Battle Garegga: Difference between revisions

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* [[The Dev Team Thinks of Everything]]: The way rank works is somewhat involved. There is one nice little detail for those who cheat though: using an emulator cheat to nail rank down to the "easiest" level will cause items to fall about as fast as they do when you hit the actual rank caps, instead of the speed, they fall at the easiest level of rank. In other words, they accelerate downwards rather quickly.
* [[Dieselpunk]]: The technology looks like it would have been around [[World War Two]] level if it were not for the brothers' inventions
* [[Difficulty by Region]]: In addition to the larger number of points required to [[Every Ten Thousand Points|extend]], [[Dynamic Difficulty|rank]] (see below) increases at different rates depending on the region as well as the difficulty setting (U.S. "hard" is harder than Japan's "very hard", by the way). However, turning the extends off (which isn't possible in the Japan revision) will clamp rank to "manageable" and won't raise very much even if you collect everything and max out the autofire rate.
** However, turning the extends off (which isn't possible in the Japan revision) will clamp rank to "manageable" and won't raise very much even if you collect everything and max out the autofire rate.
* [[Dynamic Difficulty]]: The Rank system determines how hard the game is. Firing and powering up the main weapon, as well as picking up various items, will increase your rank. The only way to decrease your rank is by dying. Thus, players are "forced" to keep themselves powered down, conserve shots, and die on purpose in order to keep the last few stages of the game playable.
** Here's what it looks like when you [http://www.youtube.com/watch?v=pXUPVBeyKik effectively manage your rank].<ref> Keep an eye on the third window on the right. The first number is the rate the rank rises. The second is the current rank. The third is what the rank will be lowered to if you die. The rank cannot be lower than zero.</ref> Here's what it looks like [http://www.youtube.com/watch?v=HYX3gBLKKek when you don't].
** Here's what it looks like [http://www.youtube.com/watch?v=HYX3gBLKKek when you don't].
* [[Eternal Engine]]: Stages 3 and 4.
* [[Every Ten Thousand Points|Every One Million Points]]: The tic mark that your score need to get to for an extra life.
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* [[Smart Bomb]]: Instead of collecting one bomb icon for one bomb, you need to collect 40 icons to use a bomb at full power. Also, collecting at least one icon will let you use it, but it will only last for a very short time compared to the full power bomb, depending on how many icons were collected when used.
* [[Spent Shells Shower]]: And it ''causes damage''.
* [[Spiritual Successor]]: ''[[Battle Bakraid]]'' and ''[[Armed Police Batrider]]'' are this to ''Battle Garegga''. Which itself was inspired by Taito's ''Gun Frontier'': the [[Real Is Brown]]-style palette, realistic-style bullets, and mini-bomb power-ups were all drawn from there. ''Gun Frontier'' also had a rank system, but it was strictly based on how much you shot (the idea was to discourage firing when you had no reason to believe you'd hit something), and did ''not'' require getting yourself shot down if you wanted to 1CC the game. The programmer S. Yagawa would go on to do ''[[Ibara]]'' much later on.
* [[Sublime Rhyme]]: The name of the sixth boss, Junkey Monkey.
* [[Super Prototype]]: The four available planes.