Under Defeat

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UnderDefeat header.jpg
Under Defeat
UnderDefeat flyer.jpg

Flyer

Developer: G.rev
Music: Shinji Hosoe
Program: Masakazu Takeda
Art: Nanashiki Yamamoto
Release date: Oct 27, 2005
Previous game: Senko no Ronde
Next game: Mamorukun Curse!

Under Defeat is a 2005 vertical-scrolling shoot 'em up developed by G.Rev for the Sega NAOMI arcade board. It was one of the last games released on the Sega Dreamcast.

Like G.Rev's other titles, the game uses a 3D engine.

Gameplay Overview

The game features two aiming styles, Normal and Reverse. Normal aims in the direction of movement, and Reverse aims in the direction opposite to movement.

Controls


  • A: Shoot
  • A (Charged): The Option meter charges when you aren't shooting. Pressing A while fully charged to release your Option.
  • B: Bomb

Characters / Ships / Styles


The original arcade game only includes one ship. The HD remake includes three others.

Weapons


Option Pickup Power Charge Speed Delay Duration Cooldown
Vulcan
Underdefeat vulcan.png
Weak 0.5 0 7 1.5
Cannon
Underdefeat cannon.png
Medium 0.83 0.5 8 3
Rocket
Underdefeat rocket.png
Strong 1.37 1 2 5.44

Items


This section describes any and all collectibles that you acquire in the game. An example being any Power Up items or Medals from Battle Garegga. Include secret items such as extra lives as well.

Rank


The game features a rank system, but it has little bearing on strategy. Each stage has a base rank value. Your rank is calculated by adding the base value to a "rank offset", which can increase or decrease depending on your actions.

Rank offset increases at the end of each stage when no-missing and/or no-bombing the stage. Dying decreases the rank offset by 1. Because the game has no extends (score-based or otherwise), there is no reasonable way to mitigate rank, nor is it worth doing so.

Rank primarily affects the speed of enemy bullets. This is especially pronounced on the second loop, where base rank is dramatically increased.

When practicing stages, it is advisable to set rank offset to +10 in order to simulate the worst-case scenario.

Loops


The game features a second loop with increased difficulty. In order to reach the second loop, one must clear the game with an average Contribution Percentage of >95%

The base rank value of stage 2-1 is +19, which is double that of stage 1-5. The screen is tinted a different color, the stages are mirrored, and certain enemies have different behaviors.

Scoring


Enemies destroyed by the Option give double the points. You gain tick points by shooting both destructible and indestructible objects. You receive the following bonuses at the end of each stage:

  • Skill Assessment - Contribution percentage multiplied by 200. The multiplier increases the less lives you have, meaning that optimal play involves dying twice on stage 1-1
  • Fuel Conservation- The amount of time left on the boss timer multiplied by 1000.
  • Ammo Conservation - The number of bombs left over at the end of a stage multiplied by 10000.

Strategy

See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.


The game has a high degree of randomness. The Option type that the Option item spawns with is random. Many of the bullet patterns are random, and the placement of contribution enemies is also random. Large enemies with high score values are priority targets.


Version Differences

  • Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.

References & Contributors

1. Page text, info, and formatting by Reflector88