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*** Type-B is the NEXALTS from ''Grand Cross Renovation'', which has its Break Mode fire a thin laser that not only lasts for a long time, can be aimed and swung across the screen with ease, but also cancels bullets and lasers alike! No need to dodge bullets when you're essentially '''nigh-invincible'''. [[https://www.youtube.com/watch?v=83PMGndghoE Observe.]]

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*** Type-B is the NEXALTS Purpretties Nexalts from ''Grand Cross Renovation'', ''GRAND CROSS: [=ReNOVATION=]'', which has its Break Mode fire a thin laser that not only lasts for a long time, can be aimed and swung across the screen with ease, but also cancels bullets and lasers alike! No need to dodge bullets when you're essentially '''nigh-invincible'''. [[https://www.youtube.com/watch?v=83PMGndghoE Observe.]]
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* SugarWiki/FunnyMoments: Satsuki, in her pre-battle dialogue with Kaika, gets the notion that they can team up, if only because Kaika looks so much like her.
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** Like a Flash Breeze ([[https://www.youtube.com/watch?v=N4aafiy2UZI Original]] / [[https://www.youtube.com/watch?v=ggExS3nbyUA GM Version]]), Hayate's battle theme, sounds like it'd fit right into an ''VideoGame/FZero'' game, especially with the electric guitars in the original and the synth solos in both versions of the song.
** Meanwhile Kiriko's battle theme, Like Falling Petals ([[https://www.youtube.com/watch?v=wyjDOxSzWp8 Original]] / [[https://www.youtube.com/watch?v=0QkRsZUUorY GM Version]]), is more reminiscent of ''[[Franchise/TouhouProject Touhou]]'' tracks, especially at the start. The resemblance to ''Touhou'' music is more pronounced in the ''GM'' version. There is even a reference to the first stage theme from ''Kirisame Blade 2'', another game by Bikkuri Software.

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** Hayate's playful demeanor belies an intense boss battle theme in Like a Flash Breeze ([[https://www.youtube.com/watch?v=N4aafiy2UZI Original]] / [[https://www.youtube.com/watch?v=ggExS3nbyUA GM Version]]), Hayate's battle theme, Version]]). It even sounds like it'd fit right into an ''VideoGame/FZero'' game, especially with the electric guitars in the original and the synth solos in both versions of the song.
song, which falls right in line with the ShoutOut in the subtitle for Stage 3 when Hayate is the boss. Like a Flash Breeze is also fittingly the theme for the original game's Extra Stage.
** Meanwhile Kiriko's battle theme, Like Falling Petals ([[https://www.youtube.com/watch?v=wyjDOxSzWp8 Original]] / [[https://www.youtube.com/watch?v=0QkRsZUUorY GM Version]]), is an equally awesome song that also gets across Kiriko's desire to keep Uzuki and his heart all to herself. It is also more reminiscent of ''[[Franchise/TouhouProject Touhou]]'' tracks, especially at the start. The start, and the resemblance to ''Touhou'' music is more pronounced in the ''GM'' version. There is even a reference to the first stage theme from ''Kirisame Blade 2'', another game by Bikkuri Software.
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* PolishedPort: The original game starts running slower the more the screen is flooded with bullets. This does not occur in ''GM''.

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* PolishedPort: The original game starts running slower the more the screen is flooded with bullets. This does While this also occurs in ''GM'', it is not occur in ''GM''.to the same extent or at the same frequency.
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*** Type-B is the NEXALTS from ''Grand Cross Renovation'', which has its Break mode fire a thin laser that not only lasts for a long time, can be aimed and swung across the screen with ease, but also cancels bullets and lasers alike! No need to dodge bullets when you're essentially '''nigh-invincible'''. [[https://www.youtube.com/watch?v=83PMGndghoE Observe.]]
*** Type-C, the SAS-02-G2 ARYS, docks onto a larger fighter for its Break mode, which then automatically aims at enemies. But more importantly, it makes the ship ''completely'' [[InvincibilityPowerUp invincible during Break mode]], allowing it to effortlessly rack up multiplier from grazing as well as the Graze Counter gauge. Once Break mode is about to run out, simply fire your Graze Counter into a thicket of bullets to generate stars and make yourself invincible again, then activate Break mode again.
*** Type-D, which is ''TOKOYO'''s Cocoa herself, can use both Break mode and Graze Counter at the same time. Once again, Break Mode can be sustained for way longer than other fighters can, since you can fire your Graze Counter without having it interrupt Break Mode and the stars you earn from it can refill the Break gauge even if Break Mode is active, ''and'' with your Graze Counter popping off constantly (as long as you keep grazing bullets) in addition to Break, you will easily rip apart bosses and other high-health enemies like they're toilet paper.

to:

*** Type-B is the NEXALTS from ''Grand Cross Renovation'', which has its Break mode Mode fire a thin laser that not only lasts for a long time, can be aimed and swung across the screen with ease, but also cancels bullets and lasers alike! No need to dodge bullets when you're essentially '''nigh-invincible'''. [[https://www.youtube.com/watch?v=83PMGndghoE Observe.]]
*** Type-C, the SAS-02-G2 ARYS, docks onto a larger fighter for its Break mode, Mode, which then automatically aims at enemies. But more importantly, it makes the ship ''completely'' [[InvincibilityPowerUp invincible during Break mode]], Mode]], allowing it to effortlessly rack up multiplier from grazing as well as the Graze Counter gauge. Once Break mode Mode is about to run out, simply fire your Graze Counter into a thicket of bullets to generate stars and make yourself invincible again, then activate Break mode Mode again.
*** Type-D, which is ''TOKOYO'''s Cocoa herself, can use both Break mode Mode and Graze Counter at the same time. Once again, Break Mode can be sustained for way longer than other fighters can, since you can fire your Graze Counter without having it interrupt Break Mode and the stars you earn from it can refill the Break gauge even if Break Mode is active, ''and'' with your Graze Counter popping off constantly (as long as you keep grazing bullets) in addition to Break, you will easily rip apart bosses and other high-health enemies like they're toilet paper.



* SequelDifficultyDrop: Or rather, remake difficulty drop. ''GM'' is a lot more generous in giving out 1-UP's via score thresholds and enemy drops, and if the player game overs while fighting either Kaika or Striae, (s)he gets to start just before the fight against Kaika--when the power-up ship shows up--as opposed to starting Stage 5/the Final Stage all over again like in the original.

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* SequelDifficultyDrop: Or rather, remake difficulty drop. ''GM'' is a lot more generous in giving out 1-UP's via score thresholds and enemy drops, and even gives the player a mercy 1-UP for each time (s)he game overs. Plus, if the player game overs while fighting either Kaika or Striae, (s)he gets to start just before the fight against Kaika--when the power-up ship shows up--as opposed to starting Stage 5/the Final Stage all over again like in the original.

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* FridgeBrilliance: Both games have a ticker at the top right of the screen that keep track of the number of times you've ever so slightly come into contact with, but not collided into or get hit by, enemies and their bullets. Surely there's [[TitleDrop a name]] with which the ticker can be referred to...



*** Type-D, which is ''TOKOYO'''s Cocoa herself, can use both Break mode and Graze Counter at the same time. Once again, Break mode can be sustained for way longer than other fighters can, since you can fire your Graze Counter without having it interrupt Break mode and the stars you earn from it can refill the Break gauge even if Break mode is active, ''and'' with your Graze Counter popping off constantly (as long as you keep grazing bullets) in addition to Break, you will easily rip apart bosses and other high-health enemies like they're toilet paper.

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*** Type-D, which is ''TOKOYO'''s Cocoa herself, can use both Break mode and Graze Counter at the same time. Once again, Break mode Mode can be sustained for way longer than other fighters can, since you can fire your Graze Counter without having it interrupt Break mode Mode and the stars you earn from it can refill the Break gauge even if Break mode Mode is active, ''and'' with your Graze Counter popping off constantly (as long as you keep grazing bullets) in addition to Break, you will easily rip apart bosses and other high-health enemies like they're toilet paper.



* ThatOneAttack: The cube projectiles are destructible (in ''GM''), but also take a bit to clear out, even if the player has otherwise sufficient firepower. On the other hand, these same projectiles also provide an easy opportunity to charge one's Graze Counter meter.

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* ThatOneAttack: The cube projectiles. Your own bullets cannot pass through them, unlike with other enemy projectiles, and thus they soak up any damage that enemies or bosses would have taken. In ''GM'', the cube projectiles are destructible (in ''GM''), destructible, but also take a bit to clear out, even if the player has you have otherwise sufficient firepower. On the other hand, these same projectiles also provide an easy opportunity to charge one's the Graze Counter meter.
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*** Type-B is the NEXALTS from ''Grand Cross Renovation'', which has its Break mode fire a thin laser that not only lasts for a long time, can be aimed and swung across the screen with ease, but also cancels bullets and lasers alike! No need to dodge bullets when you're essentially '''nigh-invincible'''.

to:

*** Type-B is the NEXALTS from ''Grand Cross Renovation'', which has its Break mode fire a thin laser that not only lasts for a long time, can be aimed and swung across the screen with ease, but also cancels bullets and lasers alike! No need to dodge bullets when you're essentially '''nigh-invincible'''. [[https://www.youtube.com/watch?v=83PMGndghoE Observe.]]
Is there an issue? Send a MessageReason:
None


*** Type-B is the NEXALTS from ''Grand Cross Renovation'', which has its Break mode fire a thin laser that not only lasts for a long time, can be aimed and swung across the screen with ease, but also cancels bullets and lasers alike! No need to dodge bullets when there aren't any!

to:

*** Type-B is the NEXALTS from ''Grand Cross Renovation'', which has its Break mode fire a thin laser that not only lasts for a long time, can be aimed and swung across the screen with ease, but also cancels bullets and lasers alike! No need to dodge bullets when there aren't any!you're essentially '''nigh-invincible'''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Type-B is the NEXALTS from ''Grand Cross Renovation'', which has its Break mode fire a thin laser that not only lasts for a long time, can be aimed and swung across the screen with ease, but also cancels bullets and lasers alike! No need to dodge bullets when there aren't any!
Is there an issue? Send a MessageReason:
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*** Type-C docks onto a larger fighter for its Break mode, which then automatically aims at enemies. But more importantly, it makes the ship ''completely'' [[InvincibilityPowerUp invincible during Break mode]], allowing it to effortlessly rack up multiplier from grazing as well as the Graze Counter gauge. Once Break mode is about to run out, simply fire your Graze Counter into a thicket of bullets to generate stars and make yourself invincible again, then activate Break mode again.
*** Type-D can use both Break mode and Graze Counter at the same time. Once again, Break mode can be sustained for way longer than other ships can, since you can fire your Graze Counter without having it interrupt Break mode and the stars you earn from it can refill the Break gauge even if Break mode is active, ''and'' with your Graze Counter popping off constantly (as long as you keep grazing bullets) in addition to Break, you will easily rip apart bosses and other high-health enemies like they're toilet paper.

to:

*** Type-C Type-C, the SAS-02-G2 ARYS, docks onto a larger fighter for its Break mode, which then automatically aims at enemies. But more importantly, it makes the ship ''completely'' [[InvincibilityPowerUp invincible during Break mode]], allowing it to effortlessly rack up multiplier from grazing as well as the Graze Counter gauge. Once Break mode is about to run out, simply fire your Graze Counter into a thicket of bullets to generate stars and make yourself invincible again, then activate Break mode again.
*** Type-D Type-D, which is ''TOKOYO'''s Cocoa herself, can use both Break mode and Graze Counter at the same time. Once again, Break mode can be sustained for way longer than other ships fighters can, since you can fire your Graze Counter without having it interrupt Break mode and the stars you earn from it can refill the Break gauge even if Break mode is active, ''and'' with your Graze Counter popping off constantly (as long as you keep grazing bullets) in addition to Break, you will easily rip apart bosses and other high-health enemies like they're toilet paper.

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** Resolution ([[https://www.youtube.com/watch?v=T798lnTVsGY Original]] / [[https://www.youtube.com/watch?v=FD-u5w2dErk GM Version]]) is the character, skill, and difficulty select theme, and it goes '''''hard'''''. You would be forgiven for staying on this screen for as long as possible to get crunk to the auditory sugar that said screen feeds you.

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** Resolution ([[https://www.youtube.com/watch?v=T798lnTVsGY Original]] / [[https://www.youtube.com/watch?v=FD-u5w2dErk GM Version]]) is the character, skill, and difficulty select selection theme, and it goes '''''hard'''''. You would be forgiven for staying on screens with this screen song for as long as possible to get crunk to the auditory sugar ambrosia that said screen feeds bestows you.



** Hearing Stage 3's theme, known as "[[https://www.youtube.com/watch?v=D9OYuMERqo4 Drive All Enemy]]" in the original game and "[[https://www.youtube.com/watch?v=8ICARfeQnOg Drive All Enemies]]" in ''GM'', is how you know when things are getting serious. After all, Stage 3 is the midpoint of the game, as well as where you square off against a fellow human fighter pilot also trying to get EDEN shut down. The ''GM'' version of this song has choir-esque instruments in the beginning that add a certain sort of electricity to the stage, although the lone bass of the original lends its own brand of tenseness to the game atmosphere.

to:

** Hearing Stage 3's theme, known as "[[https://www.youtube.com/watch?v=D9OYuMERqo4 Drive All Enemy]]" in the original game and "[[https://www.youtube.com/watch?v=8ICARfeQnOg Drive All Enemies]]" in ''GM'', is how you know when things are getting serious. After all, Stage 3 is the midpoint of the game, as well as where you square off against a fellow human fighter pilot also trying to get EDEN shut down. The ''GM'' version of this song has choir-esque instruments in the beginning that add a certain sort of electricity to the stage, although the lone bass of the original lends its own brand of tenseness to the game atmosphere.feel.



** Overhaul ([[https://www.youtube.com/watch?v=bopt-_ONOug Original]] / [[https://www.youtube.com/watch?v=BHNbPsLYs1o GM Version]]), the options menu theme, is a delightful little ditty to change your settings and watch chibi Hayates walk/sometimes stumble to.
* GameBreaker: In ''GM'' in particular:
** Type-5 and Type-6 are the default two ships, but with the gimmick that the Graze Counter gauge's and the Break gauge's methods of buildup are swapped, i.e. you build up Break Gauge by grazing and you build Graze Counter gauge by collecting stars. Activating Break mode is where the fun begins, because you can refill the Break gauge and keep the mode going by grazing bullets, allowing for some very high scores and heightened DPS that can last a long time.
** Type-C docks onto a larger fighter for its Break mode, which then automatically aims at enemies. But more importantly, it makes the ship ''completely'' [[InvincibilityPowerUp invincible during Break mode]], allowing it to effortlessly rack up multiplier from grazing as well as the Graze Counter gauge. Once Break mode is about to run out, simply fire your Graze Counter into a thicket of bullets to generate stars and make yourself invincible again, then activate Break mode again.
** Type-D can use both Break mode and Graze Counter at the same time. Once again, Break mode can be sustained for way longer than other ships can, since you can fire your Graze Counter without having it interrupt Break mode and the stars you earn from it can refill the Break gauge even if Break mode is active, ''and'' with your Graze Counter popping off constantly (as long as you keep grazing bullets) in addition to Break, you will easily rip apart bosses and other high-health enemies like they're toilet paper.

to:

** Overhaul ([[https://www.youtube.com/watch?v=bopt-_ONOug Original]] / [[https://www.youtube.com/watch?v=BHNbPsLYs1o GM Version]]), the options menu theme, is a delightful little ditty to change your settings and watch chibi Hayates walk/sometimes stumble walk/stumble to.
* GameBreaker: The original game has Copy Uzuki with the Shadow Divider and Copy Satsuki with the Alternative Dancer. These two are always on Break Mode, which allows for greater firepower and a wider range of attack than normal. Meanwhile, there's Scientist Hayate and ''her'' Break Mode. Said Break Mode may not be active all the time, but when it is active, the Revolgear 2 will fire Break Mode bullets in so many directions that the screen is almost completely filled with these bullets.
**
In ''GM'' in particular:
** *** Type-5 and Type-6 Type-6, the Shadow Divider and Alternative Dancer, are busted in this game too. Not only do they have different pilots, the default two ships, but with the gimmick that the way they build Graze Counter gauge's and the Break gauge's methods of buildup are swapped, Mode is swapped; i.e. you build up the Break Gauge Mode bar by grazing and you build the Graze Counter gauge by collecting stars. Activating Break mode Mode is where the fun begins, because you can refill the Break gauge bar and keep the mode going by grazing bullets, allowing for some very high scores and heightened DPS that can last a long time.
** *** Type-C docks onto a larger fighter for its Break mode, which then automatically aims at enemies. But more importantly, it makes the ship ''completely'' [[InvincibilityPowerUp invincible during Break mode]], allowing it to effortlessly rack up multiplier from grazing as well as the Graze Counter gauge. Once Break mode is about to run out, simply fire your Graze Counter into a thicket of bullets to generate stars and make yourself invincible again, then activate Break mode again.
** *** Type-D can use both Break mode and Graze Counter at the same time. Once again, Break mode can be sustained for way longer than other ships can, since you can fire your Graze Counter without having it interrupt Break mode and the stars you earn from it can refill the Break gauge even if Break mode is active, ''and'' with your Graze Counter popping off constantly (as long as you keep grazing bullets) in addition to Break, you will easily rip apart bosses and other high-health enemies like they're toilet paper.

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** When you hear Stage 3's theme, which is known as "[[https://www.youtube.com/watch?v=D9OYuMERqo4 Drive All Enemy]]" in the original game, and "[[https://www.youtube.com/watch?v=8ICARfeQnOg Drive All Enemies]]" in ''GM'', is how you know when things are getting serious. After all, Stage 3 is the midpoint of the game, as well as where you square off against a fellow human fighter pilot also trying to shut down EDEN.

to:

** When you hear Stage 3's theme, which is known as "[[https://www.Resolution ([[https://www.youtube.com/watch?v=T798lnTVsGY Original]] / [[https://www.youtube.com/watch?v=FD-u5w2dErk GM Version]]) is the character, skill, and difficulty select theme, and it goes '''''hard'''''. You would be forgiven for staying on this screen for as long as possible to get crunk to the auditory sugar that said screen feeds you.
** [[https://www.youtube.com/watch?v=uaQj5vZl3bs Fragment of Dream]] is the boss theme that Felicia, Noa, and Seika share, which conveys their struggles to do all they know to do as sentient programs, especially defending EDEN from marauders. Notably in ''GM'', this theme has three variants--one for each of the aforementioned bosses--and at about 37 seconds in, they all segue into different melodies. Felicia's variant, [[https://www.youtube.com/watch?v=4SmXVvEZVvY Version F]], is a faithful remake of the original song, while Noa's and Seika's variants--[[https://www.youtube.com/watch?v=jX7sL-7DXMI Version N]] and [[https://www.youtube.com/watch?v=M0m8cbY3n5U Version S]]--are blessed with new, equally electric segments.
** Hearing Stage 3's theme, known as "[[https://www.youtube.
com/watch?v=D9OYuMERqo4 Drive All Enemy]]" in the original game, game and "[[https://www.youtube.com/watch?v=8ICARfeQnOg Drive All Enemies]]" in ''GM'', is how you know when things are getting serious. After all, Stage 3 is the midpoint of the game, as well as where you square off against a fellow human fighter pilot also trying to get EDEN shut down EDEN.down. The ''GM'' version of this song has choir-esque instruments in the beginning that add a certain sort of electricity to the stage, although the lone bass of the original lends its own brand of tenseness to the game atmosphere.

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** When you hear Stage 3's theme, which is known as "[[https://www.youtube.com/watch?v=D9OYuMERqo4 Drive All Enemy]]" in the original game, and "[[https://www.youtube.com/watch?v=8ICARfeQnOg Drive All Enemies]]" in ''GM'', is how you know when things are getting serious. After all, Stage 3 is the midpoint of the game, as well as where you square off against a fellow human fighter pilot also trying to shut down EDEN.



** Meanwhile Kiriko's battle theme, Like Falling Petals ([[https://www.youtube.com/watch?v=wyjDOxSzWp8 Original]] / [[https://www.youtube.com/watch?v=0QkRsZUUorY GM Version]]), is more reminiscent of ''[[Franchise/TouhouProject Touhou]]'' tracks, especially at the start. The resemblance to ''Touhou'' music is more pronounced in the ''GM'' version.

to:

** Meanwhile Kiriko's battle theme, Like Falling Petals ([[https://www.youtube.com/watch?v=wyjDOxSzWp8 Original]] / [[https://www.youtube.com/watch?v=0QkRsZUUorY GM Version]]), is more reminiscent of ''[[Franchise/TouhouProject Touhou]]'' tracks, especially at the start. The resemblance to ''Touhou'' music is more pronounced in the ''GM'' version. There is even a reference to the first stage theme from ''Kirisame Blade 2'', another game by Bikkuri Software.



* ThatOneLevel: Stage 2 of the original game--Crystal Labyrinth--for the section that harbors slowly revolving rings of indestructible enemies that fire bullets in a pattern that requires precise movement to get through unscathed. This in spite of how early in the game this is--at this point, the player has three more levels to clear. The silver linings to this section of the level are that there are barely any other enemies to contend with, as well as the fact that the boss fight with Noa is immediately after this gauntlet. Meanwhile in ''GM'', the Crystal Labyrinth has less enemies in those rings, and said enemies can be destroyed. Plus the player has the option of choosing another level to play instead.

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* ThatOneLevel: Stage 2 of the original game--Crystal Labyrinth--for the section that harbors slowly revolving rings of indestructible enemies that fire bullets in a pattern that requires precise movement to get through unscathed. This in spite of how early in the game this is--at this point, the player has three more levels to clear. The silver linings to this section of the level are that there are barely any other enemies to contend with, as well as the fact that the boss fight with Noa is immediately after this gauntlet. Meanwhile in ''GM'', the Crystal Labyrinth has less enemies in those rings, and said enemies can be destroyed. Plus the player has the option of choosing another level to play for Stage 2 instead.

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whoops dropped my context


** Cross the Line ([[https://www.youtube.com/watch?v=-qjK8PIhB9U Original]] / [[https://www.youtube.com/watch?v=7KQqU4rg-7U GM Version]]), Stage 4/Stage 4-A's theme, is an ethereal-sounding track. The original version perfectly captures the feeling of fighting in the clouds and flying into a thunderstorm, while the ''GM'' version takes this feeling and makes it sound floatier.
** [[https://www.youtube.com/watch?v=Xh64J6x7OpM Slipstream]], Stage 4-B's theme, is the more intense counterpart to the relatively serene "Cross the Line." It befits rushing through the High Speed Dimension to chase down your primary target while shooting down enemies and contending with a giant rail-bound convoy.



* NarmCharm:

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* NarmCharm: In the original game, Stage 5 is subtitled "Dominion Feather." It is unclear what that means, but damn if it doesn't sound awesome.

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* NarmCharm:



* ThatOneAttack: The cube projectiles are destructible, but also take a bit to clear out, even if the player has otherwise sufficient firepower. On the other hand, these same projectiles also provide an easy opportunity to charge one's Graze Counter meter.

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* ThatOneAttack: The cube projectiles are destructible, destructible (in ''GM''), but also take a bit to clear out, even if the player has otherwise sufficient firepower. On the other hand, these same projectiles also provide an easy opportunity to charge one's Graze Counter meter.


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* ThatOneLevel: Stage 2 of the original game--Crystal Labyrinth--for the section that harbors slowly revolving rings of indestructible enemies that fire bullets in a pattern that requires precise movement to get through unscathed. This in spite of how early in the game this is--at this point, the player has three more levels to clear. The silver linings to this section of the level are that there are barely any other enemies to contend with, as well as the fact that the boss fight with Noa is immediately after this gauntlet. Meanwhile in ''GM'', the Crystal Labyrinth has less enemies in those rings, and said enemies can be destroyed. Plus the player has the option of choosing another level to play instead.

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** Technical Difficulties ([[https://www.youtube.com/watch?v=4MUmAOWvm4U Original]] / [[https://www.youtube.com/watch?v=Ux8lLSF5QYM GM Version]]), the mission theme, has strong eurobeat vibes. It's perfect for grazing (and drifting) your way through bullets and every mission both versions of the game have to offer.

to:

** Technical Difficulties ([[https://www.youtube.com/watch?v=4MUmAOWvm4U Original]] / [[https://www.youtube.com/watch?v=Ux8lLSF5QYM GM Version]]), the mission theme, has strong eurobeat vibes. It's the perfect backdrop for grazing (and drifting) your way through bullets and every mission both versions of the game have to offer.


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* SugarWiki/MostWonderfulSound: Hearing that you just scored a 1-UP and/or your Auto Shield kicked in at the most opportune time.
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* SugarWiki/AwesomeMusic: motchi^3 has cooked up a stellar soundtrack for this game, enhanced by the more impactful instruments in ''GM.''
** Like a Flash Breeze ([[https://www.youtube.com/watch?v=N4aafiy2UZI Original]] / [[https://www.youtube.com/watch?v=ggExS3nbyUA GM Version]]), Hayate's battle theme, sounds like it'd fit right into an ''VideoGame/FZero'' game, especially with the electric guitars in the original and the synth solos in both versions of the song.
** Meanwhile Kiriko's battle theme, Like Falling Petals ([[https://www.youtube.com/watch?v=wyjDOxSzWp8 Original]] / [[https://www.youtube.com/watch?v=0QkRsZUUorY GM Version]]), is more reminiscent of ''[[Franchise/TouhouProject Touhou]]'' tracks, especially at the start. The resemblance to ''Touhou'' music is more pronounced in the ''GM'' version.
** Technical Difficulties ([[https://www.youtube.com/watch?v=4MUmAOWvm4U Original]] / [[https://www.youtube.com/watch?v=Ux8lLSF5QYM GM Version]]), the mission theme, has strong eurobeat vibes. It's perfect for grazing (and drifting) your way through bullets and every mission both versions of the game have to offer.
** Overhaul ([[https://www.youtube.com/watch?v=bopt-_ONOug Original]] / [[https://www.youtube.com/watch?v=BHNbPsLYs1o GM Version]]), the options menu theme, is a delightful little ditty to change your settings and watch chibi Hayates walk/sometimes stumble to.



** Type-D can use both Break mode and Graze Counter at the same time. Once again, Break mode can be sustained for way longer than other ships can, since you can fire your Graze Counter without having it interrupt Break mode and the stars you earn from it can refill the Break gauge even if Break mode is active, ''and'' with your Graze Counter popping off constantly (as long as you keep grazing bullets) in addition to Break, you will easily rip apart bosses and other high-health enemies like they're toilet paper.

to:

** Type-D can use both Break mode and Graze Counter at the same time. Once again, Break mode can be sustained for way longer than other ships can, since you can fire your Graze Counter without having it interrupt Break mode and the stars you earn from it can refill the Break gauge even if Break mode is active, ''and'' with your Graze Counter popping off constantly (as long as you keep grazing bullets) in addition to Break, you will easily rip apart bosses and other high-health enemies like they're toilet paper.paper.
* {{Narm}}: Final boss Striae is, for some reason, referred to as "Strawier" in the original game.
* PolishedPort: The original game starts running slower the more the screen is flooded with bullets. This does not occur in ''GM''.
* SequelDifficultyDrop: Or rather, remake difficulty drop. ''GM'' is a lot more generous in giving out 1-UP's via score thresholds and enemy drops, and if the player game overs while fighting either Kaika or Striae, (s)he gets to start just before the fight against Kaika--when the power-up ship shows up--as opposed to starting Stage 5/the Final Stage all over again like in the original.
* ThatOneAttack: The cube projectiles are destructible, but also take a bit to clear out, even if the player has otherwise sufficient firepower. On the other hand, these same projectiles also provide an easy opportunity to charge one's Graze Counter meter.
** Hayate's attack where she sits at the bottom of the screen firing giant Break Mode projectiles. In the original, this attack is easily manageable even with Hayate's drones trying to blast you with lasers, but in ''GM'', while there are no drones, the Break Mode projectiles come out much faster and can easily take out the unprepared.
* ViewerGenderConfusion: First-timers are all but likely to look at Uzuki and believe him to be a girl--and then they see the opening sequence of ''GM'' outright stating his gender.
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** Type-C docks onto a larger fighter for its Break mode, which then automatically aims at enemies. But more importantly, it makes the ship ''completely'' invincible during Break mode, allowing it to effortlessly rack up multiplier from grazing as well as the Graze Counter gauge. Once Break mode is about to run out, simply fire your Graze Counter into a thicket of bullets to generate stars and make yourself invincible again, then activate Break mode again.

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** Type-C docks onto a larger fighter for its Break mode, which then automatically aims at enemies. But more importantly, it makes the ship ''completely'' [[InvincibilityPowerUp invincible during Break mode, mode]], allowing it to effortlessly rack up multiplier from grazing as well as the Graze Counter gauge. Once Break mode is about to run out, simply fire your Graze Counter into a thicket of bullets to generate stars and make yourself invincible again, then activate Break mode again.
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** Type-C docks onto a larger fighter for its Break mode, which then automatically aims at enemies. But more importantly, it makes the ship ''completely'' invincible during Break mode, allowing it to effortlessly rack up multiplier from grazing as well as the Graze Counter gauge. Once Break mode is about to run out, simply fire your Graze Counter into a thicket of bullets to generate stars and make yourself invincible again, then activate Break mode again.
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** Type-D can use both Break mode and Graze Counter at the same time. Once again, Break mode can be sustained for way longer than other ships can, since you can fire your Graze Counter without having it interrupt Break mode and the stars you earn from it can refill the Break gauge even if Break mode is active, ''and'' with Graze Counter in addition to Break, you will easily rip apart bosses and other high-health enemies like they're toilet paper.

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** Type-D can use both Break mode and Graze Counter at the same time. Once again, Break mode can be sustained for way longer than other ships can, since you can fire your Graze Counter without having it interrupt Break mode and the stars you earn from it can refill the Break gauge even if Break mode is active, ''and'' with your Graze Counter popping off constantly (as long as you keep grazing bullets) in addition to Break, you will easily rip apart bosses and other high-health enemies like they're toilet paper.
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* GameBreaker: In ''GM'' in particular:
** Type-5 and Type-6 are the default two ships, but with the gimmick that the Graze Counter gauge's and the Break gauge's methods of buildup are swapped, i.e. you build up Break Gauge by grazing and you build Graze Counter gauge by collecting stars. Activating Break mode is where the fun begins, because you can refill the Break gauge and keep the mode going by grazing bullets, allowing for some very high scores and heightened DPS that can last a long time.
** Type-D can use both Break mode and Graze Counter at the same time. Once again, Break mode can be sustained for way longer than other ships can, since you can fire your Graze Counter without having it interrupt Break mode and the stars you earn from it can refill the Break gauge even if Break mode is active, ''and'' with Graze Counter in addition to Break, you will easily rip apart bosses and other high-health enemies like they're toilet paper.

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