''Battle Garegga'' is a vertically scrolling ShootEmUp arcade game released by [[Creator/EightingRaizing 8ing/Raizing]] in 1996, and then later ported to the Sega Saturn [[NoExportForYou in Japan]].

Mathew Wayne, a great mechanical engineer, lived in a small country town where he owned a small automobile factory. His young sons, Brian and Jason, were influenced by his work. The sons were taught by his father every trick of the trade of becoming a mechanical engineer as great as he was. A few years later as their father retired, Brian and Jason took over the operation of the factory. As years rolled by, words of their vehicle designs and high technical capabilities passed from one town to another until it reached the ears of the federal government. After talks with the managers of the federal weapons development, the Wayne brothers accepted a large contract to develop a new line of military vehicles and weapons for them. Their creations were years ahead of anything else like them in the world.

One morning, the sky turned dark by the oncoming fleet of planes and the echoes can be heard from a far distance. The weapons and the vehicles that the Wayne brothers originally developed for the federation destroyed every town and city in their way - including their own. Seeing that their weapons had enabled the federation to expand through conquest and had claimed many victims in the process, Brian and Jason complete four powerful prototype planes whose designs they never submitted and set off to destroy the weapons they helped create.

''Battle Garegga'' is perhaps one of the more controversial {{Shoot Em Up}}s. It is well-known for its DynamicDifficulty, which demands some unconventional tactics (such as ''[[ViolationOfCommonSense dying on purpose]]'') to keep lowered enough that the game remains completable. Another source of debate is the graphics; the graphics are [[RealIsBrown very brown and gray with low contrast]], right down to the bullet colors more so than most other graphically traditional shooters. However, amongst [[ChallengeGamer those who dedicate themselves to this game]], ''Battle Garegga'' is a very rewarding shooter, with many, many secrets and tricks and [[NintendoHard plenty of challenge to go around]].

A UsefulNotes/SegaSaturn port was released in 1998, which is [[ArcadePerfectPort arcade-perfect]] and adds a few new features. An UpdatedRerelease by M2 as part of the ''M2 [=ShotTriggers=]'' series of ports, ''Battle Garegga Rev.2016'', was released on December 15, 2016 on UsefulNotes/PlayStation4 in Japan and on October 4, 2017 in the rest of the world, and globally on UsefulNotes/XboxOne on September 29, 2017.

See also ''VideoGame/ArmedPoliceBatrider'', the SpiritualSuccessor to this game.
!!Tropes used in Battle Garegga
* AllThereInTheManual: All of the story comes from the promotional flyers for the game. Also, the game itself never mentions anything about why you're in a plane shooting other planes at any point.
* AntiFrustrationFeatures: The Saturn port introduces several:
** You no longer need to reset the game or let the attract demo repeat to reset starting rank; instead, you just open the options menu.
** In the arcade version, the ''VideoGame/MahouDaisakusen'' characters require inputting a code (specifically, a variation of the KonamiCode) at the title screen to unlock. In the Saturn port, they're toggled with a setting in the options menu that is available without needing a code.
** One of the commands you can assign to a button is a "press shot, bomb, and option simultaneously" command, used for selecting the ship variation that is chosen by pressing all three of those buttons at once.
* AttackItsWeakPoint: Most bosses must be hit in their centers in order to damage it. However, hitting everything else on it will still give you points. It's often a good idea to prolong a boss fight this way to get you close to or even get an extra life, depending on your skill and your current rank.
* BattleshipRaid: Sometimes a gigantic airplane raid as well.
* BossRush: The second half of Stage 5. You fight improved versions of the stage 1 and 2 bosses, followed by the huge plane you saw under construction in stage 3, culminating with the endboss Black Heart.
* BulletHell: A milder example (except on MAX Rank).
* {{Cap}}: Averted; the score display has 7 digits, but exceeding 9,999,990 will simply make the millions digit start using letters instead of numbers. The world record is in the range of "K million" (i.e. 20 million) points.
* ClimaxBoss: Black Heart, the last boss you face before entering the enemy base. Also the longest for many players.
* DangerousForbiddenTechnique: You can adjust the autofire pattern and speed by manually tapping the fire button for two seconds, and can raise the rate of autofire this way. However, raising the autofire rate will ''multiply'' the rate at which rank increases, meaning that raising the autofire rate too high in the early game can spell disaster later on.
* DeathIsASlapOnTheWrist: In addition to the standard of creating a Shot Power-Up and Option icon when you die, small enemies are destroyed, big enemies and bosses take damage, all enemy bullets are cleared from the screen, and most importantly, Rank is alleviated.
* DeathIsTheOnlyOption: Dying is the only way to lower the [[DynamicDifficulty rank]], and doing so multple times over the first five stages is necessary to keep the game from becoming UnwinnableByMistake in Stage 6.
* DeathOrGloryAttack: Normally, the big bomb pickup (which grants a full bomb instead of 1/40 of it) is meant to be used as an incentive to continue. However, if you're close enough to the next [[EveryTenThousandPoints point-based 1-up]], you can [[ViolationOfCommonSense deliberately]] [[SuicideAttack burn your last life]] and use the sharpnel or a pre-deployed Gain or Bornham bomb to destroy enemies before the continue prompt (or GameOver, if continues are turned off) shows up to propel yourself past the extra life threshold and use your newly-earned life to pick up the bomb item on the same credit. This ''is'' a [[DifficultButAwesome very difficult]] technique however.
* DieselPunk: The technology looks like it would have been around UsefulNotes/WorldWarTwo level if it were not for the brothers' inventions.
* DifficultyByRegion: In addition to the larger number of points required to [[EveryTenThousandPoints extend]], [[DynamicDifficulty 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. Averted in ''Rev.2016'', which is standardized across all regions to be based on the Japanese version.
* DoWellButNotPerfect: You need to die every now and then to lower the DynamicDifficulty and prevent it from spiking to impossible levels in the later stages.
* DynamicDifficulty: 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. Notably, the variable used for rank in this game actually ''decreases'' in value as the game gets ''harder''. \\
[[http://www.youtube.com/watch?v=YQrd53Q9oRw Here's]] what it looks like when you effectively manage your rank. [[http://www.youtube.com/watch?v=-7xcIN91Sig Here's]] what it looks like when you don't. \\
The ''Rev.2016'' ports allow the player to, as part of custom game modes, shut off the rank.
* EasierThanEasy: ''Rev.2016'' has the "Super Easy" mode, which sets the in-game difficulty to the easiest ''and'' turns off some of the more challenge-contributing features of the game, most notably the [[DynamicDifficulty rank]].
* EternalEngine: Stages 3 and 4.
* [[EveryTenThousandPoints Every One Million Points]]: The tic mark that your score need to get to for an extra life.
* FakeDifficulty: RealIsBrown is applied not only to the enemies and backdrops, but the ''bullets'' as well. A common complaint by new players as a result is that the bullets are practically invisible sometimes.
* TheFederation: [[SubvertedTrope Only in name, however.]] It's more of TheEmpire than anything.
* {{Foreshadowing}}: The title of the Stage 1 music is "Fly to the Leaden Sky". Stage 5 is the leaden sky being referred to.
* GameMod: One of the most common ROM hacks involves displaying a [[DynamicDifficulty rank]] counter below player 1's HUD.
* GottaCatchThemAll: Miss a medal on accident, thus screwing up the chain and losing oh so many potential points? Many ManlyTears were had this way before. Restarting a chain ends up jacking up rank more than maintaining it on top of it.
* GuestFighter: The four main characters from ''VideoGame/MahouDaisakusen'' are in the game.
* GuideDangIt: The exact workings of the rank system, the 'hidden' level of shot power (Get to the normal max, skip 5 small power ups, then get one), and the hidden option formations. [[http://shmups.system11.org/viewtopic.php?t=351 this Thread]] mentions the details of all these things. The [=PS4=] port has real-time widgets that alleviate the "how do I do these things" element of many of these mechanics.
* {{Homage}}: The soundtrack is like a tribute to 90s techno music. For instance, listen to the Stage 2 music, [[http://www.youtube.com/watch?v=4kcTXUwViWM "Underwater Rampart"]]; it sounds like [[http://www.youtube.com/watch?v=xQv3dCkY2Tk "Jupiter Jazz"]] by Underground Resistance. The Stage 5 music, [[http://www.youtube.com/watch?v=VDdPz_itl-0 "Subversive Awareness"]], is inspired by [[http://www.youtube.com/watch?v=TBe7T4olpv4 "Subconscious Awareness"]] by Dan Curtin.
* KaizoTrap: Glow Squid's third phase.
* MacrossMissileMassacre: The Flying Baron's secondary weapon.
* MercyMode: The game's [[DynamicDifficulty rank]] drops when -- and ''only'' when -- you die. As such, it is very important to [[ScoringPoints score]] well to [[EveryTenThousandPoints earn those extra lives]], as you need them to keep the rank from reaching monstrous levels.
* MoreDakka: The Grass Hopper's secondary weapon. The spent casings will also damage anything behind it.
* NintendoHard: The DynamicDifficulty that requires [[ViolationOfCommonSense dying on purpose]] to reduce, the [[RealIsBrown realistically-colored bullets]], and many ways that enemy fire can corner you contribute to a very challenging game that can take months or even years to clear without continues.
* PaletteSwap: Averted. Not only does pressing certain buttons or combining A+B+C together give you different colored planes, but they also get name changes and enhanced stats. For B it's an increase in speed, while C decreases the size of your hitbox. [[GameBreaker Pressing A+B+C gives you both.]]
* PlayingWithFire: The Silver Sword and Wild Snail use a napalm and fire secondary weapon, respectively.
* RealIsBrown: A lot of the backgrounds are like this, which can be aggravating because of the gray bullets that you might not see until it's too late. Did we say gray bullets? There are also brown bullets. And lots and lots of shrapnel. They all look like each other (same color, y'see). The bullets are what'll kill you, though. Happy dodging!
** (Note: there was, however, ''Battle Garegga - Type 2'' version, which replaced a good many -- but not all -- of the "bullet" bullets with the more typical yellow circles).
* RegionalBonus: Only the South Korean version of ''Rev.2016'' [[http://bbs.ruliweb.com/news/read/101494 has a physical release]]; all other regions have to make do with digital versions.
* RewardingVandalism: Bombing certain background objects will reveal score medals needed to raise your score and earn more lives.
* ScienceIsBad: The brothers ponder this in their endings in ''VideoGame/ArmedPoliceBatrider''.
* SecretCharacter: The four ships from ''VideoGame/MahouDaisakusen'' are available when you use the KonamiCode at the title screen (except you press A, B, C before START). In the Saturn port, you simply enable them in the options menu without having to enter a code.
* SmartBomb: 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.
* SpentShellsShower: And it ''causes damage''
* SpiritualSuccessor: ''Battle Bakraid'' and ''VideoGame/ArmedPoliceBatrider'' are this to Battle Garegga. Which itself was inspired by Taito's ''Gun Frontier''; the RealIsBrown-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 ''VideoGame/{{Ibara}}'' much later on.
* SublimeRhyme: The name of the sixth boss, Junkey Monkey.
* SuperPrototype: The four available planes.
* TakingYouWithMe: Upon dying, your ship explodes into shrapnel that can damage enemies. It is [[DifficultButAwesome difficult, but very much possible]], to lose your last life and immediately get an extra life if you're close enough to a OneUp threshold; in fact, suiciding your last life only to get it back provides more [[DynamicDifficulty rank]] decrease than dying with lives to spare.
* UpdatedRerelease: ''Rev.2016'' is a port that adds a slew of new features not found in the arcade version or even the earlier Saturn port.
* UnwittingPawn: The Wayne brothers were tricked into producing deadly military machines for the [[TheEmpire empire]]-in-all-but-name Federation to wage war with, which sets the stage for the game.
* VictoryFakeout: Just when you think [[FinalBoss Glow Squid]] is deafeated, complete with the background music fading out amidst the ChainReactionDestruction, the cockpit detatches itself from the fuselage and starts to choatically bounce all over the screen while spewing projectiles everyone in a last-ditch attempt to stop you, while the music starts back up. It repeats this same feat when fought as a BonusBoss in ''VideoGame/ArmedPoliceBatrider''.
* ViolationOfCommonSense: Overlaps with DynamicDifficulty. You ''have'' to die in order to keep the game to a manageable level, otherwise the last two stages turn into sheer bullet vomit. In other words, you ''die regularly so you don't die too much later''.
♪ [[https://www.youtube.com/watch?v=a19xT3_mLYg Stab and Stomp!]]