progear system formation normal beta.jpg|frameless]] [[File:Progear system formation normal gamma.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Fixed''': By pressing both A and B buttons to select the gunner, the gunner options will be fixed instead of moving around during gunner mode. It's possible to press A and B at the same time, or hold the A button after selcting the pilot then pressing B to select the gunner. Depending of which gunner is selected, the options will be fixed in a different position.&lt;br /&gt;
&lt;br /&gt;
* '''Center up and down''': By pressing 2P start (or 1P start for 2P) while selecting the gunner,the gunner options will be up and down in the center. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Center up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
* '''Forward up and down''': By pressing both A and B buttons, while holding the 2P start (or 1P start for 2P) during the gunner selection, the gunner options will be up and down in front of the aircraft. It's possible to press A and B at the same time, or hold the A button after selcting the pilot then pressing B to select the gunner.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Forward up and down formation.jpg|frameless]]&lt;br /&gt;
&lt;br /&gt;
====Change of clothes====&lt;br /&gt;
&lt;br /&gt;
By pressing 1P during the pilot or the gunner selection screen (or 2P as 2P), the clothes will be changed to 2P clothes (or 1P as 2P).&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Clothes change.jpg|thumb|center|1P Nail in 2P clothes]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power up.jpg|center|frameless]] || '''Power Up'''&amp;lt;br/&amp;gt;Increases your attack power (max power after the 4th item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear power max.jpg|center|frameless]] || '''Max Power Up'''&amp;lt;br/&amp;gt;Instantly grants max power (only appears after losing all lives)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear bomb.jpg|center|frameless]] || '''Bomb'''&amp;lt;br/&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond ring.jpg|center|frameless]] || '''Ring'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in fighter mode (shot)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear diamond stone.jpg|center|frameless]] || '''Stone/Jewel'''&amp;lt;br/&amp;gt;Produced when canceling bullet by killing enemies in gunner mode (option lock)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Progear 1UP mini.jpg|frameless|center]] || '''1-Up'''&amp;lt;br/&amp;gt;Rewards the player with one extra life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bomb===&lt;br /&gt;
The player uses a bomb when he presses the B button. During the bomb effect, the ship is completely invulnerable and a little bit after (90 frames). After firing the bomb, it flies to the right then when it hits an enemy, it moves slowly to the right. The bomb explodes automatically when one of the following conditions is met (the explosion last for 120 frames) :&lt;br /&gt;
it reaches the right side of the screen&lt;br /&gt;
the jewel counter has run out&lt;br /&gt;
&lt;br /&gt;
Bombing will consume the jewel counter during its effect. The player will lose 47 every 2 frames and 7 every time a bullet is erased by the bomb. There is an upper limit to how much of the jewel counter the bomb can consume. See the following table for details.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stage !! Jewels&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 2000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd || 4000&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 4th || 8000&lt;br /&gt;
|-&lt;br /&gt;
| 5th || 10,000&lt;br /&gt;
|-&lt;br /&gt;
| 2nd loop || 10,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The bullets erased by a bomb become rings and are automatically collected. Immediately after firing the bomb, the value of the ring will be reset to the lowest (small amethyst) but the player can improve that value by firing during the bomb. If the player use this property properly, he can recover the jewel consumption due to the bomb.&lt;br /&gt;
&lt;br /&gt;
===Extends and 1UP item===&lt;br /&gt;
&lt;br /&gt;
With the default settings, the player gets his first score extend at 3 million, then one every 4 million after. &lt;br /&gt;
&lt;br /&gt;
There is a hidden 1UP item during stage 4, the player need to destroy the 2 big tanks in order. First the one at the top then the one at the bottom. But he must not destroy the one at the bottom while a bomb is in effect. On the other hand, if he destroys the one at the top with a bomb and finish the one at the bottom during the 90 frames of invulnerability after the bomb effect, the 1UP will appear.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear 1up GIF.gif|thumb|center|Hidden 1UP in stage 4]]&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
If the player hitbox collides with a bullet or an enemy hitbox, the aircraft will explode, but the blast can cause considerable damage to the enemy. It can be useful during stage sections to clear some enemies if there is not any bomb left. The player can for exemple run into an enemy to deal as much damage as possible.&lt;br /&gt;
&lt;br /&gt;
But this does not always work. For example, on its final form, the 5th boss doesn't take any damage from the explosion.&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing the 1st loop, if any of these requirements is met, the player will access the 2nd loop:&lt;br /&gt;
* number of bombs used is 2 or less.&lt;br /&gt;
* sum of bombs used and lives lost is 7 or less.&lt;br /&gt;
&lt;br /&gt;
At the beginning of the 2nd loop, the jewel counter is doubled.&lt;br /&gt;
&lt;br /&gt;
Several changes occur during the 2nd loop compared to the 1st:&lt;br /&gt;
* The player cannot earn score extend anymore.&lt;br /&gt;
* The position and number of enemies is not exactly the same as in the 1rst loop&lt;br /&gt;
* When killed, the enemies will release revenge bullets aimed toward the player (but not completely straight at him)&lt;br /&gt;
* Every time the player dies, if the boss battle has not started, the player will start from the beginning of the current stage.&lt;br /&gt;
* Several bosses will have additional phases and attacks&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
===Jeweling===&lt;br /&gt;
Enemy bullets that are caught in enemies explosion disappear and become scoring items (rings or gems)&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Fighter mode (shot), the bullets will turn into ring items. If he cancels a large number of bullets, the value of the ring item will be high (the maximum is diamond ring). The collected ring with the highest value is displayed in the bottom left corner of the screen (bottom right if the player is using Player 2).&lt;br /&gt;
&lt;br /&gt;
If the player cancels bullets while being in Gunner mode (lock), the bullets will turn into jewel items. The type of jewel the player gets corresponds to the type of the ring displayed in the bottom left corner of the screen (Ex: If the player has diamond rings, he will get diamonds). When the player quits Gunner mode, the ring in the bottom left corner is reset to its initial state.&lt;br /&gt;
&lt;br /&gt;
The rings on the screen are automatically collected when the player shifts to Gunner mode. With the same idea, the jewels on the screen are automatically collected when the player shifts to Fighter mode.&lt;br /&gt;
&lt;br /&gt;
The value of Rings and Jewels is shown in the following table: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Type&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Ring&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Value as&amp;lt;br/&amp;gt;Jewel&lt;br /&gt;
|-&lt;br /&gt;
! Sprite !! Value !! Sprite !! Value&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Amethyst (small) || [[File:Progear amethyst ring small.jpg|frameless|center]] || 10 || [[File:Progear amethyst small.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Amethyst (medium) || [[File:Progear amethyst ring medium.jpg|frameless|center]] || 20 || [[File:Progear amethyst medium.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Amethyst (big) || [[File:Progear amethyst ring big.jpg|frameless|center]] || 30 || [[File:Progear amethyst big.jpg|frameless|center]] || 10&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Ruby (small) || [[File:Progear ruby ring small.jpg|frameless|center]] || 40 || [[File:Progear ruby small.jpg|frameless|center]] || 20&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Ruby (medium) || [[File:Progear ruby ring medium.jpg|frameless|center]] || 50 || [[File:Progear ruby medium.jpg|frameless|center]] || 40&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Ruby (big) || [[File:Progear ruby ring big.jpg|frameless|center]] || 60 || [[File:Progear ruby big.jpg|frameless|center]] || 80&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Emerald (small) || [[File:Progear emerald ring small.jpg|frameless|center]] || 70 || [[File:Progear emerald small.jpg|frameless|center]] || 160&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Emerald (medium) || [[File:Progear emerald ring medium.jpg|frameless|center]] || 80 || [[File:Progear emerald medium.jpg|frameless|center]] || 320&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Emerald (big) || [[File:Progear emerald ring big.jpg|frameless|center]] || 90 || [[File:Progear emerald big.jpg|frameless|center]] || 640&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Diamond || [[File:Progear_diamond_ring.jpg|frameless|center]] || 100 || [[File:Progear_diamond_stone.jpg|frameless|center]] || 1280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Chain reactions===&lt;br /&gt;
When the player destroys an enemy in Gunner mode,bullets on the sprite of the explosion will be cancelled and turn into jewels. However, if some other bullets are close enough from these jewels, the cancel reaction might propagate. The propagation is easier the higher the value of the jewel is. There are several spots in the game where enemies keep shooting at the player and if the players leave them alive, it is possible to start a cancel reaction that will go on as long as the bullets are set up in a specific way allowing this to happen.&lt;br /&gt;
&lt;br /&gt;
[[File:Progear Gif chain reaction.gif|thumb|center|Chain reaction at the end of stage 1]]&lt;br /&gt;
&lt;br /&gt;
===Jewel counter===&lt;br /&gt;
The number displayed in the bottom left corner of the screen (bottom right if the player is using Player 2) is the jewel counter. It increases by collecting rings and jewels. It affects the score and the clear/stage bonuses. Each time the player dies, this counter is reduced by 25%.&lt;br /&gt;
&lt;br /&gt;
Bombing will consume the jewel counter during its effect. The player will lose 47 every 2 frames and 7 every time a bullet is erased by the bomb. There is an upper limit on how much of the jewel counter the bomb can consume (1st stage : 2000, 2nd stage : 4000, 3rd stage : 6000, 4th stage : 8000, 5th stage : 10 000, 2nd loop : 10 000). &lt;br /&gt;
&lt;br /&gt;
===Bomb stacking===&lt;br /&gt;
&lt;br /&gt;
If the player picks up a bomb while he has already a full bomb stock (3 bombs in stock), he activates the « x2 mode ». While the « x2 mode » is active, the points from killing enemies and the stage clear bonus are doubled. There is also an animation of children waving a flag next to the player bomb stock while this bonus is active.&lt;br /&gt;
&lt;br /&gt;
Stacking bombs increases the jewel counter by 10 000 (20 000 if the player is already in « x2 mode »).&lt;br /&gt;
&lt;br /&gt;
Usually, the lower limit of ring/jewel is small amethyst (level 1), but it rises as follows each time the stacking is repeated. Repeated stacking will allow the player to prepare diamond rings with a smaller number of bullets, making it easier to score and safer. This is especially useful during the second loop.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 1st time || Amethyst big (Level 3)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 2nd time || Ruby small (Level 4)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 3rd time || Ruby big (Level 6)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 4th time || Emerald small (Level 7)&lt;br /&gt;
|-&lt;br /&gt;
| Bomb stacking 5th time or more || Emerald big (Level 9)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the player dies or uses a bomb, the lower limit of ring/jewel will return to small amethyst (level 1).&lt;br /&gt;
&lt;br /&gt;
===Shooting/Tick points===&lt;br /&gt;
When the player is in fighter mode, every time a bullet hits an enemy, the player will earn points according to the following formula :&lt;br /&gt;
&lt;br /&gt;
  Shooting point = (Jewel counter / 10000 (rounded down to the nearest whole number)) x 10 &lt;br /&gt;
&lt;br /&gt;
If the player is in « x2 mode », this number is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
The notations such as &amp;quot;+10&amp;quot; and &amp;quot;+ 150 × 2&amp;quot; that sometimes appear on the jewel counter display indicate the shooting point.&lt;br /&gt;
That's why, for scoring optimisation, dealing damage to bosses at pointblank range using Shot is recommanded.&lt;br /&gt;
&lt;br /&gt;
===Stage clear bonus===&lt;br /&gt;
When the player clears a stage, he receives a score bonus equal to the jewel counter multiplied by 10. If the « x2 mode » is active (see Bomb stacking), this bonus is multiplied by 2.&lt;br /&gt;
&lt;br /&gt;
===ALL clear bonus===&lt;br /&gt;
If the player clears both loops, he will receive a ALL clear bonus :&lt;br /&gt;
* 5 million points per remaining extend&lt;br /&gt;
* 1 million points per remaining bomb&lt;br /&gt;
* Jewel counter x 20&lt;br /&gt;
&lt;br /&gt;
2-5 also has a Stage clear bonus, so if the player clears, he will get both a STAGE clear bonus and an ALL clear bonus.&lt;br /&gt;
&lt;br /&gt;
==Affection system==&lt;br /&gt;
&lt;br /&gt;
The affection of the accompanying gunner to the pilot changes depending on the way the player plays . The affection level influences the gunner's facial expression and ending when clearing a stage, and the aircraft performance of specific combinations (Ring/Rivet and Bolt/Chain). &lt;br /&gt;
&lt;br /&gt;
The level of activity (ACTIVE), the level of safety (SAFE), and the level of Affection (LOVELY) are evaluated on a 73-point scale from 0 to 72, respectively.&lt;br /&gt;
&lt;br /&gt;
  Activity level (ACTIVE) = (activity level counter / 4096) x 72&lt;br /&gt;
  Safety level (SAFE) = ((safety level counter-near miss counter) / 100000) x 72&lt;br /&gt;
  Affection (LOVELY) = (activity level + safety level) / 2&lt;br /&gt;
&lt;br /&gt;
  Affection level =&lt;br /&gt;
    When ACTIVE is 72 and SAFETY is 72: LEVEL6&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 48 or higher: LEVEL5&lt;br /&gt;
    When ACTIVE is 48 or higher and SAFETY is 24 or higher: LEVEL4 (Part 1)&lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 48 or higher: LEVEL4 (Part 2) &lt;br /&gt;
    When ACTIVE is 48 or more and SAFETY is less than 24: LEVEL3 (Part 1)&lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 48 or more: LEVEL3 (Part 2) &lt;br /&gt;
    When ACTIVE is 24 or higher and SAFETY is 24 or higher: LEVEL3 (Part 3) &lt;br /&gt;
    When ACTIVE is 24 or more and SAFETY is less than 24: LEVEL2 (Part 1) &lt;br /&gt;
    When ACTIVE is less than 24 and SAFETY is 24 or more: LEVEL2 (Part 2) &lt;br /&gt;
    If ACTIVE is less than 24 and SAFETY is less than 24: LEVEL1&lt;br /&gt;
&lt;br /&gt;
===Activity counter (0 to 14524)===&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter, which will be described later, exceeds 128, a certain amount will be added each time jeweling is performed.&lt;br /&gt;
The value to be added varies from stage to stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| 256 || 85 || 85 || 64 || 51&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is an upper limit to the number of additions for each stage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|   ||Stage 1 || Stage 2 || Stage 3 || Stage 4 || Stage 5&lt;br /&gt;
|-&lt;br /&gt;
| Maximum number of additions  || 6 times || 17 times || 17 times || 22 times || 28 times&lt;br /&gt;
|-&lt;br /&gt;
| Activity counter than can be acquired in this stage  || 1536 (256x6) || 1445 (85x17) || 1445 (85x17) || 1408 (64x22) || 1428 (51x28)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* After the addition, 128 will be subtracted to the jewel counter for activity .&lt;br /&gt;
* Even if the player makes a mistake or uses a continue, it will not decrease.&lt;br /&gt;
* if the player scores a little, he will reach the upper limit immediately, so it is difficult to see differences during different runs.&lt;br /&gt;
* When the activity counter is 4096 or more, the activity level will be 72 (MAX level) (achieved on stage 3 in the best case).&lt;br /&gt;
&lt;br /&gt;
===Jewel counter for activity===&lt;br /&gt;
&lt;br /&gt;
When a ring or jewel appears by jeweling, the following values ​​are added (subtracted) for each ring / jewel (regardless of whether it is collected or not). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Jewel || Best couple || Other than the best couple&lt;br /&gt;
|-&lt;br /&gt;
| Ring || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Amethyst jewel || -1 || -1 &lt;br /&gt;
|-&lt;br /&gt;
| Ruby jewel || +3 || +2&lt;br /&gt;
|-&lt;br /&gt;
| Emerald jewel || +4 || +3&lt;br /&gt;
|-&lt;br /&gt;
| Diamond jewel || +6 || +5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When the activity jewel counter exceeds 128, the activity counter increases by a certain amount and the activity jewel counter is subtracted by 128.&lt;br /&gt;
&lt;br /&gt;
===Safety counter (-10000 to 150000)===&lt;br /&gt;
&lt;br /&gt;
The safety counter is calculated from the following five factors. &lt;br /&gt;
&lt;br /&gt;
  Safety counter =&lt;br /&gt;
    ＋ Initial value (33000 or 5000)&lt;br /&gt;
    ＋ Positioning of the aircraft (-10 to +5 for each frame)&lt;br /&gt;
    ＋ Enemy left (-4 per frame when considered to be dangerous enemy left)&lt;br /&gt;
    ＋ Bomb (+6000 per bomb use)&lt;br /&gt;
    ＋ Miss (-10000 per death)&lt;br /&gt;
    - Near-Miss Counter &lt;br /&gt;
&lt;br /&gt;
'''Initial value'''&lt;br /&gt;
&lt;br /&gt;
The initial value of the safety counter is different depending on the compatibility of the Pilot/Gunner couple. Ring/Chain and Bolt/Nail which are the best couples start at 33000, and the other couples start at 5000. After using a continue, the safety counter is reset to its initial value.&lt;br /&gt;
&lt;br /&gt;
'''Positioning of the aircraft'''&lt;br /&gt;
&lt;br /&gt;
The safety counter increases or decreases depending on where the aircraft is located in each area where the x-axis is divided into 23. The amount of increase / decrease per frame is set as follows. &lt;br /&gt;
&lt;br /&gt;
1, 2, 3, 4, 5, 5, 2, 2, 1, 1, 0, -1, -1, -2, -2, -4, -4, -6, -6, -8,- 8, -10, -10&lt;br /&gt;
&lt;br /&gt;
The fastest increase in safety is in the area where 5 is set, which is roughly between the green lines in the image below. &lt;br /&gt;
&lt;br /&gt;
[[File:Progear Safety area.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
During the bomb, the safety counter will stop increasing or decreasing due to the positioning of the aircraft. &lt;br /&gt;
&lt;br /&gt;
'''Enemy left'''&lt;br /&gt;
&lt;br /&gt;
When all of the following conditions are met, the safety counter will decrease by -4 per frame.&lt;br /&gt;
* Enemy approaching the player&lt;br /&gt;
* The player didn't shot in the last 75 frames&lt;br /&gt;
* There are 6 or more enemy sprites (medium / large enemies have multiple sprites, and some of the sprites used in background animation etc. are included in this count).&lt;br /&gt;
* 20 or more enemy bullets&lt;br /&gt;
&lt;br /&gt;
'''Near miss counter (0-50000)'''&lt;br /&gt;
&lt;br /&gt;
The number of enemy bullets judged to be close to the aircraft is counted every 2 frames and added.&lt;br /&gt;
+2 will be added for each bullet, but only +1 during boss battles.&lt;br /&gt;
Even after a death or continue, it will not decrease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The safety level becomes 72 (MAX level) when the safety level reaches 100,000.&lt;br /&gt;
&lt;br /&gt;
===Gunner's facial expression===&lt;br /&gt;
&lt;br /&gt;
The Gunner's facial expression changes depending on the level of affection when clearing STAGE.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  Affection Level || Chain || Nail || Rivet&lt;br /&gt;
|-&lt;br /&gt;
|   Level 1 || [[File:Affection Chain level 1.png|frameless|center]] || [[File:Affection Ring level 1.png|frameless|center]] || [[File:Affection Rivet level 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 1) || [[File:Affection Chain level 2 part 1.png|frameless|center]] || [[File:Affection Nail level 2 part 1.png|frameless|center]] || [[File:Affection Rivet level 2 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 2 (Part 2) || [[File:Affection Chain level 2 part 2.png|frameless|center]] || [[File:Affection Nail level 2 part 2.png|frameless|center]] || [[File:Affection Rivet level 2 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 1) || [[File:Affection Chain level 3 part 1.png|frameless|center]] || [[File:Affection Nail level 3 part 1.png|frameless|center]] || [[File:Affection Rivet level 3 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 2) || [[File:Affection Rivet level 3 part 2.png|frameless|center]] || [[File:Affection Nail level 3 part 2.png|frameless|center]] || [[File:Affection Chain level 3 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 3 (Part 3) || [[File:Affection Chain level 3 part 3.png|frameless|center]] || [[File:Affection Nail level 3 part 3.png|frameless|center]] || [[File:Affection Rivet level 3 part 3.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 1) || [[File:Affection Chain level 4 part 1.png|frameless|center]] || [[File:Affection Nail level 4 part 1.png|frameless|center]] || [[File:Affection Rivet level 4 part 1.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 4 (Part 2) || [[File:Affection Chain level 4 part 2.png|frameless|center]] || [[File:Affection Nail level 4 part 2.png|frameless|center]] || [[File:Affection Rivet level 4 part 2.png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 5 || [[File:Affection Chain level 5 .png|frameless|center]] || [[File:Affection Nail level 5 .png|frameless|center]] || [[File:Affection Rivet level 5 .png|frameless|center]]&lt;br /&gt;
|-&lt;br /&gt;
|   Level 6 || [[File:Affection Chain level 6.png|frameless|center]] || [[File:Affection Nail level 6.png|frameless|center]] || [[File:Affection Rivet level 6.png|frameless|center]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ending===&lt;br /&gt;
After a clear, if the Affection level is LEVEL 4 or less, it will be a normal ending. If it is LEVEL 5 or more, it will be a true ending.&lt;br /&gt;
If the player clears both loops without using a continue, he will always get a true ending.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
In a time when the industrialisation of the world had just begun, various inventions appeared and changed the life of the peaceful kingdom. One of them was a propeller that evolved from pure wind generation by using the created electricity to re-rotate it. It was called &amp;quot;The Professional Gear&amp;quot;, or just &amp;quot;Progear&amp;quot;. This invention was the key to conquer the great wide open sky. Another discovery made the ancient dream of the immortal body come true. But it was affordable only by some wealthy elderly. They formed a new council called &amp;quot;the Motorouin&amp;quot; and declared the current government as a corruptive and greedy establishment and that they want to correct it by a new educational system, in order to create a new race of man. So they built a military force to realize the first step of their plan, which was the takeover of the kingdom. The government decided to stop the aggression by putting it's own army in motion. It was a dreadful battle with many victims. But it was won by the Motorouin. This battle is mentioned in the books of history as &amp;quot;The Punishment of the Sages&amp;quot;.&lt;br /&gt;
A group of young pilots, actually children whoses families were killed in that war, finally decided to fight back. They secretly developed a new powerful weapon which adults were not able to use. They called it &amp;quot;Gun Flyer&amp;quot; and installed it in all of their planes. The Storm of Progear was about to begin!&lt;br /&gt;
&lt;br /&gt;
== Development Team ==&lt;br /&gt;
'''Cave'''&lt;br /&gt;
* Producer = Kenichi Takano&lt;br /&gt;
* Director = Junya Inoue&lt;br /&gt;
* Program = Tsuneki Ikeda,Satoshi Kouyama,Takashi Ishimura&lt;br /&gt;
* Designers = Akira Wakabayashi,Hiroyuki Tanaka,Fusayuki Watariguchi,Kengo Arai&lt;br /&gt;
* Sound producer = Junya Inoue&lt;br /&gt;
* Music = Yukinori Kikuchi&lt;br /&gt;
* Sound effecter = Ryuichi Yabuki&lt;br /&gt;
* Special assist = Tosiaki Tomizawa&lt;br /&gt;
* Character voice = Mitsuo Furusawa&amp;lt;,Junya Inoue,Aki Sibata,Midori Katou,Masayo Hirasaka&lt;br /&gt;
* Special thanks = Yasushi Imai&lt;br /&gt;
* Character &amp;amp; mechanic design = Junya Inoue&lt;br /&gt;
&lt;br /&gt;
'''Capcom'''&lt;br /&gt;
* Producer = Tatsuya Minami&lt;br /&gt;
* Support research &amp;amp; development : Tomoshi Sadamoto&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
&lt;br /&gt;
The game has two official version : the Japanese version which was the original version of the game and the US version.&lt;br /&gt;
The US version removes all of the voice acting from characters. &lt;br /&gt;
In the Japanese, enemies have more health and shoot more bullets.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&lt;br /&gt;
&lt;br /&gt;
== Video References ==&lt;br /&gt;
[[Progear_no_Arashi/Video_Index|Video index for Progear no Arashi]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Scoring info and formatting work provided by [[User:Juju Kenobi|Juju Kenobi]] &lt;br /&gt;
# Scoring info https://w.atwiki.jp/progear/&lt;br /&gt;
# Item and characters sprites taken from http://http://www.world-of-arcades.net/Cave/Progear/Characters.htm&lt;/div&gt;</summary>
		<author><name>Rollingcrow</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Darius_Gaiden&amp;diff=9560</id>
		<title>Darius Gaiden</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Darius_Gaiden&amp;diff=9560"/>
		<updated>2021-05-11T02:01:34Z</updated>

		<summary type="html">&lt;p&gt;Rollingcrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Darius_Gaiden_Arcade_Flyer.jpg|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #238DEC&lt;br /&gt;
|innerbordercolor = #238DEC&lt;br /&gt;
|title = Darius Gaiden&lt;br /&gt;
|background = #8FE2FF&lt;br /&gt;
|image = Darius-gaiden-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 = [[TAITO]]&lt;br /&gt;
|music =  Hisayoshi Ogura, Katsuhisa Ishikawa&lt;br /&gt;
|program = Akira Kurabayashi, Naoto Omura, Hidetaka Harada&lt;br /&gt;
|art = Hisakazu Kato, Masami Kikuchi, Kentaro Matsumura, I.G Tatsunoko&lt;br /&gt;
|design = Hisakazu Kato, Akira Kurabayashi, Masami Kikuchi, Hidetaka Harada, Naoto Omura, Rintaroh Doi, Katsumi Kaneoka, Hisayoshi Ogura, Katsuhisa Ishikawa&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': September 1994 &amp;lt;br&amp;gt; '''NA''': November 1994&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Darius Gaiden==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Darius Gaiden''' is a horizontal-scrolling shoot-em-up released by [Taito] in 1994, and is the third arcade title in the [Darius] series. It is the first game in the series to use a single-screen display, and has a heavy focus on the use of psychadelic effects, bizzare atmosphere and an unusual soundtrack from TAITO's music team Zuntata to produce a dreamlike experience. The Stage 1 Track VISSIONERZ, composed by Hisayoshi Ogura, formed the basis for all of the music and the presentation of the game, with the opening lyrics telling the player to &amp;quot;Close your eyes...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As is typical for the Darius series, Gaiden features Fish-based theming and bosses, Branching Pathways - with a total of 28 stages - and multiple endings.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden has been ported to the Saturn, Playstation, and to the PS4 and Switch as part of the Darius Cozmic Collection.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden chronologically takes place between the first two Darius games, which is where the name draws from - Gaiden is often used in Japanese titles, loosely translated as &amp;quot;Another story&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden was followed up by '''G-Darius''' in 1997.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''Darius Gaiden''' is a 2-button Horizontal shmup, which is fairly classical in style - with typically lower numbers of bullets on screen and a larger hitbox than '''Bullet Hell''' styled games. There is only one player ship, the '''Silver Hawk'''. The gameplay is largely focused around power-ups, with power ups for your main shot, the bombs shot from your ship, and a shield which can take 3 hits, upgrading to 4 and then 5 as more are picked up. Upon death, your shot power decreases one full stage whilst shield and bomb stage remains constant - except after new credits.&lt;br /&gt;
&lt;br /&gt;
There are also Score Item Pickups, Screen-clearing item pickups, and Pickups containing extra lives. Enemies that drop all types of pickups, and those revealed when shot in secret parts of the stage, are '''Fixed''', though their quantities do vary depending on the route you take throughout the game.&lt;br /&gt;
&lt;br /&gt;
The '''Black-Hole Bomb''' is a new addition to the series, and serves a very similar purpose to the traditional bombs found in most shmups - destroying weak enemies immedietly, providing invulnerability for a few seconds (except from stage hazards such as walls), and clearing the screen of enemy projectiles. However, the black hole bomb also sucks up and destroys floating pickup items and prevents pickup enemies dropping them. Bombs are lost upon death.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Fires the main shot and standard diagonal bombs. When held, fires at about a 5hz, but can be tapped quickly for more rapid shots&lt;br /&gt;
* '''B:''' Fires the '''Black-Hole Bomb'''&lt;br /&gt;
&lt;br /&gt;
Note: most arcade cabinets and ports of the game include an additional 30hz turbo fire button for the main shot in addition to the above two buttons.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:S1-1.jpg|thumb|How a player starts the game.]]&lt;br /&gt;
[[File:S max.jpg|thumb|A player maxed out on all weapons and shield.]]&lt;br /&gt;
Darius Gaiden has two main weapons, SHOT and BOMB. These can be upgraded individually by picking up the appropriate powerups. Understanding the differences between the different levels of shots is key to understanding the game and routing accordingly. Shots shoot forward from your ship, and Bombs fire forward and downward from your ship.&lt;br /&gt;
&lt;br /&gt;
It takes 3 power-ups to move your SHOT or BOMB level up however SHOT levels have sub-levels for each powerup collected. The SHOT levels are:&lt;br /&gt;
&lt;br /&gt;
*'''Missile''' is your beginning shot. It has two sub-levels, and Missile sub level 3 is the highest DPS weapon in the entire game. The only downside is that it does not pass through enemies or obstacles.&lt;br /&gt;
*'''Laser''' is a very weak shot, but it can pierce through enemies, including enemy armor that may attempt to block Missile shots (like Golden Ogre's scales in Zone A)&lt;br /&gt;
*'''Wave''' is also very weak, but these shots pass through enemies ''and'' obstacles in the environment. Sub-level 2 also reintroduces two missile shots- above and below the wave shot. This makes sub level 2 the most powerful of the three sub levels. These missile shots still do not pass through enemies or obstacles.&lt;br /&gt;
*'''Wave Lv. 2''' Is wider than LV. 1, with a higher DPS and better ROF. Sub-level 2 also includes two missile shots and thus, like in Lv. 1, sub-level 2 is more powerful than sub-level 3. &lt;br /&gt;
*'''Wave Lv. 3''' Is more powerful than Lv. 2, and introduces two smaller ships above and below yours that fire homing waves at enemies. Just like the previous two levels, sub-level 2 includes missile shots, making this the second-highest DPS weapon in the entire game, after Missile sub-level 3.&lt;br /&gt;
&lt;br /&gt;
In Darius Gaiden Extra, there are two ''more'' sub levels beyond Wave Lv. 3 sub-level 2. &lt;br /&gt;
&lt;br /&gt;
Each bomb level increases damage in addition to the following attributes. The BOMB levels are:&lt;br /&gt;
*'''Napalm Bomb Lv. 1'''&lt;br /&gt;
*'''Napalm Bomb Lv. 2''' &lt;br /&gt;
*'''Napalm Bomb Lv. 3''' &lt;br /&gt;
*'''Twin Napalm Lv. 1''' fires another bomb upwards from the ''front'' of the ship.&lt;br /&gt;
*'''Twin Napalm Lv. 2'''&lt;br /&gt;
*'''Twin Napalm Lv. 3'''&lt;br /&gt;
*'''Multi-Napalm Lv. 1''' fires two more bombs upwards and downwards from the ''back'' of the ship.&lt;br /&gt;
*'''Multi-Napalm LV. 2'''&lt;br /&gt;
*'''Multi-Napalm Lv. 3'''&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 1''' Adds a homing element to all bombs fired.&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 2'''&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 3'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Red.jpg|Shot level upgrade&lt;br /&gt;
Blue.jpg|Shielf upgrade&lt;br /&gt;
Green.jpg|Bomb upgrade&lt;br /&gt;
Silver.jpg|Score Bonus&lt;br /&gt;
Gold.jpg|Fullscreen Damage&lt;br /&gt;
Purple.jpg|Bomb Stock&lt;br /&gt;
Darius_Gaiden_1up.jpg|1Up&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players will encounter several item pickups throughout the course of the game. Once they appear, the move towards the left side of the screen while rotating in a circle. They are shaped like Silver Hawk emblems and their colour indicates their function, except for the 1up icon which is a miniature Silver Hawk inside a bubble.&lt;br /&gt;
*'''Red''' &lt;br /&gt;
Red power ups increase shot level, explained in detail in the weapons section above.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying red tinted enemies and asteroids and some boss parts.&lt;br /&gt;
&lt;br /&gt;
*'''Blue'''&lt;br /&gt;
Blue power ups increase ARM (shield) level and restore shield strength.&lt;br /&gt;
&lt;br /&gt;
At shield level 1, a shield pickup gives you a shield that can take 3 hits before being destroyed. However, it can only 'repair' a shield by one hit point. So if you have a shield with 1/3 hits left, a shield powerup will only restore it to 2/3 hits. If you destroy the shield completely, a new shield item will give you 3 new hit points.&lt;br /&gt;
&lt;br /&gt;
Once you reach shield level 2, your shield changes colour to silver and increases to 4 hit capacity, and at level 3 it changes to gold and has 5 hit capacity.&lt;br /&gt;
&lt;br /&gt;
Damaged level 2 ashields are repaired at 2 units per pickup instead of 1. Damaged level 3 shields are repaired at 3 units per pickup instead of 2.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying blue tinted enemies and asteroids and some boss parts.&lt;br /&gt;
&lt;br /&gt;
*'''Green'''&lt;br /&gt;
Green powerups increase your bomb level by one unit. Once increased enough, your missile powers up and gains new attributes. Check above section for details.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying green tinted enemies and asteroids.&lt;br /&gt;
&lt;br /&gt;
*'''Silver'''&lt;br /&gt;
Silver power ups give a random score bonus between 50-52100 pts. It should be noted that some guides falsely claim you can consistently gain specific score bonuses by collecting the powerup at specific angles. This is not true.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
*'''Gold'''&lt;br /&gt;
Gold powerups deal damage to all enemies on screen. Usually enough to kill all enemies, but several are strong enough to withstand the damage in later stages.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
*'''Purple'''&lt;br /&gt;
Purple power ups increase bomb stock by 1, to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying purple tinted enemies and asteroids.&lt;br /&gt;
&lt;br /&gt;
*'''1up'''&lt;br /&gt;
Adds a life to the player's stock.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
===== Auto Fire/Turbo Fire =====&lt;br /&gt;
The game has a native autofire rate that its stages and bosses are well-designed around, but many players choose to use 30Hz turbofire which trivializes and outright breaks many aspects of the game's mechanics.  It is included as a default on Darius Gaiden Extra Version - a special hack of the game featuring a marathon mode combining all zones into a single playthrough.  Many people mistakenly believe that turbofire is needed because they do not understand how to use their rockets.  This being said, auto-fire on its own needs to be managed. Many shot types have differing amounts of bullets allowed to persist on-screen, meaning without point blanking you will get &amp;quot;clumps&amp;quot; of shots that do a poor job covering enemies during the stages. Rapid-fire also raises rank at a higher rate than regular shots- a small consideration as well (see: rank section below). Due to this, it is wise to have a button for regular and turbo fire and the switch between them as the situation permits (this is the standard for arcade cabinets).&lt;br /&gt;
&lt;br /&gt;
===== Rank System =====&lt;br /&gt;
Darius Gaiden uses a rank system for difficulty. Rank ranges from 1-255, and the higher the rank, the more difficult the game becomes. &lt;br /&gt;
&lt;br /&gt;
Rank can affect the following:&lt;br /&gt;
*bullet speed&lt;br /&gt;
*The amount of bullets an enemy fires&lt;br /&gt;
*The size of the bullets fired&lt;br /&gt;
&lt;br /&gt;
Stage V is the easiest final stage, and most survival-routes end there, as its final boss, '''RISK STORAGE''' being easily the least tanky and difficult of the final bosses. Stage Z', meanwhile, is the hardest final stage, with '''GREAT THING''' effectively serving as the [True Last Boss] of the game. Stage V' is also very difficult with '''STORM CAUSER''' serving as the second hardest boss.&lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Taking place after the original Darius, Gaiden focuses on the refugees of the Planet Darius after the climactic battle of the original game, who having left for the planet '''Vadis''', now attempt to return to their home planet. Upon doing so, they are ambushed by a '''Belsar''' fleet, which destroys most of the Silver Hawks, leaving only two remaining Silver Hawks, piloted by '''Keith Arden (1P Side)''' and '''Anna Steiner (2P Side)''', where the game begins...&lt;br /&gt;
&lt;br /&gt;
Gaiden features 7 Endings, most of which focus on the dreamlike nature of the game itself. The endings to Zone Z' and V' can probably be seen as the game's good endings, whilst the rest are more ambiguous.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Z'''': Upon defeating '''GREAT THING''', Keith and Anna witness the battlefield and desolation they've thought through give way to a forest scene, and they are unsure if what they have just fought through is real or a dream.&lt;br /&gt;
&lt;br /&gt;
*'''Zone V''': Going deep underwater to defeat '''RISK STORAGE''', the Silver Hawks are destroyed by water pressure, fall to the bottom of the sea, and are covered by the Marine snow.&lt;br /&gt;
&lt;br /&gt;
*'''Zone W''': Reveals that Darius Gaiden is just a game Keith and Anna were playing in the arcade, with Keith cheering in triumph. Essentially a joke ending.&lt;br /&gt;
&lt;br /&gt;
*'''Zone X''': Destroying the Belsar citidel, Keith and Anna ruminate that the battle isnt over yet, as shadows lurk in the clouds.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Y''': Upon defeating '''ODIOUS TRIDENT''', Keith and Anna land in a forest similar to that shown in the ending to Zone Z', and are welcomed by the native species, being lauded for destroying the enemies that were destroying the forests of Darius.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Z''': Defeating '''CURIOUS CHANDELIER''' and the rest of the Belsar fleet, Anna and Keith leave Darius, only to find that the fighting had caused so much damage that Darius explodes. Keith and Anna are at a loss what to do.&lt;br /&gt;
&lt;br /&gt;
*'''Zone V'''': Defeating '''STORM CAUSER''' clears the huge storm around the stage and reveals the lost fleet of refugee ships from the opening of the game, which settle on Darius once again. Peace is restored. Definetly the &amp;quot;best&amp;quot; ending, and seeing as the Zone's inclusion as the final stage in the EXTRA version, is the closest to a &amp;quot;true ending.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* '''Darius Gaiden Extra Version''', an official hack, rearranges the stage order of the original game and provides a 30Hz autofire by default for pressing A. As a special extra, starting the game as 2P side starts a version of the game where all 28 stages are played in alphabetical order, ending with stage V' and the boss '''STORM CAUSER''', and also utilising its ending.&lt;br /&gt;
&lt;br /&gt;
== Ports ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dariusgsaturn.jpg|The US Saturn cover&lt;br /&gt;
Dariusgpc.jpg|Windows 95 ver of Darius Gaiden&lt;br /&gt;
Dariusccswitchjpn.png|The original Japanese release of Cozmic Collection on Switch&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Darius Gaiden was released on the SEGA Saturn, PS1, PS2, PC (Windows 95), Xbox, Nintendo Switch and PS4. &lt;br /&gt;
&lt;br /&gt;
The original Saturn release runs slower than the arcade game and also has some slowdown. Before Cozmic Collection released, this was the best version of the game available on home consoles and is still one of the better ports of the game- especially if playing on a CRT.&lt;br /&gt;
&lt;br /&gt;
The PS1 port suffers from more slowdown, jerky scrolling, and other graphical issues and features a new FMV intro sequence instead of the arcade original intro. &lt;br /&gt;
&lt;br /&gt;
The Windows 95 version is essentially the Saturn version but it has different sound effects and slight loading hitches before bosses.&lt;br /&gt;
&lt;br /&gt;
The PS2 and Xbox versions are emulated and part of Taito Legends 2- an arcade compilation disc. The PS2 version does not run properly and does not have progressive video. The xbox version has progressive video and does not have the performance issues of the PS2 version.&lt;br /&gt;
&lt;br /&gt;
In 2019, Darius Cozmic Collection was released in Japan for Nintendo Switch and in 2020 for PS4. It includes a new port of Darius Gaiden with credits to the M2 Shottriggers team. This port is 100% arcade faithful and features save states, high score leaderboards, gadgets for rank, score, boss health, ARM level, and more. A training mode was added in a patch that allows stage, rank, weapon and shield selection. This training mode is included as default in the DL and english versions of the game. It comes highly recommended, even if you already own the Saturn version or a PCB. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* According to a Doujin roundtable interview published in Shooting Gameside #1&amp;lt;ref&amp;gt;http://shmuplations.com/doujin/&amp;lt;/ref&amp;gt;, Darius Gaiden is one of ZUN's favorite shmups. Besides, he has been influenced by this game and its focus on memorable boss battles when creating Touhou Project, according to the ''Bohemian Archive in Japanese Red'' interview.&amp;lt;ref&amp;gt;https://en.touhouwiki.net/wiki/Bohemian_Archive_in_Japanese_Red/Interview&amp;lt;/ref&amp;gt;&lt;br /&gt;
* This is one of the last products ever released baring the I.G Tatsunoko name before they renamed themselves Production I.G&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 [[Darius Gaiden/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;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>Rollingcrow</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Darius_Gaiden&amp;diff=9559</id>
		<title>Darius Gaiden</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Darius_Gaiden&amp;diff=9559"/>
		<updated>2021-05-11T02:01:01Z</updated>

		<summary type="html">&lt;p&gt;Rollingcrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Darius_Gaiden_Arcade_Flyer.jpg|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #238DEC&lt;br /&gt;
|innerbordercolor = #238DEC&lt;br /&gt;
|title = Darius Gaiden&lt;br /&gt;
|background = #8FE2FF&lt;br /&gt;
|image = Darius-gaiden-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 = [[TAITO]]&lt;br /&gt;
|music =  Hisayoshi Ogura, Katsuhisa Ishikawa&lt;br /&gt;
|program = Akira Kurabayashi, Naoto Omura, Hidetaka Harada&lt;br /&gt;
|art = Hisakazu Kato, Masami Kikuchi, Kentaro Matsumura, I.G Tatsunoko&lt;br /&gt;
|design = Hisakazu Kato, Akira Kurabayashi, Masami Kikuchi, Hidetaka Harada, Naoto Omura, Rintaroh Doi, Katsumi Kaneoka, Hisayoshi Ogura, Katsuhisa Ishikawa&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': September 1994 &amp;lt;br&amp;gt; '''NA''': November 1994&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Darius Gaiden==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Darius Gaiden''' is a horizontal-scrolling shoot-em-up released by [Taito] in 1994, and is the third arcade title in the [Darius] series. It is the first game in the series to use a single-screen display, and has a heavy focus on the use of psychadelic effects, bizzare atmosphere and an unusual soundtrack from TAITO's music team Zuntata to produce a dreamlike experience. The Stage 1 Track VISSIONERZ, composed by Hisayoshi Ogura, formed the basis for all of the music and the presentation of the game, with the opening lyrics telling the player to &amp;quot;Close your eyes...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As is typical for the Darius series, Gaiden features Fish-based theming and bosses, Branching Pathways - with a total of 28 stages - and multiple endings.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden has been ported to the Saturn, Playstation, and to the PS4 and Switch as part of the Darius Cozmic Collection.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden chronologically takes place between the first two Darius games, which is where the name draws from - Gaiden is often used in Japanese titles, loosely translated as &amp;quot;Another story&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden was followed up by '''G-Darius''' in 1997.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''Darius Gaiden''' is a 2-button Horizontal shmup, which is fairly classical in style - with typically lower numbers of bullets on screen and a larger hitbox than '''Bullet Hell''' styled games. There is only one player ship, the '''Silver Hawk'''. The gameplay is largely focused around power-ups, with power ups for your main shot, the bombs shot from your ship, and a shield which can take 3 hits, upgrading to 4 and then 5 as more are picked up. Upon death, your shot power decreases one full stage whilst shield and bomb stage remains constant - except after new credits.&lt;br /&gt;
&lt;br /&gt;
There are also Score Item Pickups, Screen-clearing item pickups, and Pickups containing extra lives. Enemies that drop all types of pickups, and those revealed when shot in secret parts of the stage, are '''Fixed''', though their quantities do vary depending on the route you take throughout the game.&lt;br /&gt;
&lt;br /&gt;
The '''Black-Hole Bomb''' is a new addition to the series, and serves a very similar purpose to the traditional bombs found in most shmups - destroying weak enemies immedietly, providing invulnerability for a few seconds (except from stage hazards such as walls), and clearing the screen of enemy projectiles. However, the black hole bomb also sucks up and destroys floating pickup items and prevents pickup enemies dropping them. Bombs are lost upon death.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Fires the main shot and standard diagonal bombs. When held, fires at about a 5hz, but can be tapped quickly for more rapid shots&lt;br /&gt;
* '''B:''' Fires the '''Black-Hole Bomb'''&lt;br /&gt;
&lt;br /&gt;
Note: most arcade cabinets and ports of the game include an additional 30hz turbo fire button for the main shot in addition to the above two buttons.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:S1-1.jpg|thumb|How a player starts the game.]]&lt;br /&gt;
[[File:S max.jpg|thumb|A player maxed out on all weapons and shield.]]&lt;br /&gt;
Darius Gaiden has two main weapons, SHOT and BOMB. These can be upgraded individually by picking up the appropriate powerups. Understanding the differences between the different levels of shots is key to understanding the game and routing accordingly. Shots shoot forward from your ship, and Bombs fire forward and downward from your ship.&lt;br /&gt;
&lt;br /&gt;
It takes 3 power-ups to move your SHOT or BOMB level up however SHOT levels have sub-levels for each powerup collected. The SHOT levels are:&lt;br /&gt;
&lt;br /&gt;
*'''Missile''' is your beginning shot. It has two sub-levels, and Missile sub level 3 is the highest DPS weapon in the entire game. The only downside is that it does not pass through enemies or obstacles.&lt;br /&gt;
*'''Laser''' is a very weak shot, but it can pierce through enemies, including enemy armor that may attempt to block Missile shots (like Golden Ogre's scales in Zone A)&lt;br /&gt;
*'''Wave''' is also very weak, but these shots pass through enemies ''and'' obstacles in the environment. Sub-level 2 also reintroduces two missile shots- above and below the wave shot. This makes sub level 2 the most powerful of the three sub levels. These missile shots still do not pass through enemies or obstacles.&lt;br /&gt;
*'''Wave Lv. 2''' Is wider than LV. 1, with a higher DPS and better ROF. Sub-level 2 also includes two missile shots and thus, like in Lv. 1, sub-level 2 is more powerful than sub-level 3. &lt;br /&gt;
*'''Wave Lv. 3''' Is more powerful than Lv. 2, and introduces two smaller ships above and below yours that fire homing waves at enemies. Just like the previous two levels, sub-level 2 includes missile shots, making this the second-highest DPS weapon in the entire game, after Missile sub-level 3.&lt;br /&gt;
&lt;br /&gt;
In Darius Gaiden Extra, there are two ''more'' sub levels beyond Wave Lv. 3 sub-level 2. &lt;br /&gt;
&lt;br /&gt;
Each bomb level increases damage in addition to the following attributes. The BOMB levels are:&lt;br /&gt;
*'''Napalm Bomb Lv. 1'''&lt;br /&gt;
*'''Napalm Bomb Lv. 2''' &lt;br /&gt;
*'''Napalm Bomb Lv. 3''' &lt;br /&gt;
*'''Twin Napalm Lv. 1''' fires another bomb upwards from the ''front'' of the ship.&lt;br /&gt;
*'''Twin Napalm Lv. 2'''&lt;br /&gt;
*'''Twin Napalm Lv. 3'''&lt;br /&gt;
*'''Multi-Napalm Lv. 1''' fires two more bombs upwards and downwards from the ''back'' of the ship.&lt;br /&gt;
*'''Multi-Napalm LV. 2'''&lt;br /&gt;
*'''Multi-Napalm Lv. 3'''&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 1''' Adds a homing element to all bombs fired.&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 2'''&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 3'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Red.jpg|Shot level upgrade&lt;br /&gt;
Blue.jpg|Shielf upgrade&lt;br /&gt;
Green.jpg|Bomb upgrade&lt;br /&gt;
Silver.jpg|Score Bonus&lt;br /&gt;
Gold.jpg|Fullscreen Damage&lt;br /&gt;
Purple.jpg|Bomb Stock&lt;br /&gt;
Darius_Gaiden_1up.jpg|1Up&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players will encounter several item pickups throughout the course of the game. Once they appear, the move towards the left side of the screen while rotating in a circle. They are shaped like Silver Hawk emblems and their colour indicates their function, except for the 1up icon which is a miniature Silver Hawk inside a bubble.&lt;br /&gt;
*'''Red''' &lt;br /&gt;
Red power ups increase shot level, explained in detail in the weapons section above.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying red tinted enemies and asteroids and some boss parts.&lt;br /&gt;
&lt;br /&gt;
*'''Blue'''&lt;br /&gt;
Blue power ups increase ARM (shield) level and restore shield strength.&lt;br /&gt;
&lt;br /&gt;
At shield level 1, a shield pickup gives you a shield that can take 3 hits before being destroyed. However, it can only 'repair' a shield by one hit point. So if you have a shield with 1/3 hits left, a shield powerup will only restore it to 2/3 hits. If you destroy the shield completely, a new shield item will give you 3 new hit points.&lt;br /&gt;
&lt;br /&gt;
Once you reach shield level 2, your shield changes colour to silver and increases to 4 hit capacity, and at level 3 it changes to gold and has 5 hit capacity.&lt;br /&gt;
&lt;br /&gt;
Damaged level 2 ashields are repaired at 2 units per pickup instead of 1. Damaged level 3 shields are repaired at 3 units per pickup instead of 2.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying blue tinted enemies and asteroids and some boss parts.&lt;br /&gt;
&lt;br /&gt;
*'''Green'''&lt;br /&gt;
Green powerups increase your bomb level by one unit. Once increased enough, your missile powers up and gains new attributes. Check above section for details.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying green tinted enemies and asteroids.&lt;br /&gt;
&lt;br /&gt;
*'''Silver'''&lt;br /&gt;
Silver power ups give a random score bonus between 50-52100 pts. It should be noted that some guides falsely claim you can consistently gain specific score bonuses by collecting the powerup at specific angles. This is not true.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
*'''Gold'''&lt;br /&gt;
Gold powerups deal damage to all enemies on screen. Usually enough to kill all enemies, but several are strong enough to withstand the damage in later stages.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
*'''Purple'''&lt;br /&gt;
Purple power ups increase bomb stock by 1, to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying purple tinted enemies and asteroids.&lt;br /&gt;
&lt;br /&gt;
*'''1up'''&lt;br /&gt;
Adds a life to the player's stock.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
===== Auto Fire/Turbo Fire =====&lt;br /&gt;
The game has a native autofire rate that its stages and bosses are well-designed around, but many players choose to use 30Hz turbofire which trivializes and outright breaks many aspects of the game's mechanics.  It is included as a default on Darius Gaiden Extra Version - a special hack of the game featuring a marathon mode combining all zones into a single playthrough.  Many people mistakenly believe that turbofire is needed because they do not understand how to use their rockets.  This being said, auto-fire on its own needs to be managed. Many shot types have differing amounts of bullets allowed to persist on-screen, meaning without point blanking you will get &amp;quot;clumps&amp;quot; of shots that do a poor job covering enemies during the stages. Rapid-fire also raises rank at a higher rate than regular shots- a small consideration as well (see: rank section below). Due to this, it is wise to have a button for regular and turbo fire and the switch between them as the situation permits (this is the standard for arcade cabinets).&lt;br /&gt;
&lt;br /&gt;
===== Rank System =====&lt;br /&gt;
Darius Gaiden uses a rank system for difficulty. Rank ranges from 1-255, and the higher the rank, the more difficult the game becomes. &lt;br /&gt;
&lt;br /&gt;
Rank can affect the following:&lt;br /&gt;
*bullet speed&lt;br /&gt;
*The amount of bullets an enemy fires&lt;br /&gt;
*The size of the bullets fired&lt;br /&gt;
&lt;br /&gt;
Stage V is the easiest final stage, and most survival-routes end there, as its final boss, '''RISK STORAGE''' being easily the least tanky and difficult of the final bosses. Stage Z', meanwhile, is the hardest final stage, with '''GREAT THING''' effectively serving as the [True Last Boss] of the game. Stage V' is also very difficult with '''STORM CAUSER''' serving as the second hardest boss.&lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Taking place after the original Darius, Gaiden focuses on the refugees of the Planet Darius after the climactic battle of the original game, who having left for the planet '''Vadis''', now attempt to return to their home planet. Upon doing so, they are ambushed by a '''Belsar''' fleet, which destroys most of the Silver Hawks, leaving only two remaining Silver Hawks, piloted by '''Keith Arden (1P Side)''' and '''Anna Steiner (2P Side)''', where the game begins...&lt;br /&gt;
&lt;br /&gt;
Gaiden features 7 Endings, most of which focus on the dreamlike nature of the game itself. The endings to Zone Z' and V' can probably be seen as the game's good endings, whilst the rest are more ambiguous.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Z'''': Upon defeating '''GREAT THING''', Keith and Anna witness the battlefield and desolation they've thought through give way to a forest scene, and they are unsure if what they have just fought through is real or a dream.&lt;br /&gt;
&lt;br /&gt;
*'''Zone V''': Going deep underwater to defeat '''RISK STORAGE''', the Silver Hawks are destroyed by water pressure, fall to the bottom of the sea, and are covered by the Marine snow.&lt;br /&gt;
&lt;br /&gt;
*'''Zone W''': Reveals that Darius Gaiden is just a game Keith and Anna were playing in the arcade, with Keith cheering in triumph. Essentially a joke ending.&lt;br /&gt;
&lt;br /&gt;
*'''Zone X''': Destroying the Belsar citidel, Keith and Anna ruminate that the battle isnt over yet, as shadows lurk in the clouds.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Y''': Upon defeating '''ODIOUS TRIDENT''', Keith and Anna land in a forest similar to that shown in the ending to Zone Z', and are welcomed by the native species, being lauded for destroying the enemies that were destroying the forests of Darius.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Z''': Defeating '''CURIOUS CHANDELIER''' and the rest of the Belsar fleet, Anna and Keith leave Darius, only to find that the fighting had caused so much damage that Darius explodes. Keith and Anna are at a loss what to do.&lt;br /&gt;
&lt;br /&gt;
*'''Zone V'''': Defeating '''STORM CAUSER''' clears the huge storm around the stage and reveals the lost fleet of refugee ships from the opening of the game, which settle on Darius once again. Peace is restored. Definetly the &amp;quot;best&amp;quot; ending, and seeing as the Zone's inclusion as the final stage in the EXTRA version, is the closest to a &amp;quot;true ending.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* '''Darius Gaiden Extra Version''', an official hack, rearranges the stage order of the original game and provides a 30Hz autofire by default for pressing A. As a special extra, starting the game as 2P side starts a version of the game where all 28 stages are played in alphabetical order, ending with stage V' and the boss '''STORM CAUSER''', and also utilising it's ending.&lt;br /&gt;
&lt;br /&gt;
== Ports ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dariusgsaturn.jpg|The US Saturn cover&lt;br /&gt;
Dariusgpc.jpg|Windows 95 ver of Darius Gaiden&lt;br /&gt;
Dariusccswitchjpn.png|The original Japanese release of Cozmic Collection on Switch&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Darius Gaiden was released on the SEGA Saturn, PS1, PS2, PC (Windows 95), Xbox, Nintendo Switch and PS4. &lt;br /&gt;
&lt;br /&gt;
The original Saturn release runs slower than the arcade game and also has some slowdown. Before Cozmic Collection released, this was the best version of the game available on home consoles and is still one of the better ports of the game- especially if playing on a CRT.&lt;br /&gt;
&lt;br /&gt;
The PS1 port suffers from more slowdown, jerky scrolling, and other graphical issues and features a new FMV intro sequence instead of the arcade original intro. &lt;br /&gt;
&lt;br /&gt;
The Windows 95 version is essentially the Saturn version but it has different sound effects and slight loading hitches before bosses.&lt;br /&gt;
&lt;br /&gt;
The PS2 and Xbox versions are emulated and part of Taito Legends 2- an arcade compilation disc. The PS2 version does not run properly and does not have progressive video. The xbox version has progressive video and does not have the performance issues of the PS2 version.&lt;br /&gt;
&lt;br /&gt;
In 2019, Darius Cozmic Collection was released in Japan for Nintendo Switch and in 2020 for PS4. It includes a new port of Darius Gaiden with credits to the M2 Shottriggers team. This port is 100% arcade faithful and features save states, high score leaderboards, gadgets for rank, score, boss health, ARM level, and more. A training mode was added in a patch that allows stage, rank, weapon and shield selection. This training mode is included as default in the DL and english versions of the game. It comes highly recommended, even if you already own the Saturn version or a PCB. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* According to a Doujin roundtable interview published in Shooting Gameside #1&amp;lt;ref&amp;gt;http://shmuplations.com/doujin/&amp;lt;/ref&amp;gt;, Darius Gaiden is one of ZUN's favorite shmups. Besides, he has been influenced by this game and its focus on memorable boss battles when creating Touhou Project, according to the ''Bohemian Archive in Japanese Red'' interview.&amp;lt;ref&amp;gt;https://en.touhouwiki.net/wiki/Bohemian_Archive_in_Japanese_Red/Interview&amp;lt;/ref&amp;gt;&lt;br /&gt;
* This is one of the last products ever released baring the I.G Tatsunoko name before they renamed themselves Production I.G&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 [[Darius Gaiden/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;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>Rollingcrow</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Darius_Gaiden&amp;diff=9091</id>
		<title>Darius Gaiden</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Darius_Gaiden&amp;diff=9091"/>
		<updated>2021-04-19T15:49:00Z</updated>

		<summary type="html">&lt;p&gt;Rollingcrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Darius_Gaiden_Arcade_Flyer.jpg|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #238DEC&lt;br /&gt;
|innerbordercolor = #238DEC&lt;br /&gt;
|title = Darius Gaiden&lt;br /&gt;
|background = #8FE2FF&lt;br /&gt;
|image = Darius-gaiden-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 = [[TAITO]]&lt;br /&gt;
|music =  Hisayoshi Ogura, Katsuhisa Ishikawa&lt;br /&gt;
|program = Akira Kurabayashi, Naoto Omura, Hidetaka Harada&lt;br /&gt;
|art = Hisakazu Kato, Masami Kikuchi, Kentaro Matsumura, I.G Tatsunoko&lt;br /&gt;
|design = Hisakazu Kato, Akira Kurabayashi, Masami Kikuchi, Hidetaka Harada, Naoto Omura, Rintaroh Doi, Katsumi Kaneoka, Hisayoshi Ogura, Katsuhisa Ishikawa&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': September 1994 &amp;lt;br&amp;gt; '''NA''': November 1994&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Darius Gaiden==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Darius Gaiden''' is a horizontal-scrolling shoot-em-up released by [Taito] in 1994, and is the third arcade title in the [Darius] series. It is the first game in the series to use a single-screen display, and has a heavy focus on the use of psychadelic effects, bizzare atmosphere and an unusual soundtrack from TAITO's music team Zuntata to produce a dreamlike experience. The Stage 1 Track VISSIONERZ, composed by Hisayoshi Ogura, formed the basis for all of the music and the presentation of the game, with the opening lyrics telling the player to &amp;quot;Close your eyes...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As is typical for the Darius series, Gaiden features Fish-based theming and bosses, Branching Pathways - with a total of 28 stages - and multiple endings.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden has been ported to the Saturn, Playstation, and to the PS4 and Switch as part of the Darius Cozmic Collection.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden chronologically takes place between the first two Darius games, which is where the name draws from - Gaiden is often used in Japanese titles, loosely translated as &amp;quot;Another story&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden was followed up by '''G-Darius''' in 1997.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''Darius Gaiden''' is a 2-button Horizontal shmup, which is fairly classical in style - with typically lower numbers of bullets on screen and a larger hitbox than '''Bullet Hell''' styled games. There is only one player ship, the '''Silver Hawk'''. The gameplay is largely focused around power-ups, with power ups for your main shot, the bombs shot from your ship, and a shield which can take 3 hits, upgrading to 4 and then 5 as more are picked up. Upon death, your shot power decreases one full stage whilst shield and bomb stage remains constant - except after new credits.&lt;br /&gt;
&lt;br /&gt;
There are also Score Item Pickups, Screen-clearing item pickups, and Pickups containing extra lives. Enemies that drop all types of pickups, and those revealed when shot in secret parts of the stage, are '''Fixed''', though their quantities do vary depending on the route you take throughout the game.&lt;br /&gt;
&lt;br /&gt;
The '''Black-Hole Bomb''' is a new addition to the series, and serves a very similar purpose to the traditional bombs found in most shmups - destroying weak enemies immedietly, providing invulnerability for a few seconds (except from stage hazards such as walls), and clearing the screen of enemy projectiles. However, the black hole bomb also sucks up and destroys floating pickup items and prevents pickup enemies dropping them. Bombs are lost upon death.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Fires the main shot and standard diagonal bombs. When held, fires at about a 5hz, but can be tapped quickly for more rapid shots&lt;br /&gt;
* '''B:''' Fires the '''Black-Hole Bomb'''&lt;br /&gt;
&lt;br /&gt;
Note: most arcade cabinets and ports of the game include an additional 30hz turbo fire button for the main shot in addition to the above two buttons.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:S1-1.jpg|thumb|How a player starts the game.]]&lt;br /&gt;
[[File:S max.jpg|thumb|A player maxed out on all weapons and shield.]]&lt;br /&gt;
Darius Gaiden has two main weapons, SHOT and BOMB. These can be upgraded individually by picking up the appropriate powerups. Understanding the differences between the different levels of shots is key to understanding the game and routing accordingly. Shots shoot forward from your ship, and Bombs fire forward and downward from your ship.&lt;br /&gt;
&lt;br /&gt;
It takes 3 power-ups to move your SHOT or BOMB level up however SHOT levels have sub-levels for each powerup collected. The SHOT levels are:&lt;br /&gt;
&lt;br /&gt;
*'''Missile''' is your beginning shot. It has two sub-levels, and Missile sub level 3 is the highest DPS weapon in the entire game. The only downside is that it does not pass through enemies or obstacles.&lt;br /&gt;
*'''Laser''' is a very weak shot, but it can pierce through enemies, including enemy armor that may attempt to block Missile shots (like Golden Ogre's scales in Zone A)&lt;br /&gt;
*'''Wave''' is also very weak, but these shots pass through enemies ''and'' obstacles in the environment. Sub-level 2 also reintroduces two missile shots- above and below the wave shot. This makes sub level 2 the most powerful of the three sub levels. These missile shots still do not pass through enemies or obstacles.&lt;br /&gt;
*'''Wave Lv. 2''' Is wider than LV. 1, with a higher DPS and better ROF. Sub-level 2 also includes two missile shots and thus, like in Lv. 1, sub-level 2 is more powerful than sub-level 3. &lt;br /&gt;
*'''Wave Lv. 3''' Is more powerful than Lv. 2, and introduces two smaller ships above and below yours that fire homing waves at enemies. Just like the previous two levels, sub-level 2 includes missile shots, making this the second-highest DPS weapon in the entire game, after Missile sub-level 3.&lt;br /&gt;
&lt;br /&gt;
In Darius Gaiden Extra, there are two ''more'' sub levels beyond Wave Lv. 3 sub-level 2. &lt;br /&gt;
&lt;br /&gt;
Each bomb level increases damage in addition to the following attributes. The BOMB levels are:&lt;br /&gt;
*'''Napalm Bomb Lv. 1'''&lt;br /&gt;
*'''Napalm Bomb Lv. 2''' &lt;br /&gt;
*'''Napalm Bomb Lv. 3''' &lt;br /&gt;
*'''Twin Napalm Lv. 1''' fires another bomb upwards from the ''front'' of the ship.&lt;br /&gt;
*'''Twin Napalm Lv. 2'''&lt;br /&gt;
*'''Twin Napalm Lv. 3'''&lt;br /&gt;
*'''Multi-Napalm Lv. 1''' fires two more bombs upwards and downwards from the ''back'' of the ship.&lt;br /&gt;
*'''Multi-Napalm LV. 2'''&lt;br /&gt;
*'''Multi-Napalm Lv. 3'''&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 1''' Adds a homing element to all bombs fired.&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 2'''&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 3'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Red.jpg|Shot level upgrade&lt;br /&gt;
Blue.jpg|Shielf upgrade&lt;br /&gt;
Green.jpg|Bomb upgrade&lt;br /&gt;
Silver.jpg|Score Bonus&lt;br /&gt;
Gold.jpg|Fullscreen Damage&lt;br /&gt;
Purple.jpg|Bomb Stock&lt;br /&gt;
Darius_Gaiden_1up.jpg|1Up&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players will encounter several item pickups throughout the course of the game. Once they appear, the move towards the left side of the screen while rotating in a circle. They are shaped like Silver Hawk emblems and their colour indicates their function, except for the 1up icon which is a miniature Silver Hawk inside a bubble.&lt;br /&gt;
*'''Red''' &lt;br /&gt;
Red power ups increase shot level, explained in detail in the weapons section above.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying red tinted enemies and asteroids and some boss parts.&lt;br /&gt;
&lt;br /&gt;
*'''Blue'''&lt;br /&gt;
Blue power ups increase ARM (shield) level and restore shield strength.&lt;br /&gt;
&lt;br /&gt;
At shield level 1, a shield pickup gives you a shield that can take 3 hits before being destroyed. However, it can only 'repair' a shield by one hit point. So if you have a shield with 1/3 hits left, a shield powerup will only restore it to 2/3 hits. If you destroy the shield completely, a new shield item will give you 3 new hit points.&lt;br /&gt;
&lt;br /&gt;
Once you reach shield level 2, your shield changes colour to silver and increases to 4 hit capacity, and at level 3 it changes to gold and has 5 hit capacity.&lt;br /&gt;
&lt;br /&gt;
Damaged level 2 ashields are repaired at 2 units per pickup instead of 1. Damaged level 3 shields are repaired at 3 units per pickup instead of 2.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying blue tinted enemies and asteroids and some boss parts.&lt;br /&gt;
&lt;br /&gt;
*'''Green'''&lt;br /&gt;
Green powerups increase your bomb level by one unit. Once increased enough, your missile powers up and gains new attributes. Check above section for details.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying green tinted enemies and asteroids.&lt;br /&gt;
&lt;br /&gt;
*'''Silver'''&lt;br /&gt;
Silver power ups give a random score bonus between 50-52100 pts. It should be noted that some guides falsely claim you can consistently gain specific score bonuses by collecting the powerup at specific angles. This is not true.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
*'''Gold'''&lt;br /&gt;
Gold powerups deal damage to all enemies on screen. Usually enough to kill all enemies, but several are strong enough to withstand the damage in later stages.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
*'''Purple'''&lt;br /&gt;
Purple power ups increase bomb stock by 1, to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying purple tinted enemies and asteroids.&lt;br /&gt;
&lt;br /&gt;
*'''1up'''&lt;br /&gt;
Adds a life to the player's stock.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
===== Auto Fire/Turbo Fire =====&lt;br /&gt;
The game has a native autofire rate that its stages and bosses are well-designed around, but many players choose to use 30Hz turbofire which trivializes and outright breaks many aspects of the game's mechanics.  It is included as a default on Darius Gaiden Extra Version - a special hack of the game featuring a marathon mode combining all zones into a single playthrough.  Many people mistakenly believe that turbofire is needed because they do not understand how to use their rockets.  This being said, auto-fire on its own needs to be managed. Many shot types have differing amounts of bullets allowed to persist on-screen, meaning without point blanking you will get &amp;quot;clumps&amp;quot; of shots that do a poor job covering enemies during the stages. Rapid-fire also raises rank at a higher rate than regular shots- a small consideration as well (see: rank section below). Due to this, it is wise to have a button for regular and turbo fire and the switch between them as the situation permits (this is the standard for arcade cabinets).&lt;br /&gt;
&lt;br /&gt;
===== Rank System =====&lt;br /&gt;
Darius Gaiden uses a rank system for difficulty. Rank ranges from 1-255, and the higher the rank, the more difficult the game becomes. &lt;br /&gt;
&lt;br /&gt;
Rank can affect the following:&lt;br /&gt;
*bullet speed&lt;br /&gt;
*The amount of bullets an enemy fires&lt;br /&gt;
*The size of the bullets fired&lt;br /&gt;
&lt;br /&gt;
Stage V is the easiest final stage, and most survival-routes end there, as it's final boss, '''RISK STORAGE''' being easily the least tanky and difficult of the final bosses. Stage Z', meanwhile, is the hardest final stage, with '''GREAT THING''' effectively serving as the [True Last Boss] of the game. Stage V' is also very difficult with '''STORM CAUSER''' serving as the second hardest boss.&lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Taking place after the original Darius, Gaiden focuses on the refugees of the Planet Darius after the climactic battle of the original game, who having left for the planet '''Vadis''', now attempt to return to their home planet. Upon doing so, they are ambushed by a '''Belsar''' fleet, which destroys most of the Silver Hawks, leaving only two remaining Silver Hawks, piloted by '''Keith Arden (1P Side)''' and '''Anna Steiner (2P Side)''', where the game begins...&lt;br /&gt;
&lt;br /&gt;
Gaiden features 7 Endings, most of which focus on the dreamlike nature of the game itself. The endings to Zone Z' and V' can probably be seen as the game's good endings, whilst the rest are more ambiguous.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Z'''': Upon defeating '''GREAT THING''', Keith and Anna witness the battlefield and desolation they've thought through give way to a forest scene, and they are unsure if what they have just fought through is real or a dream.&lt;br /&gt;
&lt;br /&gt;
*'''Zone V''': Going deep underwater to defeat '''RISK STORAGE''', the Silver Hawks are destroyed by water pressure, fall to the bottom of the sea, and are covered by the Marine snow.&lt;br /&gt;
&lt;br /&gt;
*'''Zone W''': Reveals that Darius Gaiden is just a game Keith and Anna were playing in the arcade, with Keith cheering in triumph. Essentially a joke ending.&lt;br /&gt;
&lt;br /&gt;
*'''Zone X''': Destroying the Belsar citidel, Keith and Anna ruminate that the battle isnt over yet, as shadows lurk in the clouds.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Y''': Upon defeating '''ODIOUS TRIDENT''', Keith and Anna land in a forest similar to that shown in the ending to Zone Z', and are welcomed by the native species, being lauded for destroying the enemies that were destroying the forests of Darius.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Z''': Defeating '''CURIOUS CHANDELIER''' and the rest of the Belsar fleet, Anna and Keith leave Darius, only to find that the fighting had caused so much damage that Darius explodes. Keith and Anna are at a loss what to do.&lt;br /&gt;
&lt;br /&gt;
*'''Zone V'''': Defeating '''STORM CAUSER''' clears the huge storm around the stage and reveals the lost fleet of refugee ships from the opening of the game, which settle on Darius once again. Peace is restored. Definetly the &amp;quot;best&amp;quot; ending, and seeing as the Zone's inclusion as the final stage in the EXTRA version, is the closest to a &amp;quot;true ending.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* '''Darius Gaiden Extra Version''', an official hack, rearranges the stage order of the original game and provides a 30Hz autofire by default for pressing A. As a special extra, starting the game as 2P side starts a version of the game where all 28 stages are played in alphabetical order, ending with stage V' and the boss '''STORM CAUSER''', and also utilising it's ending.&lt;br /&gt;
&lt;br /&gt;
== Ports ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dariusgsaturn.jpg|The US Saturn cover&lt;br /&gt;
Dariusgpc.jpg|Windows 95 ver of Darius Gaiden&lt;br /&gt;
Dariusccswitchjpn.png|The original Japanese release of Cozmic Collection on Switch&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Darius Gaiden was released on the SEGA Saturn, PS1, PS2, PC (Windows 95), Xbox, Nintendo Switch and PS4. &lt;br /&gt;
&lt;br /&gt;
The original Saturn release runs slower than the arcade game and also has some slowdown. Before Cozmic Collection released, this was the best version of the game available on home consoles and is still one of the better ports of the game- especially if playing on a CRT.&lt;br /&gt;
&lt;br /&gt;
The PS1 port suffers from more slowdown, jerky scrolling, and other graphical issues and features a new FMV intro sequence instead of the arcade original intro. &lt;br /&gt;
&lt;br /&gt;
The Windows 95 version is essentially the Saturn version but it has different sound effects and slight loading hitches before bosses.&lt;br /&gt;
&lt;br /&gt;
The PS2 and Xbox versions are emulated and part of Taito Legends 2- an arcade compilation disc. The PS2 version does not run properly and does not have progressive video. The xbox version has progressive video and does not have the performance issues of the PS2 version.&lt;br /&gt;
&lt;br /&gt;
In 2019, Darius Cozmic Collection was released in Japan for Nintendo Switch and in 2020 for PS4. It includes a new port of Darius Gaiden with credits to the M2 Shottriggers team. This port is 100% arcade faithful and features save states, high score leaderboards, gadgets for rank, score, boss health, ARM level, and more. A training mode was added in a patch that allows stage, rank, weapon and shield selection. This training mode is included as default in the DL and english versions of the game. It comes highly recommended, even if you already own the Saturn version or a PCB. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* According to a Doujin roundtable interview published in Shooting Gameside #1&amp;lt;ref&amp;gt;http://shmuplations.com/doujin/&amp;lt;/ref&amp;gt;, Darius Gaiden is one of ZUN's favorite shmups. Besides, he has been influenced by this game and its focus on memorable boss battles when creating Touhou Project, according to the ''Bohemian Archive in Japanese Red'' interview.&amp;lt;ref&amp;gt;https://en.touhouwiki.net/wiki/Bohemian_Archive_in_Japanese_Red/Interview&amp;lt;/ref&amp;gt;&lt;br /&gt;
* This is one of the last products ever released baring the I.G Tatsunoko name before they renamed themselves Production I.G&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 [[Darius Gaiden/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;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>Rollingcrow</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Darius_Gaiden&amp;diff=8994</id>
		<title>Darius Gaiden</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Darius_Gaiden&amp;diff=8994"/>
		<updated>2021-04-15T03:58:42Z</updated>

		<summary type="html">&lt;p&gt;Rollingcrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Darius_Gaiden_Arcade_Flyer.jpg|center]]&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = #238DEC&lt;br /&gt;
|innerbordercolor = #238DEC&lt;br /&gt;
|title = Darius Gaiden&lt;br /&gt;
|background = #8FE2FF&lt;br /&gt;
|image = Darius-gaiden-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 = [[TAITO]]&lt;br /&gt;
|music =  Hisayoshi Ogura, Katsuhisa Ishikawa&lt;br /&gt;
|program = Akira Kurabayashi, Naoto Omura, Hidetaka Harada&lt;br /&gt;
|art = Hisakazu Kato, Masami Kikuchi, Kentaro Matsumura, I.G Tatsunoko&lt;br /&gt;
|design = Hisakazu Kato, Akira Kurabayashi, Masami Kikuchi, Hidetaka Harada, Naoto Omura, Rintaroh Doi, Katsumi Kaneoka, Hisayoshi Ogura, Katsuhisa Ishikawa&lt;br /&gt;
|releasedate = '''Arcade''' &amp;lt;br&amp;gt; '''JP''': September 1994 &amp;lt;br&amp;gt; '''NA''': November 1994&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Darius Gaiden==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Darius Gaiden''' is a horizontal-scrolling shoot-em-up released by [Taito] in 1994, and is the third arcade title in the [Darius] series. It is the first game in the series to use a single-screen display, and has a heavy focus on the use of psychadelic effects, bizzare atmosphere and an unusual soundtrack from TAITO's music team Zuntata to produce a dreamlike experience. The Stage 1 Track VISSIONERZ, composed by Hisayoshi Ogura, formed the basis for all of the music and the presentation of the game, with the opening lyrics telling the player to &amp;quot;Close your eyes...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As is typical for the Darius series, Gaiden features Fish-based theming and bosses, Branching Pathways - with a total of 28 stages - and multiple endings.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden has been ported to the Saturn, Playstation, and to the PS4 and Switch as part of the Darius Cozmic Collection.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden chronologically takes place between the first two Darius games, which is where the name draws from - Gaiden is often used in Japanese titles, loosely translated as &amp;quot;Another story&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Darius Gaiden was followed up by '''G-Darius''' in 1997.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
'''Darius Gaiden''' is a 2-button Horizontal shmup, which is fairly classical in style - with typically lower numbers of bullets on screen and a larger hitbox than '''Bullet Hell''' styled games. There is only one player ship, the '''Silver Hawk'''. The gameplay is largely focused around power-ups, with power ups for your main shot, the bombs shot from your ship, and a shield which can take 3 hits, upgrading to 4 and then 5 as more are picked up. Upon death, your shot power decreases one full stage whilst shield and bomb stage remains constant - except after new credits.&lt;br /&gt;
&lt;br /&gt;
There are also Score Item Pickups, Screen-clearing item pickups, and Pickups containing extra lives. Enemies that drop all types of pickups, and those revealed when shot in secret parts of the stage, are '''Fixed''', though their quantities do vary depending on the route you take throughout the game.&lt;br /&gt;
&lt;br /&gt;
The '''Black-Hole Bomb''' is a new addition to the series, and serves a very similar purpose to the traditional bombs found in most shmups - destroying weak enemies immedietly, providing invulnerability for a few seconds (except from stage hazards such as walls), and clearing the screen of enemy projectiles. However, the black hole bomb also sucks up and destroys floating pickup items and prevents pickup enemies dropping them. Bombs are lost upon death.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A:''' Fires the main shot and standard diagonal bombs. When held, fires at about a 5hz, but can be tapped quickly for more rapid shots&lt;br /&gt;
* '''B:''' Fires the '''Black-Hole Bomb'''&lt;br /&gt;
&lt;br /&gt;
Note: most arcade cabinets and ports of the game include an additional 30hz turbo fire button for the main shot in addition to the above two buttons.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
[[File:S1-1.jpg|thumb|How a player starts the game.]]&lt;br /&gt;
[[File:S max.jpg|thumb|A player maxed out on all weapons and shield.]]&lt;br /&gt;
Darius Gaiden has two main weapons, SHOT and BOMB. These can be upgraded individually by picking up the appropriate powerups. Understanding the differences between the different levels of shots is key to understanding the game and routing accordingly. Shots shoot forward from your ship, and Bombs fire forward and downward from your ship.&lt;br /&gt;
&lt;br /&gt;
It takes 3 power-ups to move your SHOT or BOMB level up however SHOT levels have sub-levels for each powerup collected. The SHOT levels are:&lt;br /&gt;
&lt;br /&gt;
*'''Missile''' is your beginning shot. It has two sub-levels, and Missile sub level 3 is the highest DPS weapon in the entire game. The only downside is that it does not pass through enemies or obstacles.&lt;br /&gt;
*'''Laser''' is a very weak shot, but it can pierce through enemies, including enemy armor that may attempt to block Missile shots (like Golden Ogre's scales in Zone A)&lt;br /&gt;
*'''Wave''' is also very weak, but these shots pass through enemies ''and'' obstacles in the environment. Sub-level 2 also reintroduces two missile shots- above and below the wave shot. This makes sub level 2 the most powerful of the three sub levels. These missile shots still do not pass through enemies or obstacles.&lt;br /&gt;
*'''Wave Lv. 2''' Is wider than LV. 1, with a higher DPS and better ROF. Sub-level 2 also includes two missile shots and thus, like in Lv. 1, sub-level 2 is more powerful than sub-level 3. &lt;br /&gt;
*'''Wave Lv. 3''' Is more powerful than Lv. 2, and introduces two smaller ships above and below yours that fire homing waves at enemies. Just like the previous two levels, sub-level 2 includes missile shots, making this the second-highest DPS weapon in the entire game, after Missile sub-level 3.&lt;br /&gt;
&lt;br /&gt;
In Darius Gaiden Extra, there are two ''more'' sub levels beyond Wave Lv. 3 sub-level 2. &lt;br /&gt;
&lt;br /&gt;
Each bomb level increases damage in addition to the following attributes. The BOMB levels are:&lt;br /&gt;
*'''Napalm Bomb Lv. 1'''&lt;br /&gt;
*'''Napalm Bomb Lv. 2''' &lt;br /&gt;
*'''Napalm Bomb Lv. 3''' &lt;br /&gt;
*'''Twin Napalm Lv. 1''' fires another bomb upwards from the ''front'' of the ship.&lt;br /&gt;
*'''Twin Napalm Lv. 2'''&lt;br /&gt;
*'''Twin Napalm Lv. 3'''&lt;br /&gt;
*'''Multi-Napalm Lv. 1''' fires two more bombs upwards and downwards from the ''back'' of the ship.&lt;br /&gt;
*'''Multi-Napalm LV. 2'''&lt;br /&gt;
*'''Multi-Napalm Lv. 3'''&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 1''' Adds a homing element to all bombs fired.&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 2'''&lt;br /&gt;
*'''Multi-Homing Napalm Lv. 3'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Red.jpg|Shot level upgrade&lt;br /&gt;
Blue.jpg|Shielf upgrade&lt;br /&gt;
Green.jpg|Bomb upgrade&lt;br /&gt;
Silver.jpg|Score Bonus&lt;br /&gt;
Gold.jpg|Fullscreen Damage&lt;br /&gt;
Purple.jpg|Bomb Stock&lt;br /&gt;
Darius_Gaiden_1up.jpg|1Up&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players will encounter several item pickups throughout the course of the game. Once they appear, the move towards the left side of the screen while rotating in a circle. They are shaped like Silver Hawk emblems and their colour indicates their function, except for the 1up icon which is a miniature Silver Hawk inside a bubble.&lt;br /&gt;
*'''Red''' &lt;br /&gt;
Red power ups increase shot level, explained in detail in the weapons section above.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying red tinted enemies and asteroids and some boss parts.&lt;br /&gt;
&lt;br /&gt;
*'''Blue'''&lt;br /&gt;
Blue power ups increase ARM (shield) level and restore shield strength.&lt;br /&gt;
&lt;br /&gt;
At shield level 1, a shield pickup gives you a shield that can take 3 hits before being destroyed. However, it can only 'repair' a shield by one hit point. So if you have a shield with 1/3 hits left, a shield powerup will only restore it to 2/3 hits. If you destroy the shield completely, a new shield item will give you 3 new hit points.&lt;br /&gt;
&lt;br /&gt;
Once you reach shield level 2, your shield changes colour to silver and increases to 4 hit capacity, and at level 3 it changes to gold and has 5 hit capacity.&lt;br /&gt;
&lt;br /&gt;
Damaged level 2 ashields are repaired at 2 units per pickup instead of 1. Damaged level 3 shields are repaired at 3 units per pickup instead of 2.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying blue tinted enemies and asteroids and some boss parts.&lt;br /&gt;
&lt;br /&gt;
*'''Green'''&lt;br /&gt;
Green powerups increase your bomb level by one unit. Once increased enough, your missile powers up and gains new attributes. Check above section for details.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying green tinted enemies and asteroids.&lt;br /&gt;
&lt;br /&gt;
*'''Silver'''&lt;br /&gt;
Silver power ups give a random score bonus between 50-52100 pts. It should be noted that some guides falsely claim you can consistently gain specific score bonuses by collecting the powerup at specific angles. This is not true.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
*'''Gold'''&lt;br /&gt;
Gold powerups deal damage to all enemies on screen. Usually enough to kill all enemies, but several are strong enough to withstand the damage in later stages.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
*'''Purple'''&lt;br /&gt;
Purple power ups increase bomb stock by 1, to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
These are found by destroying purple tinted enemies and asteroids.&lt;br /&gt;
&lt;br /&gt;
*'''1up'''&lt;br /&gt;
Adds a life to the player's stock.&lt;br /&gt;
&lt;br /&gt;
These are found by shooting specific parts of the environment, revealing their invisible location.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
===== Auto Fire/Turbo Fire =====&lt;br /&gt;
The game has a native autofire, but a 30Hz turbofire is highly recommended for Darius Gaiden, and is included as a default on Darius Gaiden Extra Version - it makes bosses far less tanky and the game far easier throughout. This being said, auto-fire on its own needs to be managed. Many shot types have differing amounts of bullets allowed to persist on-screen, meaning without point blanking you will get &amp;quot;clumps&amp;quot; of shots that do a poor job covering enemies during the stages. Rapid-fire also raises rank at a higher rate than regular shots- a small consideration as well (see: rank section below). Due to this, it is wise to have a button for regular and turbo fire and the switch between them as the situation permits (this is the standard for arcade cabinets). &lt;br /&gt;
&lt;br /&gt;
===== Rank System =====&lt;br /&gt;
Darius Gaiden uses a rank system for difficulty. Rank ranges from 1-255, and the higher the rank, the more difficult the game becomes. &lt;br /&gt;
&lt;br /&gt;
Rank can affect the following:&lt;br /&gt;
*bullet speed&lt;br /&gt;
*The amount of bullets an enemy fires&lt;br /&gt;
*The size of the bullets fired&lt;br /&gt;
&lt;br /&gt;
Stage V is the easiest final stage, and most survival-routes end there, as it's final boss, '''RISK STORAGE''' being easily the least tanky and difficult of the final bosses. Stage Z', meanwhile, is the hardest final stage, with '''GREAT THING''' effectively serving as the [True Last Boss] of the game. Stage V' is also very difficult with '''STORM CAUSER''' serving as the second hardest boss.&lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Taking place after the original Darius, Gaiden focuses on the refugees of the Planet Darius after the climactic battle of the original game, who having left for the planet '''Vadis''', now attempt to return to their home planet. Upon doing so, they are ambushed by a '''Belsar''' fleet, which destroys most of the Silver Hawks, leaving only two remaining Silver Hawks, piloted by '''Keith Arden (1P Side)''' and '''Anna Steiner (2P Side)''', where the game begins...&lt;br /&gt;
&lt;br /&gt;
Gaiden features 7 Endings, most of which focus on the dreamlike nature of the game itself. The endings to Zone Z' and V' can probably be seen as the game's good endings, whilst the rest are more ambiguous.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Z'''': Upon defeating '''GREAT THING''', Keith and Anna witness the battlefield and desolation they've thought through give way to a forest scene, and they are unsure if what they have just fought through is real or a dream.&lt;br /&gt;
&lt;br /&gt;
*'''Zone V''': Going deep underwater to defeat '''RISK STORAGE''', the Silver Hawks are destroyed by water pressure, fall to the bottom of the sea, and are covered by the Marine snow.&lt;br /&gt;
&lt;br /&gt;
*'''Zone W''': Reveals that Darius Gaiden is just a game Keith and Anna were playing in the arcade, with Keith cheering in triumph. Essentially a joke ending.&lt;br /&gt;
&lt;br /&gt;
*'''Zone X''': Destroying the Belsar citidel, Keith and Anna ruminate that the battle isnt over yet, as shadows lurk in the clouds.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Y''': Upon defeating '''ODIOUS TRIDENT''', Keith and Anna land in a forest similar to that shwon in the ending to Zone Z', and are welcomed by the native species, being lauded for destroying the enemies that were destroying the forests of Darius.&lt;br /&gt;
&lt;br /&gt;
*'''Zone Z''': Defeating '''CURIOUS CHANDELIER''' and the rest of the Belsar fleet, Anna and Keith leave Darius, only to find that the fighting had caused so much damage that Darius explodes. Keith and Anna are at a loss what to do.&lt;br /&gt;
&lt;br /&gt;
*'''Zone V'''': Defeating '''STORM CAUSER''' clears the huge storm around the stage and reveals the lost fleet of refugee ships from the opening of the game, which settle on Darius once again. Peace is restored. Definetly the &amp;quot;best&amp;quot; ending, and seeing as the Zone's inclusion as the final stage in the EXTRA version, is the closest to a &amp;quot;true ending.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Version Differences ==&lt;br /&gt;
* '''Darius Gaiden Extra Version''', an official hack, rearranges the stage order of the original game and provides a 30Hz autofire by default for pressing A. As a special extra, starting the game as 2P side starts a version of the game where all 28 stages are played in alphabetical order, ending with stage V' and the boss '''STORM CAUSER''', and also utilising it's ending.&lt;br /&gt;
&lt;br /&gt;
== Ports ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dariusgsaturn.jpg|The US Saturn cover&lt;br /&gt;
Dariusgpc.jpg|Windows 95 ver of Darius Gaiden&lt;br /&gt;
Dariusccswitchjpn.png|The original Japanese release of Cozmic Collection on Switch&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Darius Gaiden was released on the SEGA Saturn, PS1, PS2, PC (Windows 95), Xbox, Nintendo Switch and PS4. &lt;br /&gt;
&lt;br /&gt;
The original Saturn release runs slower than the arcade game and also has some slowdown. Before Cozmic Collection released, this was the best version of the game available on home consoles and is still one of the better ports of the game- especially if playing on a CRT.&lt;br /&gt;
&lt;br /&gt;
The PS1 port suffers from more slowdown, jerky scrolling, and other graphical issues and features a new FMV intro sequence instead of the arcade original intro. &lt;br /&gt;
&lt;br /&gt;
The Windows 95 version is essentially the Saturn version but it has different sound effects and slight loading hitches before bosses.&lt;br /&gt;
&lt;br /&gt;
The PS2 and Xbox versions are emulated and part of Taito Legends 2- an arcade compilation disc. The PS2 version does not run properly and does not have progressive video. The xbox version has progressive video and does not have the performance issues of the PS2 version.&lt;br /&gt;
&lt;br /&gt;
In 2019, Darius Cozmic Collection was released in Japan for Nintendo Switch and in 2020 for PS4. It includes a new port of Darius Gaiden with credits to the M2 Shottriggers team. This port is 100% arcade faithful and features save states, high score leaderboards, gadgets for rank, score, boss health, ARM level, and more. A training mode was added in a patch that allows stage, rank, weapon and shield selection. This training mode is included as default in the DL and english versions of the game. It comes highly recommended, even if you already own the Saturn version or a PCB. &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* According to a Doujin roundtable interview published in Shooting Gameside #1&amp;lt;ref&amp;gt;http://shmuplations.com/doujin/&amp;lt;/ref&amp;gt;, Darius Gaiden is one of ZUN's favorite shmups. Besides, he has been influenced by this game and its focus on memorable boss battles when creating Touhou Project, according to the ''Bohemian Archive in Japanese Red'' interview.&amp;lt;ref&amp;gt;https://en.touhouwiki.net/wiki/Bohemian_Archive_in_Japanese_Red/Interview&amp;lt;/ref&amp;gt;&lt;br /&gt;
* This is one of the last products ever released baring the I.G Tatsunoko name before they renamed themselves Production I.G&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 [[Darius Gaiden/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;
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[(Template Page)]]&lt;br /&gt;
|-&lt;br /&gt;
| put your stuff here&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References &amp;amp; Contributors ==&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.&lt;br /&gt;
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: &amp;lt;nowiki&amp;gt;[[User:(You)|(Your Name)]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Horizontal orientation]]&lt;/div&gt;</summary>
		<author><name>Rollingcrow</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Mushihimesama_Futari&amp;diff=7492</id>
		<title>Mushihimesama Futari</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Mushihimesama_Futari&amp;diff=7492"/>
		<updated>2021-02-01T18:54:31Z</updated>

		<summary type="html">&lt;p&gt;Rollingcrow: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mushimesama Futari Logo.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
[[Mushihimesama Futari]] is a vertical scrolling shooter developed by [[CAVE]]. It is the sequel to [[Mushihimesama]], and contains a new second playable character named 'Palm'.&lt;br /&gt;
&lt;br /&gt;
{{GameInfobox&lt;br /&gt;
|bordercolor = black&lt;br /&gt;
|title = Mushihimesama Futari&lt;br /&gt;
|background = #f8f8f8&lt;br /&gt;
|image = Template_Title.png&lt;br /&gt;
|width = 324px;&lt;br /&gt;
|imagecaption = Title screen&lt;br /&gt;
|imagescalepx = 180px&lt;br /&gt;
&lt;br /&gt;
|developer = [[CAVE]]&lt;br /&gt;
|&lt;br /&gt;
|music = Manabu Namiki &amp;lt;br&amp;gt; Kimihiro Abe&lt;br /&gt;
|&lt;br /&gt;
|program = Tsuneki Ikeda&lt;br /&gt;
|&lt;br /&gt;
|art = Hideki Nomura&lt;br /&gt;
|&lt;br /&gt;
|releasedate = October 27, 2006&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Mushihimesama Futari ==&lt;br /&gt;
Mushihimesama Futari (''虫姫さまふたり'' literally 'Bug Princess Duo') is a vertical scrolling shooting game released in arcades by [[CAVE]] in 2006.  It is a sequel to [[Mushihimesama]] (虫姫さま) which was released in 2004.  In addition to Reco, the player character of the first game, it features the addition of a second player character called Palm.  After a short life in arcades the original version 1.0 was replaced with an upgraded 1.5 version featuring numerous gameplay changes and enhancements.  A more extensively modified version, [[Mushihimesama Futari Black Label]] was also released to arcades in 2007.  A slightly easier revision of 'Black Label', subtitled 'Another Version', was also developed, and may have been originally intended for international release{{unconfirmed}}.  The game was ported to the XBOX 360 by [[M2]] in 2009.  It included version 1.5 with ''Black Label'' available as DLC, in addition to exclusive Arrange and Novice modes.  A 1.01 version based heavily on version 1.0 with minor changes was produced in 2007 but was not widely released in arcades.  It was included as a bonus DLC code in limited editions of the XBOX 360 port.&lt;br /&gt;
&lt;br /&gt;
The game features three modes to choose from.  Like the original '[[Mushihimesama]]', 'Original Mode' features few in number but fast moving bullets and a simple scoring system, while 'Maniac Mode' has greater in number but slower moving bullets and a more complex scoring system.  Much like the first game in the series, 'Ultra Mode' aims for an exceptionally high difficulty level with an extreme number of bullets.  Unlike the first game the scoring system of 'Ultra Mode' is based on the simpler 'Original Mode' system rather than a duplication of the ''Maniac Mode'' system.  In ''Black Label'', however, 'Ultra Mode' is absent and is replaced instead with ''God Mode'', which features a more manageable difficulty level, with often simplified versions of enemy attacks from ''Ultra Mode'', and an enhanced version of the 'Maniac Mode' scoring system.&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:Joystick Three Button.png|frameless|none]]&lt;br /&gt;
&lt;br /&gt;
* '''A (Press):''' Wide shot&lt;br /&gt;
* '''A (Hold):''' Focus shot&lt;br /&gt;
* '''B:''' Bomb&lt;br /&gt;
* '''C (Hold)''' Wide shot (autofire)&lt;br /&gt;
&lt;br /&gt;
While using focus shot, movement speed is reduced. &lt;br /&gt;
If both A and C are held A takes precedence.  An often used technique is to hold both buttons and release the A button to seamlessly transition from laser to rapid shot.  &lt;br /&gt;
&lt;br /&gt;
Tapping A and holding C both have the same effect and will produce an autofire stream of rapid shot.  Tapping C on the other hand has two functions: it will produce a momentary burst of fire, and will also set the rate of autofire to be used when using the normal rapid shot.  Tapping C also resets the lasers shot by Reco's options and this can be used to manage damage output in some situations.&lt;br /&gt;
&lt;br /&gt;
Use of a bomb will grant temporary invulnerability and erase all enemy bullets throughout its duration.&lt;br /&gt;
&lt;br /&gt;
== Console Release Notes ==&lt;br /&gt;
&lt;br /&gt;
'''Xbox 360'''&lt;br /&gt;
&lt;br /&gt;
* Physical Release? - Yes&lt;br /&gt;
* Region Locked? - No&lt;br /&gt;
* Arranged Modes - Yes: 'Arrange', 'Novice' [http://www.hardcoregaming101.net/mushihime-sama-futari/]&lt;br /&gt;
* Online Leaderboards? - Yes &lt;br /&gt;
* Tate Option? - Yes&lt;br /&gt;
* Original Arcade Graphics - Yes in Version 1.5 'Arcade' mode (and Xbox 360 can be forced to output 4:3 ratio at 480p)&lt;br /&gt;
* Internal Scanlines Generator: Yes- 'Picture Setting D' :)&lt;br /&gt;
* Graphical Filters: This release has a huge variety of graphical options!&lt;br /&gt;
* Training mode - Yes&lt;br /&gt;
* Training Mode Configuration:&lt;br /&gt;
 - Save States - No&lt;br /&gt;
 - Level Select - Yes&lt;br /&gt;
 - Customise Resources - Yes, all.&lt;br /&gt;
 - Save multiple sets of training configurations - No&lt;br /&gt;
 - Boss Fight Select - Yes :)&lt;br /&gt;
 - Mid Boss Fight Select - No&lt;br /&gt;
 - Save Training Run Replays - No&lt;br /&gt;
* Replay Mode - Yes (&amp;amp; can download high scoring replays from Leaderboards)&lt;br /&gt;
* Replay Options:&lt;br /&gt;
 - Can slow playback to 1/16 speed.&lt;br /&gt;
&lt;br /&gt;
=== Unlockable Secrets ===&lt;br /&gt;
----&lt;br /&gt;
==== Unlocking Ultra Mode in Version 1.0 ====&lt;br /&gt;
----&lt;br /&gt;
In the original version 1.0 Ultra mode was hidden by default.  In order to unlock it a code must be entered:&lt;br /&gt;
After inserting a coin, '''hold A, B, and C''' on the '''2nd player controls''' and input the following combination on the '''1st player controls''':&lt;br /&gt;
&lt;br /&gt;
'''→, C,　B, ↑, ↓, ←, B, A, C, A'''&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=72aArwdibz8&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A sound effect will play upon successful activation and Ultra mode will become available in the mode select menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Always face Spiritual Larsa in God Mode ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In Black Label, the true last boss, ''Spiritual Larsa'' is normally only accessible by completing the game on ''God Mode'', the highest difficulty, without losing a single life, including defeating the standard final boss, ''Dragon Emperion''.  However, on the arcade platform there exists a code that removes this no-death requirement, enabling to player to always encounter ''Spiritual Larsa'' at the end of ''God Mode''.&lt;br /&gt;
&lt;br /&gt;
'''WARNING:  ONCE ACTIVATED THE CODE WILL BE PERMANENTLY IN EFFECT AND CANNOT BE UNDONE''' &amp;lt;br/&amp;gt;&lt;br /&gt;
In order to activate, first insert a coin, then while holding the '''B''' button on the '''1st player controls''', input the following combination on the '''2nd player controls''':&lt;br /&gt;
&lt;br /&gt;
'''B, B, ↓, ↓, C, ↑, A, C, ←, A, →, B'''&amp;lt;ref&amp;gt;https://www.cave.co.jp/gameonline/mushihime2/topics/BL_info.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A sound effect will play upon successful entry, and ''Spiritual Larsa'' will always appear upon defeating ''Dragon Emperion'' at the end of ''God Mode'' whether the player has died or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shot Types ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Each of the two playable characters has two shot types to choose from, ''Normal'' and ''Abnormal''.  The Normal types tend to be weaker in power than the Abnormal Types but more mechanically conventional and easier to use.  Unlike other versions of the game, Black Label features only two shot types, one for each character.  They can loosely be considered an amalgamation of the ''Normal'' and ''Abnormal'' shot types from version 1.5.  The two characters also have different bombs that function differently.  &lt;br /&gt;
&lt;br /&gt;
==== Reco ====&lt;br /&gt;
&lt;br /&gt;
Reco's bomb is similar to the bomb in the first ''[[Mushihimesama]]'' game.  It is thrown towards a target where it then explodes.  The damage is concentrated within a small area and the bomb can be aimed to some extent by moving in the direction to be thrown towards.  Like the original game, the bomb will bounce off the edges of the screen which can cause it to miss its intended target.&lt;br /&gt;
&lt;br /&gt;
===== Normal =====&lt;br /&gt;
&lt;br /&gt;
''Normal Reco'''s weapons make reference to two of the weapons in the original ''Mushihimesama'' game.  The rapid shot is based on the ''W Power'' weapon, being a wide shot that expands in range as power increases.  The options fire lasers and positioned at the sides of the player, in a similar way to the ''Formation'' option style in the first game. &lt;br /&gt;
&lt;br /&gt;
The laser is based on the ''S Power'' weapon from the first game, being a foward aiming weapon that isn't a true laser, but consists of individual bullets like the rapid shot.&lt;br /&gt;
&lt;br /&gt;
''Normal Reco''' has the slowest non-laser movement speed in the game, which can sometimes be a disadvantage when a high degree of mobility is required to deal with enemies or their attacks.  The movement speed while using laser is shared with Abnormal Palm, and is also the slowest laser speed in the game, allowing for accurate movement between tightly spaced bullets.&lt;br /&gt;
&lt;br /&gt;
The Laser of this shot type is the second weakest of the four shot types.  This can prolong boss fights allowing them to progress to much more dangerous attacks and make it much harder to survive.  The laser also has quite a narrow range, which can make dealing damage to crucical targets difficult while being continually pushed away by threats. However the rapid shot has an extremely wide range making this shot type very useful for dealing with the large swarms of enemies that often appear around the entire screen during the later stages of the game.&lt;br /&gt;
&lt;br /&gt;
===== Abnormal =====&lt;br /&gt;
&lt;br /&gt;
This is the most difficult of the four shot types to make effective use of.  'Abnormal Reco'&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s rapid shot is similar in range to 'Normal Reco'&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s rapid shot, but is much stronger and can deal a large amount of damage to enemies at point blank range.  In contrast to ''Normal Reco'', the option formation is based on the ''Trace'' style from the first ''[[Mushihimesama]]'' game, following along with the movement path of the player in a snake-like pattern reminiscient of the [[Gradius]] series from [[Konami]].&lt;br /&gt;
&lt;br /&gt;
The laser is somewhat more powerful than its normal counterpart, but making effective use of it is difficult.  The majority of damage comes from the options which must be locked onto the target by placing them within a very close range.  This carries a high level of risk, and failure to attach enough options to a target will severely reduce the damage output.&lt;br /&gt;
&lt;br /&gt;
Compounding the difficulty in making effective use of the laser is the eccentricity of the movement speeds of this shot type.  The movement speeds are essentially inverted, with the speed while using laser being the fastest movement speed available in the game.  The movement speed while not using laser is far slower while still being faster than the laser speed of any other shot type.  This makes ''Abnormal Reco'' the fastest shot type of the four.  Laser must be used with all options locked onto the target in order to deal effective damage at long range.  This means use of the laser is essential while fighting bosses, but this also means that attacks must be dodged at the fastest speed available, requiring a high degree of precision.  Sometimes rapid shot must be used at long range in order to have the precision of movement necessary to dodge effectively, despite the large reduction in damage output.  This shot type is also the least score efficient of the four shot types by far, as the very unusual mechanics often interfere with the optimal scoring techniques.  &lt;br /&gt;
&lt;br /&gt;
===== Black Label =====&lt;br /&gt;
&lt;br /&gt;
Reco's Black Label shot type is most similar to the Abnormal variant from 1.5.  The range from which the options can lock onto a target has been greatly extended, making it much easier to deal effective damage to durable enemies, and the damage of the laser has been greatly increased.  The movement speeds have been returned to a much more conventional arrangement, with the laser speed being considerably slower.  Reco's rapid shot speed is somewhat slower than Palm's but her laser speed is somewhat faster than Palm's.&lt;br /&gt;
&lt;br /&gt;
==== Palm ====&lt;br /&gt;
&lt;br /&gt;
Palm's bomb behaves very differently to Reco's.  It deals similar damage instead of being concentrated within the area of the explosion radiates outwards from the explosion, being more evenly distributed throughout the screen. &lt;br /&gt;
&lt;br /&gt;
===== Normal =====&lt;br /&gt;
&lt;br /&gt;
''Normal Palm''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s rapid shot is fairly powerful, though not as powerful as ''Abnormal Reco'''s rapid shot when used at close range.  As it is a straight angled shot proximity does not have as significant an effect on damage output as Reco's rapid shot types.&lt;br /&gt;
&lt;br /&gt;
''Normal Palm'''s laser is by far the weakest laser in the game, being not much more damaging than the rapid shot.  While the two weapons being so close in damage can seem to make siwtching between them for scoring purposes much simpler, the weak laser greatly prolongs boss fights, and makes timing destructions for optimal bullet cancels extremely difficult.  The vast majority of damage is concentrated in the central laser, with the smaller lasers coming from the options contributing essentially negligible damage.  Despite this, the firing angle of the option lasers can be adjusted through vertical movement, with the lasers fanning out as the player moves up, and contracting as the player moves down.  Diagonal movement however will not have any effect on the angles of the option lasers.&lt;br /&gt;
&lt;br /&gt;
''Normal Palm'' moves considerably faster than ''Normal Reco'', both when using laser and not using laser.  This is advantageous in the latter case but the higher laser speed makes precision of movement more difficult while dodging bullet-heavy enemy attacks.&lt;br /&gt;
&lt;br /&gt;
===== Abnormal =====&lt;br /&gt;
&lt;br /&gt;
In version 1.5, ''Abnormal Palm'''s main advantage is power, as this shot type possesses the most damaging laser in the game.  This makes it by far the best shot type for dealing with bosses, as the bosses will often be destroyed before having the chance to use some of their most dangerous attacks.  The high damage output also provides a scoring advantage as it grants a high degree of flexibility in the timing of bullet cancels.  In addition to extremely high damage, the laser has a wide range of attack as it will automatically lock onto nearby targets, allowing the player to move freely while still dealing damage.&lt;br /&gt;
&lt;br /&gt;
In contrast, this shot type has the weakest rapid shot, both in terms of damage and range.  The rapid shot follows an unusual path, becoming thinner the further it travels.  The horizontal range of the shot is therefore much greater at close range, making it the polar opposite of either of Reco's rapid shots.  Because of the poor range of the rapid shot, stages require more planning to navigate with this shot type.&lt;br /&gt;
&lt;br /&gt;
While not using laser, this shot type moves at the same speed as ''Normal Palm'', sharing with it the fastest non-laser movement speed in the game, and the second fastest overall movement speed after 'Abnormal Reco'&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s laser movement speed.  Its laser movement speed is shared with 'Normal Reco', being slower than 'Normal Palm'&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s laser movement speed, and the slowest overall movement speed in the game, allowing for precise movement while dodging.&lt;br /&gt;
&lt;br /&gt;
In version 1.0, this shot type was very different.  The laser's damage was considerably weaker, although still stronger than the other shot types' lasers.  The non-laser movement speed was slower than ''Normal Reco'''s, and the locking range of the laser was much smaller, making this shot type far more difficult to use and less effective in versions 1.0 and 1.01.&lt;br /&gt;
&lt;br /&gt;
===== Black Label =====&lt;br /&gt;
&lt;br /&gt;
Palm in Black Label moves faster when not using laser than either of his 1.5 counterparts, while retaining the same laser speed, whereas Reco moves slightly faster than Palm when using laser.  The laser itself is a combination of the ''Normal'' laser, albeit considerably increased in power, and the locking behaviour of the ''Abnormal'' laser.  The option lasers still deal negligible damage as with ''Normal Palm'' in version 1.5, and vertical movement still expands and contracts the angles of the option lasers, however the angles now automatically contract while not moving.  The rapid shot is very similar to its ''Normal'' counterpart in 1.5, with the addition of the ''Abnormal'' type's lightning that locks onto nearby enemies.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
All excess items are worth 10000 points .&lt;br /&gt;
&lt;br /&gt;
==== Power Up ====&lt;br /&gt;
&lt;br /&gt;
Increases power level up to seven times.  The increase in power level is permanent and power is not reduced when a life is lost or through any other means.  There are eight power up items in the game in total, with all but one of these being necessary to reach maximum power.&lt;br /&gt;
&lt;br /&gt;
==== Bomb Item ====&lt;br /&gt;
&lt;br /&gt;
Increases bomb stock by one.  A maximum of six bombs can be carried.  In most versions of the game there are four bomb items available throughout the game, usually appearing towards the end of a stage before a boss.  In the original version 1.0 (but not version 1.01) only two bomb items appear in the entirety of the game.&lt;br /&gt;
&lt;br /&gt;
==== 1UP ====&lt;br /&gt;
&lt;br /&gt;
Increases life stock by one.  There is only one of these in the game, appearing in stage 5.  It is contained in a house shortly after the midboss.  In order to obtain the 1UP, the house must be destroyed while a bomb is not being used.  Even if the bomb itself does not destroy the house, simply having a bomb in use is enough to disqualify from receiving the 1UP.  In Novice Ultra mode exclusively this house contains two 1UPs.&lt;br /&gt;
&lt;br /&gt;
==== Max Power ====&lt;br /&gt;
&lt;br /&gt;
Appears only after having used a continue.  Immediately increases the current power level to maximum.&lt;br /&gt;
&lt;br /&gt;
=== Rank ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Version 1.5 ====&lt;br /&gt;
Rank plays the most prominent role in Original mode.  The general rank formula is as follows:&lt;br /&gt;
&lt;br /&gt;
base + bombs*4 + power*2 + framecount/256&lt;br /&gt;
&lt;br /&gt;
The result is capped at a value depending on the specific mode:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original &lt;br /&gt;
| 208 &lt;br /&gt;
|-&lt;br /&gt;
! Maniac &lt;br /&gt;
| 232 &lt;br /&gt;
|-&lt;br /&gt;
! Ultra &lt;br /&gt;
| 248&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The base value is specific to each stage within each mode:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| !colspan=&amp;quot;5&amp;quot;|Stage&lt;br /&gt;
! 1 &lt;br /&gt;
! 2 &lt;br /&gt;
! 3 &lt;br /&gt;
! 4 &lt;br /&gt;
! 5&lt;br /&gt;
|-&lt;br /&gt;
! Original &lt;br /&gt;
| 12 &lt;br /&gt;
| 44 &lt;br /&gt;
| 72 &lt;br /&gt;
| 60 &lt;br /&gt;
| 96&lt;br /&gt;
|-&lt;br /&gt;
! Maniac &lt;br /&gt;
| 128 &lt;br /&gt;
| 136 &lt;br /&gt;
| 144 &lt;br /&gt;
| 240 &lt;br /&gt;
| 240&lt;br /&gt;
|-&lt;br /&gt;
! Ultra &lt;br /&gt;
| 208 &lt;br /&gt;
| 224 &lt;br /&gt;
| 240 &lt;br /&gt;
| 255 &lt;br /&gt;
| 255&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Comparing the base values with the maximum values it can be seen that rank is always at the maximum from stage 4 in the Maniac and Ultra modes.  Original mode has the widest range between the minimum and maximum values so the additional factors have a much more significant impact on the final value. &lt;br /&gt;
&lt;br /&gt;
This rank level primarily affects the frequency of enemy attacks, and how soon they first attack.&lt;br /&gt;
&lt;br /&gt;
==== Original Mode ====&lt;br /&gt;
&lt;br /&gt;
In version 1.5 and ''Black Label'', Original Mode has an additional system.  While not strictly related rank it has a large impact on difficulty: when the total gem counter reaches 70000 (version 1.5), or 100000 (''Black Label'') respectively, the speed of enemy bullets dramatically increases, until the counter falls back below this threshold.  Activation of this special mode has additional effects which are relevant to scoring and will be discussed below.  This feature is entirely absent from version 1.0 and it's derivative version 1.01.&lt;br /&gt;
&lt;br /&gt;
In ''Black Label'' alone, reaching the maximum value of 9999 on the stage counter also causes the bullet speed to increase, but not to the same degree as the total counter.  This is restricted to Black Label and the stage counter has no impact on difficulty in version 1.5 or any other versions.&lt;br /&gt;
&lt;br /&gt;
=== Scoring ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Each mode of the game has a unique scoring system, and each version of the game has a unique scoring system for that mode.  The 1.0 and 1.5 scoring systems are very similar.  As 1.5 is considered to be the definitive release, any differences in 1.0 and 1.01 will be noted.  Scoring across all modes revolves around the collection of point items, colloquially referred to as ''gems'' or ''amber'' (''琥珀'') and the management of one or more gem counters.  The XBOX 360 exclusive ''Novice Mode'' is identical to version 1.5 in terms of scoring mechanics.&lt;br /&gt;
&lt;br /&gt;
==== Gem Counters =====&lt;br /&gt;
&lt;br /&gt;
Depending on the mode, the counters used consist of either a single multiplier, or a pair of counters known as the ''Total Counter'' and the ''Stage Counter''.&lt;br /&gt;
&lt;br /&gt;
As the names imply, the Stage Counter resets at the start of every stage while the Total Counter accumulates throughout the entire game.  The functions of the gem counters will be covered in more detail later.&lt;br /&gt;
&lt;br /&gt;
==== Gem Types ====&lt;br /&gt;
&lt;br /&gt;
In all versions and modes there are various types of gem items to collect.  There are airborne gems which descend until they fall off the screen, and stationary ground gems, both of which appear in large and small varieties making for a total of four distinc gem types.&lt;br /&gt;
&lt;br /&gt;
The primary difference between them is the base value that each gem adds to the gem counters when collected:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Airborne&lt;br /&gt;
! Small&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! Large &lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Ground &lt;br /&gt;
! Small&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! Large&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The large ground gems usually have a value of 10 but have a value of 13 in the highest difficulty modes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Attracting Gems ====&lt;br /&gt;
&lt;br /&gt;
In most versions an airborne gem can be attracted to the player by coming within 11,010,048 subpixels of its location.  However in versions 1.0 and 1.01 the attraction range is smaller at 9,437,184 subpixels. &lt;br /&gt;
&lt;br /&gt;
Ground gems can be attracted by holding the A button in most versions, however the ability to attract ground gems in this way is absent from version 1.0 and 1.01.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Stage Clear Bonus =====&lt;br /&gt;
&lt;br /&gt;
====== Gem Tally ======&lt;br /&gt;
Upon completing a stage the total number of every tpye of gem collected is counted.  However, a death will reset all of the gem counts to zero.  The values awarded for each gem are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Airborne&lt;br /&gt;
! Small&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Large &lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|Ground &lt;br /&gt;
! Small&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
! Large&lt;br /&gt;
| 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Bomb bonus ======&lt;br /&gt;
Upon completing a stage the player also receives a bonus of 500,000 points per bomb in stock.  In versions 1.0 and 1.01 this is a smaller amount at 50,000 points per bomb.&lt;br /&gt;
&lt;br /&gt;
====== No Miss Bonus ====== &lt;br /&gt;
If the player completes a stage without losing a life, a ''No Miss'' bonus is awarded.  This is equal to a base value specific to each mode, multiplied by the number of the stage completed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Original &lt;br /&gt;
| 1,000,000&lt;br /&gt;
|-&lt;br /&gt;
! Maniac &lt;br /&gt;
| 2,000,000&lt;br /&gt;
|-&lt;br /&gt;
! Ultra/God&lt;br /&gt;
| 5,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Again, in versions 1.0 and 1.01 these values are ten times smaller.&lt;br /&gt;
&lt;br /&gt;
===== Counter Penalties =====&lt;br /&gt;
&lt;br /&gt;
In all versions and modes, dying or using a bomb will drop the values of the gem counters.  When bombing, the counter drops by a fixed amount per frame while the bomb is active.  Since Reco and Palm have completely different bombs, they are active for different lengths of time and so the reduction in counter is different:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! 1.0(1)&lt;br /&gt;
! 1.5&lt;br /&gt;
! Black Label&lt;br /&gt;
|-&lt;br /&gt;
! Reco&lt;br /&gt;
| 1540&lt;br /&gt;
| 980&lt;br /&gt;
| 6820&lt;br /&gt;
|-&lt;br /&gt;
! Palm&lt;br /&gt;
| 1320&lt;br /&gt;
| 840&lt;br /&gt;
| 5940&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In versions 1.0 and 1.01 only the stage counter is penalized, while the total counter remains the same value as it was before using a bomb.  In all other versions the penalty is applied to both the stage counter and the total counter.&lt;br /&gt;
&lt;br /&gt;
Upon losing a life the counters are cut by 1/3 in all versions but 1.0 and 1.01.  In these versions the total counter is cut by 25% and the stage counter is cut by 50%&lt;br /&gt;
&lt;br /&gt;
The counters continuously decrease during bosses.  In version 1.5 the rate of decrease is fast when not shooting (either laser or rapid shot) but slow when shooting.  In versions 1.0 and 1.01 the rate is always slow.&lt;br /&gt;
&lt;br /&gt;
==== Versions 1.5 and 1.0(1) ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
&lt;br /&gt;
====== Green Gems ======&lt;br /&gt;
Collecting a gem within a certain time after it appears causes the gem to glow green as it is collected, which doubles its value.  In version 1.5 an airborne gem must be collected within 48 frames of its creation to become green, while ground gems may be collected within 80 frames of creation.  In versions 1.0 and 1.01 however, ground gems are never able to become green.&lt;br /&gt;
&lt;br /&gt;
====== Bullet Cancelling ======&lt;br /&gt;
&lt;br /&gt;
When certain enemies are destroyed all bullets on the screen will be instantly converted into gems.  The duration of this effect varies from enemy to enemy and some enemies that cancel bullets in one version of the game may not cancel them in another, or for a different duration. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====== Life Bonus ======&lt;br /&gt;
Common to all modes is the remaining life bonus, which awards 10 million points per life the player has left upon clearing the game.  This bonus is only awarded if the player has not used any continues.  It is doubled if the player has defeated the true last boss, awaring 20 million points per life.&lt;br /&gt;
&lt;br /&gt;
====== Stage 5 Lanterns ======&lt;br /&gt;
In version 1.5 the points gained from destroying the lanterns placed throughout the final stage are multiplied by the number of lanterns destroyed.  The first lantern awards 100,000 points, increasing up to 2 million points by the final one.  The crater left behind constantly emits a fountain small gems while it remains on screen.  In versions 1.0 and 1.01, all lanterns award 100,000 points and do not emit gems when destroyed.&lt;br /&gt;
&lt;br /&gt;
====== Counterstop ======&lt;br /&gt;
&lt;br /&gt;
The maximum score that can be reached is 3,999,999,999.  Any points received after this point will not be added to the score.&lt;br /&gt;
&lt;br /&gt;
===== Original Mode =====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Stage Counter ======&lt;br /&gt;
&lt;br /&gt;
This is the more important of the two gem counters.  When collecting a gem, the value of the gem is added to the counter.  The value is doubled if the gem is green.  The new value of the stage counter is then added to the score.  In version 1.5 this value is also doubled if the gem is green.  In versions 1.0 and 1.01 green gems do not double the score awarded.  Note that the type of gem does not directly affect the base score gained - this is always equal to the new value of the stage counter.  Larger gems offer a small increase in point value as the stage counter increase they provide is larger. &lt;br /&gt;
&lt;br /&gt;
In Original Mode the stage counter has a maximum value of 9999.  When it reaches this value all four gem types become almost identical in value, aside from their contribution to the end of stage tally, as the differences in counter gain become irrelevant when the counter is already at the maximum value.&lt;br /&gt;
&lt;br /&gt;
====== Total Counter ======&lt;br /&gt;
&lt;br /&gt;
This counter alternates between green and blue, changing each time it increases by 500.  This determines which weapon the player should use to destroy enemies.  Every enemy has four sets of gems it can drop, based on the combination of the total counter state and the weapon the enemy was destroyed with.  These drop sets follow a general pattern as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
! Green&lt;br /&gt;
! Blue&lt;br /&gt;
|-&lt;br /&gt;
! Shot&lt;br /&gt;
| N large gems + 1 small gem &lt;br /&gt;
| 1 small gem&lt;br /&gt;
|-&lt;br /&gt;
! Laser &lt;br /&gt;
| N small gems&lt;br /&gt;
| N large gems &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As can be seen, the most gems are received when the counter is green and rapid shot is used.  This makes the most difference with small 'zako' enemies, as these appear in large numbers and for these particular enemies, N is equal to 1, meaning the amount of gems received from these enemies is doubled when the total counter is green.  The total counter does not affect bullet cancels, which always convert each bullet into one small gem. &lt;br /&gt;
&lt;br /&gt;
In Original Mode the total counter has a maximum value of 99999.&lt;br /&gt;
&lt;br /&gt;
====== Total Counter above 70000 ======&lt;br /&gt;
&lt;br /&gt;
When the total counter reaches 70000 the game enters a special mode in which the bullets of enemies greatly increase in speed, and a score bonus is awarded every frame.  This bonus increases in value every additional 5000 added to the total counter above 70000:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Total Counter&lt;br /&gt;
! Per Frame Score Gain&lt;br /&gt;
|-&lt;br /&gt;
| 70000 &lt;br /&gt;
| 1111&lt;br /&gt;
|-&lt;br /&gt;
| 75000 &lt;br /&gt;
| 3333&lt;br /&gt;
|-&lt;br /&gt;
| 80000 &lt;br /&gt;
| 6666&lt;br /&gt;
|-&lt;br /&gt;
| 85000 &lt;br /&gt;
| 11110&lt;br /&gt;
|-&lt;br /&gt;
| 90000 &lt;br /&gt;
| 16665&lt;br /&gt;
|-&lt;br /&gt;
| 95000 &lt;br /&gt;
| 23331&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A total counter of 70000 in version 1.5 is not reachable before the final stage and not without a high level of scoring optimization.  &lt;br /&gt;
&lt;br /&gt;
====== Boss Destruction Bonuses ======&lt;br /&gt;
Each form of a boss awards a fixed point value upon destruction.  For bosses in all but the last stage you receive an additional bonus equal to the stage counter*100.  For the last stage bosses the bonus is equal to the larger total counter*100.&lt;br /&gt;
Note: in versions 1.0 and 1.01 the bosses in the final stage also use the stage counter, not the total counter.&lt;br /&gt;
&lt;br /&gt;
===== Maniac Mode =====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Meter ======&lt;br /&gt;
&lt;br /&gt;
Destroying enemies with rapid shot increases a meter, represented by a horizontal bar on the left of the screen, which empties quickly.  In version 1.5 simply shooting at midbosses and bosses will fill the meter, but in versions 1.0 and 1.01, as with all enemies, only destruction of midbosses and the different forms of bosses contributes to the meter. The status of this meter determines what happens when an enemy is destroyed with a certain weapon.&lt;br /&gt;
&lt;br /&gt;
* When the meter is completely empty and an enemy is destroyed with laser, blue gems (see below) are produced.&lt;br /&gt;
* When the meter is in the blue area and an enemy is destroyed with any weapon, small gems are produced&lt;br /&gt;
*  When the meter is in the red area and an enemy is destroyed with rapid shot, large gems are produced &lt;br /&gt;
* In 1.5, When the meter is in the red area and an enemy is destroyed with laser, twice as many large gems are produced.  In versions 1.0 and 1.01 this does not increase the number of gems produced.&lt;br /&gt;
&lt;br /&gt;
In the case of bullet cancels, only the bullets present when the cancel is first initiated can be converted into blue gems.  Any bullets fired after initiation but before the cancel has ended will be converted into normal gems.&lt;br /&gt;
&lt;br /&gt;
====== Multiplier ======&lt;br /&gt;
&lt;br /&gt;
Maniac mode only has a single gem counter - the multiplier.  Collecting ordinary gems increases the multiplier by the standard amounts, including the doubling of the value received when collecting green gems.  The multiplier is not applied to these gems and they directly contribute only a small amount of score.&lt;br /&gt;
&lt;br /&gt;
====== Blue Gems ======&lt;br /&gt;
&lt;br /&gt;
These are the only gems that award a significant amount of points in Maniac Mode.  Unlike other gems these blue gems only exist in airborne form.  When collected the multiplier is applied to the base value of the gem, and large blue gems have twice the base value of small ones.  At the same time the multiplier is decreased.  Maniac scoring therefore consists of a cycle of building up the multiplier by collecting normal gems, then spending the multiplier at lucrative points by producing blue gems.  Unlike other gems, blue gems do not contribute to the end of stage gem bonus tally.&lt;br /&gt;
&lt;br /&gt;
===== Ultra Mode =====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Ultra Mode uses the same basic scoring system as Original Mode with a few adjustments:&lt;br /&gt;
&lt;br /&gt;
* In version 1.5 the total counter changes state every increase of 2000 rather than 500.  This is because the large number of bullets that are cancelled cause the counter to increase more rapidly than original mode and so the original value of 500 would cause it to change much too frequently.  In versions 1.0 and 1.05 the original value of 500 is retained.&lt;br /&gt;
&lt;br /&gt;
* Some enemies cancel bullets for longer than in Original Mode, and in versions 1.0 and 1.01, some enemies that did not cancel bullets at all now do.&lt;br /&gt;
&lt;br /&gt;
* The Total Counter has a maximum value of 999999&lt;br /&gt;
&lt;br /&gt;
* The Stage Counter has a maximum value of 99999&lt;br /&gt;
&lt;br /&gt;
* Ultra has no equivalent of the 70000 total counter effect in Original Mode.&lt;br /&gt;
&lt;br /&gt;
* There is a true last boss which can be accessed by defeating the stage 5 boss without having used a continue.  This extra boss consists of three forms, the last of which also requires no continues to have been used to access.&lt;br /&gt;
&lt;br /&gt;
* In version 1.5 alone, the lanterns in stage 5 will cancel bullets if destroyed within a 100000 subpixel radius (16 pixels).&lt;br /&gt;
&lt;br /&gt;
==== Black Label ====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== General =====&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Blue and Red Gems ======&lt;br /&gt;
In addition to green gems which are double value, collecting gems even faster after creation will produce blue (Original Mode) or red (Maniac, God Mode) gems that are worth four times their base value.&lt;br /&gt;
&lt;br /&gt;
====== Boss Counter Loss ======&lt;br /&gt;
&lt;br /&gt;
The rate of counter loss during bosses is inverted from 1.5.  Shooting now causes the counters to decrease rapidly.  Not shooting causes the counters to decrease slowly.&lt;br /&gt;
&lt;br /&gt;
====== Stage 5 Lanterns ======&lt;br /&gt;
The lanterns in stage 5 now cancel bullets in all modes, and the range from which the cancel can be triggered is much larger.&lt;br /&gt;
&lt;br /&gt;
====== Counterstop ======&lt;br /&gt;
&lt;br /&gt;
The maximum score of 3,999,999,999 in earlier versions has been raised to 9,999,999,999 in Black Label, which is well out of the reach of a single player in any of the three modes. &lt;br /&gt;
&lt;br /&gt;
====== Life Bonus ======&lt;br /&gt;
&lt;br /&gt;
In Black Label, much like other versions, the player receives 10 million points per remaining life, or 20 million points per remaining life if the true last boss was defeated.  However unlike other versions, this is then multiplied by the player's bomb stock.  The maximum amount receivable on default settings is therefore 600 million points, while the minimum is 0 if the player has either 0 lives '''or''' 0 bombs remaining.&lt;br /&gt;
&lt;br /&gt;
===== Original Mode =====&lt;br /&gt;
----&lt;br /&gt;
Original mode in Black Label is based on an augmented version of the system in its 1.5 counterpart.  The major additions and changes are outlined here.&lt;br /&gt;
&lt;br /&gt;
====== Proximity Effect ======&lt;br /&gt;
&lt;br /&gt;
The Total Counter has the same original function as it does in version 1.5 - destroying enemies with the appropriate weapon produces more gem items.  In Black Label shooting an enemy with this weapon when the source of the weapon's attack is within close range of the target causes the target to exude a stream of gem items.  Since a large number of gems can be produced in this way the counter changes state every increase of 3000 rather than 500.  In addition any gems produced by this proximity effect will be worth 10% of the score value of gems produced in other ways.  The proximity effect applies to almost all enemies but the very smallest, including midbosses, but is absent from all stage bosses.&lt;br /&gt;
&lt;br /&gt;
====== Bullet Cancelling ======&lt;br /&gt;
&lt;br /&gt;
Unlike 1.5, when a bullet is cancelled the number of gem items varies with the speed of the bullet.  An important aspect of scoring well is therefore to raise the bullet speed as much as possible by raising the gem counter values as outlined below.&lt;br /&gt;
&lt;br /&gt;
====== 100000 Total Counter ======&lt;br /&gt;
&lt;br /&gt;
The maximum value of the total counter has been raised from 99999 to 999999.  From a value of 100000 a special mode is activated similar to the one activated at 70000 in version 1.5, but with an additional effect: all points received from collecting gems are doubled.  Combined with the increased yield of bullet cancels resulting from the increased bullet speed, entering and maintaining this special state hugely increases the potential for score gain. &lt;br /&gt;
&lt;br /&gt;
====== 9999 Stage Counter ======&lt;br /&gt;
&lt;br /&gt;
Reaching the maximum stage counter value has some additional effects absent from version 1.5.  A very small bonus is awarded each frame.  The gems produced from shooting an enemy at close proximity will be large instead of small.  The speed of enemy bullets speed is slightly increased, with the associated effects on bullet cancelling. &lt;br /&gt;
 &lt;br /&gt;
====== Maniac Mode ======&lt;br /&gt;
----&lt;br /&gt;
The scoring changes from version 1.5 in Maniac Mode are limited.  They consist of the ability to raise the multiplier by dealing damage to enemies and the ability to fill the meter by shooting any enemy with rapid shot, not only bosses.&lt;br /&gt;
&lt;br /&gt;
====== God Mode ======&lt;br /&gt;
----&lt;br /&gt;
Unlike Ultra Mode, which is based on the Original Mode system, God Mode is an enhanced version of the Maniac Mode system.&lt;br /&gt;
&lt;br /&gt;
The maximum multiplier value is 30000 instead of 9999.&lt;br /&gt;
&lt;br /&gt;
When the meter is in the red zone, shooting at enemies with rapid shot will increase the multiplier, and the effect is much more pronounced at close range.  When the meter is empty, shooting at enemies with laser will increase the multiplier.&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;
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page. &lt;br /&gt;
&lt;br /&gt;
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Basic story breakdowns, plot information, and endings are included here. &lt;br /&gt;
&lt;br /&gt;
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.&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;
----&lt;br /&gt;
&lt;br /&gt;
=== 1.0 and 1.01 ===&lt;br /&gt;
&lt;br /&gt;
Version 1.01 is almost identical to 1.0 with a few changes:&lt;br /&gt;
* The size is the Ultra Mode hitbox is much smaller&lt;br /&gt;
* There are two additional bomb carriers&lt;br /&gt;
* A hitbox bug in the final attack of the stage 4 boss was fixed&lt;br /&gt;
* Ultra Mode is unlocked by default and no longer requires a code to access.&lt;br /&gt;
&lt;br /&gt;
=== 1.0(1) and 1.5 ===&lt;br /&gt;
&lt;br /&gt;
In version 1.0(1):&lt;br /&gt;
* Shooting does not change the rate of counter loss during bosses. &lt;br /&gt;
* The final boss(es) use the stage counter as a point value multiplier instead of the Total Counter.&lt;br /&gt;
* Abnormal Palm is much slower and has a much weaker laser&lt;br /&gt;
* Bombs deal much less damage to enemies&lt;br /&gt;
* Lanterns do not award more points as more are destroyed and do not cancel bullets in any mode.  They leave behind a single gem instead of a constant fountain from the crater. &lt;br /&gt;
* The location of the 1UP in stage 5 has changed.&lt;br /&gt;
* Some large enemies that cancel bullets when destroyed in version 1.5 do not cancel bullets.&lt;br /&gt;
* The large dragon enemies in stage 5 cancel bullets for a much shorter period of time.&lt;br /&gt;
* Green gems still double the amount of counter value gained but not the amount of score value gained. &lt;br /&gt;
* The range from which gems can be attracted to the player is smaller.&lt;br /&gt;
* Ground gems cannot be green and cannot be automatically collected by pressing A.&lt;br /&gt;
* Many enemy attacks are more difficult.&lt;br /&gt;
* The speed of bullets in Original mode is much faster.&lt;br /&gt;
* The end of stage bomb stock and no miss bonuses are much smaller.&lt;br /&gt;
* Reaching a value of 70000 on the Total Counter has no effect in Original Mode.&lt;br /&gt;
* Holding A emits a short burts of rapid shot before initiating the laser.&lt;br /&gt;
* Many enemies continue attacking for longer after appearing or will attack at times they wouldn't in version 1.5.&lt;br /&gt;
* Some enemies that would only appear when no bullet cancelling enemy was on screen will always appear.&lt;br /&gt;
&lt;br /&gt;
=== 1.5 and Black Label ===&lt;br /&gt;
&lt;br /&gt;
In Black Label:&lt;br /&gt;
* Ultra Mode has been replaced with God Mode featuring a different scoring system and many simplified versions of the Ultra attacks.&lt;br /&gt;
* The Normal and Abnormal shot types have been removed reducing the number of distinct shot types from four to two.&lt;br /&gt;
* The shot types deal more damage than the shot types in version 1.5.&lt;br /&gt;
* The maximum score has been increased from 3,999,999,999 to 9,999,999,999.&lt;br /&gt;
* The rate of enemy fire in general has been increased.&lt;br /&gt;
* Stage 5 lanterns cancel bullets in every mode.  The range from which the cancel can be triggered is greater and the fountain of gems in the crater only appears if a cancel was successfully achieved.&lt;br /&gt;
* Some large enemies cancel bullets not only on destruction but in the transition from first attack phase to second.&lt;br /&gt;
* There are additional enemies in many areas.&lt;br /&gt;
* The scoring systems of every mode have been expanded and enhanced.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Cool facts and random tidbits go here!&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;
[[Mushihimesama_Futari/Video_Index|Video index for Mushihimesama Futari 1.5]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Mushihimesama_Futari_Black_Label/Video_Index|Video index for Mushihimesama Futari Black Label]]&lt;br /&gt;
&lt;br /&gt;
== References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:True Last Boss]]&lt;/div&gt;</summary>
		<author><name>Rollingcrow</name></author>
		
	</entry>
	<entry>
		<id>https://shmups.wiki/index.php?title=Gunbird_2&amp;diff=5837</id>
		<title>Gunbird 2</title>
		<link rel="alternate" type="text/html" href="https://shmups.wiki/index.php?title=Gunbird_2&amp;diff=5837"/>
		<updated>2020-12-05T19:02:31Z</updated>

		<summary type="html">&lt;p&gt;Rollingcrow: Undid vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gunbird2_logo.png|center]]&lt;br /&gt;
[[File:Gunbird2_title.png|thumb|left|100px]]&lt;br /&gt;
&lt;br /&gt;
'''''Gunbird 2''''' is a vertical [[shooting game]] developed and published in 1998 by [[Psikyo]]. The game is a direct sequel to Gunbird, and features a light-hearted cast of characters trying assemble the ingredients for magic potion to make their wishes come true. This was the first Psikyo game to feature medal-chaining as a scoring mechanic, which would later feature in [[Strikers 1945 III]]/Strikers 1999. &lt;br /&gt;
&lt;br /&gt;
Gunbird 2 is noted for it's comedic tone, wide selection of characters, and addition of a melee attack which offers a powerful new offensive option. The game has been ported to a number of platforms, including the Sony Playstation 2, Sega Dreamcast, Nintendo Switch, and Steam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Overview ==&lt;br /&gt;
[[File:Gunbird2_screenshot.png|175px|thumb|right|Tavia progresses through the Italy stage]]&lt;br /&gt;
Gunbird 2 is a 3 button game. Each game loop consists of 7 stages, with the first three stages being randomly chosen from a possible four. In the second loop, stage 2-1 takes place in the stage that was not selected in the first loop. Completing the first loop rewards the player with a choice of two uses for the magic potion, with a unique ending for each choice.&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
----&lt;br /&gt;
* '''A Button (Press):''' Shot&lt;br /&gt;
* '''A Button (Hold):''' Charge Attack (depletes Power Gauge)&lt;br /&gt;
* '''B Button:''' Bomb (depletes bomb stock)&lt;br /&gt;
* '''C Button:''' Melee attack (depletes Power Gauge)&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
----&lt;br /&gt;
'''Main Shot'''&lt;br /&gt;
&lt;br /&gt;
Basic attack performed by pressing the shot button. This attack is upgraded by collecting Power-Up items, and reaches max power after 3 items have been collected. After collecting two Power-Up items the shot is supplemented by a secondary attack, or sub-shot, which offers some additional screen coverage. Colliding with an enemy will reduce the shot power by one level, and losing a life will reduce the shot to its base level.&lt;br /&gt;
&lt;br /&gt;
'''Power Gauge'''&lt;br /&gt;
&lt;br /&gt;
The power gauge is located at the bottom left of the screen, and is filled by killing enemies and collecting coins. Holding the A button releases a character-specific attack which depletes the gauge. Melee attacks, performed with the C button, will also deplete one level of the gauge. &lt;br /&gt;
&lt;br /&gt;
'''Bomb'''&lt;br /&gt;
&lt;br /&gt;
Bombs instantly clear enemy bullets and deal damage within specific areas of the screen. The precise effects of bombs are character-specific.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Characters ===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Gunbird 2 offers 6 playable characters, each with their own playstyle and unique advantages. 5 Characters are available by default, but a 6th, Aine, can be unlocked by entering the code 51024 in Maintenance Mode. He can then by selected by pressing down on the &amp;quot;?&amp;quot; icon on the character select screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_alucard.png|125px|thumb|left]]'''''Alucard'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' 3 green bat projectiles aimed forward. Good horizontal coverage.&lt;br /&gt;
* '''Subshot:''' Purple bats that fly forward on a slight delay. At max power, up to 8 bats can be on screen at once.&lt;br /&gt;
* '''Charge Attack:''' 2 swarms of blue bats that home in on enemies.&lt;br /&gt;
* '''Melee Attack:''' Alucard strikes with his cape.&lt;br /&gt;
* '''Bomb:''' Deals damage in a + shape. Can move during the animation.&lt;br /&gt;
&lt;br /&gt;
While Alucard's bomb has limited use, he makes up for it with fast movement speed, wide coverage with his basic shot, and a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_marion.png|125px|thumb|left]]'''''Marion'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' A 6-way spread shot.&lt;br /&gt;
* '''Subshot:''' Homing star projectiles.&lt;br /&gt;
* '''Charge Attack:''' A single large projectile that fires directly forward.&lt;br /&gt;
* '''Melee Attack:''' Marion attacks the enemy with her rabbit familiar&lt;br /&gt;
* '''Bomb:''' A starstorm that clears the screen. Marion cannot move during this attack.&lt;br /&gt;
&lt;br /&gt;
An all-round character with a useful homing shot. She lacks the burst damage of some other characters, but has the tools to handle most situations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_valpiro.png|125px|thumb|left]]'''''Valpiro'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' Blue shot aimed directly forward&lt;br /&gt;
* '''Subshot:''' Purple sawblades that move slowly up the screen. Up to 4 blades on screen at once.&lt;br /&gt;
* '''Charge Attack:''' 2 rocket arms that move slowly up the screen, each firing a 3-way shot.&lt;br /&gt;
* '''Melee Attack:''' Rocket punch.&lt;br /&gt;
* '''Bomb:''' A 360 laser sweep that covers the entire screen.&lt;br /&gt;
&lt;br /&gt;
Valpiro is the slowest character, but he packs a (rocket) punch, with a good multi-hitting subshot, and a powerful melee attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_tavia.png|125px|thumb|left]]'''''Tavia'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' 6 green shots aimed directly forward. High fire rate.&lt;br /&gt;
* '''Subshot:''' Blue ripples that expand as they travel.&lt;br /&gt;
* '''Charge Attack:''' A wide missile barrage that snakes upward.&lt;br /&gt;
* '''Melee Attack:''' A pink energy whip. Destroys enemy bullets.&lt;br /&gt;
* '''Bomb:''' An armada of robots carpet bombs the screen. Tavia can move freely during the attack.&lt;br /&gt;
&lt;br /&gt;
Tavia offers a superb rapid shot, along with the ability to move during her bomb animation, as well as a melee attack that cancels bullets. Considered a strong choice for survival-oriented players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_heicob.png|125px|thumb|left]]'''''Hei-Cob'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' A purple 6-way spread shot&lt;br /&gt;
* '''Subshot:''' Blue scimitars that spiral upward. Up to 4 on screen at once.&lt;br /&gt;
* '''Charge Attack:''' Summons a djinni that shoots directly forward for several seconds.&lt;br /&gt;
* '''Melee Attack:''' Hei-cob launches a bomb a short distance forward. The explosion lingers and deals damage for a few moments.&lt;br /&gt;
* '''Bomb:''' A djinni appears and clears the screen with a huge shockwave.&lt;br /&gt;
&lt;br /&gt;
An unorthodox character who offers a strong shot with wide coverage, and a charge attack that lets him control distant areas of the screen. His slow movement speed, and awkward melee attack make him a difficult character to handle for beginners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Gunbird2_aine.png|125px|thumb|left]]'''''Aine'''''&lt;br /&gt;
&lt;br /&gt;
* '''Shot:''' A single purple arrow projectile.&lt;br /&gt;
* '''Subshot:''' 2 orange arrows that flank the main shot.&lt;br /&gt;
* '''Charge Attack:''' A sword swipe that covers the entire vertical length of the screen. Narrow coverage, but hitbox lingers for a few seconds.&lt;br /&gt;
* '''Melee Attack:''' A 2-hit sword swipe.&lt;br /&gt;
* '''Bomb:''' Converts enemy bullets into rose items that can be collected for points.&lt;br /&gt;
&lt;br /&gt;
A guest character from [[Sengoku Ace]]. Aine is the fastest character in the game, and has a very powerful 2-hit melee attack, which promotes an agressive playstyle. His toolset is overall quite linear, so later stages can be challenging for survival, but due to the unique properties of his bomb he has the highest scoring potential in the game&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;
| [[File:Gunbird2_p.png|center]] || '''Power Up''' &amp;lt;br&amp;gt;Increases your shot power (max power after the 3rd item)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird_b.png|center]] || '''Bomb''' &amp;lt;br&amp;gt;Increases your bomb stock by 1&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird_coin.png|center]] || '''Gold Coin''' &amp;lt;br&amp;gt;200-2000 point score item. Point reward depends on when the coin is collected during its spin animation.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gunbird2_gemhead.png]] || '''Gemhead''' &amp;lt;br&amp;gt;Secret item that grants gems when attacked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Loops ===&lt;br /&gt;
----&lt;br /&gt;
After clearing 7 stages and defeating the last boss, the player automatically enters a second loop. The second loop features significantly denser bullet patterns, and enemies will now release revenge bullets on death. Stage 2-1 takes place in the stage that was not selected in the first loop.&lt;br /&gt;
&lt;br /&gt;
== Scoring ==&lt;br /&gt;
&lt;br /&gt;
Scoring in Gunbird 2 is relatively straightforward. Certain enemies, when destroyed, will leave behind gold coins that rotate on the spot. These coins will reward the player with 200, 500, 1000 or 2000 points, depending on when they are collected during their spin animation. To achieve the max score of 2000 points, coins must be collected specifically when they flash brightly.&lt;br /&gt;
&lt;br /&gt;
If two 2000pt coins are collected consecutively, the player is awarded a chain bonus of 500 points. Collecting a 3rd 2000pt coin in a row will give a chain bonus of 1000 points, and collecting 4 in a row (and beyond) will give a bonus of 2000 points.&lt;br /&gt;
&lt;br /&gt;
Each stage contains a hidden item called a gemhead, which releases valuable gems when attacked. Gemheads can be spawned by hovering over specific parts of the background scenery, at specific times during each stage. If the player can maintain fire on a Gemhead, it will release a maximum of 19 green gems worth 1000 points each, before releasing a final blue gem which is worth 4000 points. Gemhead locations can be found on the ''[[Gunbird_2/Strategy]]'' page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Endgame Bonus ===&lt;br /&gt;
----&lt;br /&gt;
Clearing both loops rewards the player with an endgame bonus as follows:&lt;br /&gt;
&lt;br /&gt;
*Bomb Stock x 50,000&lt;br /&gt;
*Power Level x 10,000&lt;br /&gt;
*Lives Remaining x 100,000&lt;br /&gt;
*Max Coin Chain x 1,000&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 [[Gunbird_2/Strategy]] for '''secrets''' and '''advanced play strategies'''.''&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
----&lt;br /&gt;
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&lt;br /&gt;
==Ports==&lt;br /&gt;
&lt;br /&gt;
Following its original arcade release in 1998, Gunbird 2 was ported to the Sega Dreamcast in 2000.&lt;br /&gt;
&lt;br /&gt;
The game was later bundled with [[Gunbird]] and released on the Sony Playstation 2 as ''Gunbird Special Edition'' in 2004.&lt;br /&gt;
&lt;br /&gt;
The game was ported to the Nintendo Switch in 2018 by Zerodiv. After initially only being available on the Nintendo eShop, the game was later released physically as part of the ''Psikyo Shooting Stars Bravo'' compilation.&lt;br /&gt;
&lt;br /&gt;
On June 10th 2020, the game was released on Steam by Zerodiv and City Connection. &lt;br /&gt;
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&lt;br /&gt;
==References==&lt;br /&gt;
# https://web.archive.org/web/20101222220738/http://www.avault.com/reviews/dreamcast/gunbird-2-dreamcast-review/&lt;br /&gt;
# Primary info provided by [[User:IrateIrem|IrateIrem]], [[User:JayLab|JayLab]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Psikyo]]&lt;br /&gt;
[[Category:Vertical orientation]]&lt;br /&gt;
[[Category:Melee attack mechanic]]&lt;/div&gt;</summary>
		<author><name>Rollingcrow</name></author>
		
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