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** ''Radiant Silvergun'' has a bright, colorful environments with an {{anime}} artstyle, and an engrossing plot throughout the game (in the Saturn/Story Modes of its home ports at least), while ''Ikaruga''[='=]s environments are confined mostly to red/blacks and white/blues, uses realistic character designs, and the story beats are left to the manual and (in the later home ports) in-game documentation. The story of ''Radiant Silvergun'' starts off comical, but swiftly becomes an impossible struggle against an omnipotent god-like entity [[spoiler:which ends with a EternalRecurrence]]; ''Ikaruga'' begins with the SoleSurvivor of a failed LaResistance charging off to face an unstoppable army's entire force ''alone'' [[spoiler:and ''winning'', even managing to destroy the entity from ''Radiant Silvergun'' in a DyingMomentOfAwesome]].

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** ''Radiant Silvergun'' has a bright, colorful environments with an {{anime}} artstyle, and an engrossing plot throughout the game (in the Saturn/Story Modes of its home ports at least), while ''Ikaruga''[='=]s environments are confined mostly to red/blacks and white/blues, uses realistic character designs, and the story beats are left to the manual and (in the later home ports) in-game documentation.
**
The story of ''Radiant Silvergun'' starts off comical, but swiftly becomes an impossible struggle against an omnipotent god-like entity and an army of machines working for it in a depopulated Earth, [[spoiler:which ends with a EternalRecurrence]]; ''Ikaruga'' begins with the SoleSurvivor of a failed LaResistance charging off to face an unstoppable human army's entire force ''alone'' [[spoiler:and ''winning'', even managing to destroy the entity from ''Radiant Silvergun'' in a DyingMomentOfAwesome]].
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Nintendo Hard is now YMMV


* NintendoHard: Good ''Lord'', though this is somewhat mitigated by the fact that the console versions give out more credits as you log in more game time, and that even on the harder difficulties, it is relatively tame when compared to its predecessor, ''VideoGame/RadiantSilvergun''. Good luck unlocking most of the secret content, though, which usually requires 1-credit clears of different game modes.

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* NintendoHard: Good ''Lord'', though this is somewhat mitigated by NoFairCheating: Don't try to cheese the fact that the console versions give out more credits as you log in more game time, Chapter 3 boss by dying and that even on the harder difficulties, it is relatively tame when compared then abusing MercyInvincibility to its predecessor, ''VideoGame/RadiantSilvergun''. Good luck unlocking most move into one of the secret content, though, which usually requires 1-credit clears corners outside of different game modes.the boss's ring. It will just move to box you against the nearest corner of the screen, killing you again.
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Released as an arcade game (using the Sega NAOMI platform) and on the [[UsefulNotes/SegaDreamcast Dreamcast]] in Japan in 2001, it was later ported to the [[UsefulNotes/NintendoGameCube GameCube]] around the world in 2003. In 2008, it was ported to UsefulNotes/{{Xbox 360}} via UsefulNotes/XboxLiveArcade. In 2013, a port of the game was released for {{UsefulNotes/Android|Games}} smartphones. In the same year, an arcade rerelease of the game was released on Creator/{{Taito}}'s [=NESiCAxLive=] digital distribution platform. A Windows PC port based on the Xbox 360 version of ''Ikaruga'' was [[http://steamcommunity.com/sharedfiles/filedetails/?id=183195387 greenlit]] for UsefulNotes/{{Steam}}, and consequently released on February 18, 2014. A version for UsefulNotes/NintendoSwitch was released on May 29, 2018, followed by a UsefulNotes/PlayStation4 port on June 29 of the same year.

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Released as an arcade game (using the Sega NAOMI platform) and on the [[UsefulNotes/SegaDreamcast Dreamcast]] Platform/SegaDreamcast in Japan in 2001, it was later ported to the [[UsefulNotes/NintendoGameCube GameCube]] Platform/NintendoGameCube around the world in 2003. In 2008, it was ported to UsefulNotes/{{Xbox Platform/{{Xbox 360}} via UsefulNotes/XboxLiveArcade. Platform/XboxLiveArcade. In 2013, a port of the game was released for {{UsefulNotes/Android|Games}} {{Platform/Android|Games}} smartphones. In the same year, an arcade rerelease of the game was released on Creator/{{Taito}}'s the Creator/{{Taito}} [=NESiCAxLive=] digital distribution platform. A Windows PC port based on the Xbox 360 version of ''Ikaruga'' was [[http://steamcommunity.com/sharedfiles/filedetails/?id=183195387 greenlit]] for UsefulNotes/{{Steam}}, Platform/{{Steam}}, and consequently released on February 18, 2014. A version for UsefulNotes/NintendoSwitch Platform/NintendoSwitch was released on May 29, 2018, followed by a UsefulNotes/PlayStation4 Platform/PlayStation4 port on June 29 of the same year.
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* NecessaryDrawback: ''Ikaruga'' is one of the few shmups where, in a two-player game, the player ships cannot overlap each other. Why? Because if this was possible, one player could stay in white polarity and the other in black, then stay close together so that their shields will intercept enemy attacks before they can reach either ship's hitboxes, which are smaller than that of their shields. At that point the only hazards would be damage from [[CollisionDamage colliding with enemies]] and [[DeadlyWalls walls]].

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* NecessaryDrawback: ''Ikaruga'' is one of the few shmups where, in a two-player game, the player ships cannot overlap each other.other; they will just push one another. Why? Because if this was possible, one player could stay in white polarity and the other in black, then stay close together so that their shields will intercept enemy attacks before they can reach either ship's hitboxes, which are smaller than that of their shields. At that point the only hazards would be damage from [[CollisionDamage colliding with enemies]] and [[DeadlyWalls walls]].
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* NecessaryDrawback: ''Ikaruga'' is one of the few shmups where, in a two-player game, the player ships cannot overlap each other. Why? Because if this was possible, one player could stay in white polarity and the other in black, then stay close together so that their shields will intercept enemy attacks before they can reach either ship's hitboxes, which are smaller than that of their shields. At that point the only hazards would be damage from {{collision|Damage}}s and [[DeadlyWalls wall contact]].

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* NecessaryDrawback: ''Ikaruga'' is one of the few shmups where, in a two-player game, the player ships cannot overlap each other. Why? Because if this was possible, one player could stay in white polarity and the other in black, then stay close together so that their shields will intercept enemy attacks before they can reach either ship's hitboxes, which are smaller than that of their shields. At that point the only hazards would be damage from {{collision|Damage}}s [[CollisionDamage colliding with enemies]] and [[DeadlyWalls wall contact]].walls]].
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* NecessaryDrawback: ''Ikaruga'' is one of the few shmups where, in a two-player game, the player ships cannot overlap each other. Why? Because if this was possible, one player could stay in white polarity and the other in black, then stay close together so that their shields will intercept enemy attacks before they can reach either ship's hitboxes, which are smaller than that of their shields. At that point the only hazards would be damage from {{collision|damage}}s and [[DeadlyWalls wall contact]].

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* NecessaryDrawback: ''Ikaruga'' is one of the few shmups where, in a two-player game, the player ships cannot overlap each other. Why? Because if this was possible, one player could stay in white polarity and the other in black, then stay close together so that their shields will intercept enemy attacks before they can reach either ship's hitboxes, which are smaller than that of their shields. At that point the only hazards would be damage from {{collision|damage}}s {{collision|Damage}}s and [[DeadlyWalls wall contact]].
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None


* NecessaryDrawback: ''Ikaruga'' is one of the few shmups where, in a two-player game, the player ships cannot overlap each other. Why? Because if this was possible, one player could stay in white polarity and the other in black, then stay close together so that their shields will intercept enemy attacks before they can reach either ship's hitboxes. At that point the only hazards would be damage from {{collision|damage}}s and [[DeadlyWalls wall contact]].

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* NecessaryDrawback: ''Ikaruga'' is one of the few shmups where, in a two-player game, the player ships cannot overlap each other. Why? Because if this was possible, one player could stay in white polarity and the other in black, then stay close together so that their shields will intercept enemy attacks before they can reach either ship's hitboxes.hitboxes, which are smaller than that of their shields. At that point the only hazards would be damage from {{collision|damage}}s and [[DeadlyWalls wall contact]].
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* NecessaryDrawback: ''Ikaruga'' is one of the few shmups where, in a two-player game, the player ships cannot overlap each other. Why? Because if this was possible, one player could stay in white polarity and the other in black, then stay close together so that their shields will intercept enemy attacks before they can reach either ship's hitboxes. At that point the only hazards would be damage from {{collision|damage}}s and [[DeadlyWalls wall contact]].
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* MisbegottenMultiplayerMode: 2-player mode is overall a worse experience than 1-player. First, players don't overlap each other's ships, they will push one another, potentially into an object and killing each other. Second, the game's scoring system heavily emphasizes precision shooting, and chains are separated by player, meaning that both players will have a very difficult time trying to score well due to accidentally [[{{Griefer}} or otherwise]] shooting each other's targets. The only real reason it exists is to allow the second player slot to be filled on an arcade cabinet (and thus allow the operator to make more money).

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* MisbegottenMultiplayerMode: 2-player mode is overall a worse experience than 1-player. First, players don't overlap each other's ships, they will push one another, another[[note]]This is because if both players could overlap, one player could just stay in white and the other in black, and as long as they stuck together they would be invulnerable to attacks of both polarities since the bullets would be eaten by either shield before they could reach the ships' hitboxes.[[/note]], potentially into an object and killing each other. Second, the game's scoring system heavily emphasizes precision shooting, and chains are separated by player, meaning that both players will have a very difficult time trying to score well due to accidentally [[{{Griefer}} or otherwise]] shooting each other's targets. The only real reason it exists is to allow the second player slot to be filled on an arcade cabinet (and thus allow the operator to make more money).
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** ''Radiant Silvergun'' featured a large assortment of weapons that can be leveled up through scoring, while ''Ikaruga'' has two and eschews the leveling system altogether.

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** ''Radiant Silvergun'' featured a large assortment of weapons that can be leveled up through scoring, while ''Ikaruga'' has only have two and eschews foregoes the leveling system altogether.



** ''Radiant Silvergun'' was developed using an in-house engine that features a mixture of 2D sprites with occasional use of 3D models, whereas ''Ikaruga'' uses a fully 3D game that was co-developed by Creator/GrevLtd.
** ''Radiant Silvergun'' is displayed on a TATE (horizontal) screen, whereas ''Ikaruga'' is diplayed on a YOKO (vertical) screen.

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** ''Radiant Silvergun'' was developed using an in-house engine that features a mixture of 2D sprites with occasional use of 3D models, whereas ''Ikaruga'' uses a fully 3D game engine that was co-developed by Creator/GrevLtd.
** ''Radiant Silvergun'' is displayed on a TATE (horizontal) screen, whereas ''Ikaruga'' is diplayed displayed on a YOKO (vertical) screen.

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* ScoringPoints: The game uses the chaining system from ''Radiant Silvergun'', but with a few twists to make it more beginner-friendly - after every three enemies, you are allowed to change enemy color, and the chain bonus maxes out sooner at 25,600 points for your 9th chain and above, meaning screwing up once won't completely wreck your score. Additionally, since scoring is not tied to your ship's firepower, it is possible to complete the game in a reasonable timeframe without any regard to scoring.

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* ScoringPoints: The game uses the chaining system from ''Radiant Silvergun'', but with a few twists to make it more beginner-friendly - -- after every three enemies, you are allowed to change enemy color, and the chain bonus maxes out sooner at 25,600 points for your 9th chain and above, meaning screwing up once won't completely wreck your score. Additionally, since scoring is not tied to your ship's firepower, it is possible to complete the game in a reasonable timeframe without any regard to scoring.



* SpiritualAntithesis: ''VideoGame/RadiantSilvergun'' featured a large assortment of weapons and power-ups, while ''Ikaruga'' has two. ''Silvergun'' '''requires''' learning how to score in order to keep weapons powered up, but ''Ikaruga'' can be reliably completed without learning how to score and, in fact, recognizes {{Pacifist Run}}s. ''Silvergun'' has a bright, colorful environment and {{Anime}}-esque cutscenes, but ''Ikaruga'' is confined mostly to red/blacks and white/blues and uses much more realistic character designs. The story of ''Silvergun'' starts off comical, but swiftly becomes an impossible struggle against an omnipotent god-like entity [[spoiler:which ends with a EternalRecurrence]]; ''Ikaruga'' begins with the SoleSurvivor of a failed LaResistance charging off to face an unstoppable army's entire force ''alone'' [[spoiler:and ''winning'', even managing to destroy the entity from ''Silvergun'' in a DyingMomentOfAwesome]].

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* SpiritualAntithesis: Despite the similarities of gameplay concepts, ''VideoGame/RadiantSilvergun'' and ''Ikaruga'' have distinct differences between each other.
** ''Radiant Silvergun''
featured a large assortment of weapons and power-ups, that can be leveled up through scoring, while ''Ikaruga'' has two. ''Silvergun'' two and eschews the leveling system altogether.
** ''Radiant Silvergun''
'''requires''' learning how to score in order to keep weapons powered up, but ''Ikaruga'' can be reliably completed without learning how to score and, in fact, recognizes {{Pacifist Run}}s. ''Silvergun'' Run}}s.
** ''Radiant Silvergun''
has stages that are broken up into smaller sections that each culminates with a bright, colorful environment and {{Anime}}-esque cutscenes, but boss battle, while ''Ikaruga''[='=]s stages are singular, continuous levels with fewer boss encounters.
** ''Radiant Silvergun'' was developed using an in-house engine that features a mixture of 2D sprites with occasional use of 3D models, whereas ''Ikaruga'' uses a fully 3D game that was co-developed by Creator/GrevLtd.
** ''Radiant Silvergun'' is displayed on a TATE (horizontal) screen, whereas
''Ikaruga'' is diplayed on a YOKO (vertical) screen.
** ''Radiant Silvergun'' has a bright, colorful environments with an {{anime}} artstyle, and an engrossing plot throughout the game (in the Saturn/Story Modes of its home ports at least), while ''Ikaruga''[='=]s environments are
confined mostly to red/blacks and white/blues and white/blues, uses much more realistic character designs. designs, and the story beats are left to the manual and (in the later home ports) in-game documentation. The story of ''Silvergun'' ''Radiant Silvergun'' starts off comical, but swiftly becomes an impossible struggle against an omnipotent god-like entity [[spoiler:which ends with a EternalRecurrence]]; ''Ikaruga'' begins with the SoleSurvivor of a failed LaResistance charging off to face an unstoppable army's entire force ''alone'' [[spoiler:and ''winning'', even managing to destroy the entity from ''Silvergun'' ''Radiant Silvergun'' in a DyingMomentOfAwesome]].
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Most of this first paragraph is embellishing/gushing, it isn't really any more "modernizing" than other shmups of its time


''Ikaruga'' is a modernized take on the "BulletHell" school of [[ShootEmUp Shoot 'em Ups]], developed by Creator/{{Treasure}}. It's widely regarded as one of the best examples of the genre, and a follow-up to ''VideoGame/RadiantSilvergun''.

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''Ikaruga'' is a modernized take on the "BulletHell" school of [[ShootEmUp Shoot 'em Ups]], VerticalScrollingShooter developed by Creator/{{Treasure}}. It's widely regarded Creator/{{Treasure}}, as one of the best examples of the genre, and a follow-up to ''VideoGame/RadiantSilvergun''.



Released as an arcade game (using the Sega NAOMI platform) and on the [[UsefulNotes/SegaDreamcast Dreamcast]] in Japan in 2001, it was later ported to the [[UsefulNotes/NintendoGameCube GameCube]] around the world in 2003. In 2008, it was ported to UsefulNotes/{{Xbox 360}} via UsefulNotes/XboxLiveArcade. In 2013, a port of the game was released for {{UsefulNotes/Android|Games}} smartphones. A Windows PC port based on the Xbox 360 version of ''Ikaruga'' was [[http://steamcommunity.com/sharedfiles/filedetails/?id=183195387 greenlit]] for UsefulNotes/{{Steam}}, and consequently released on February 18, 2014. A version for UsefulNotes/NintendoSwitch was released on May 29, 2018, followed by a UsefulNotes/PlayStation4 port on June 29 of the same year.

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Released as an arcade game (using the Sega NAOMI platform) and on the [[UsefulNotes/SegaDreamcast Dreamcast]] in Japan in 2001, it was later ported to the [[UsefulNotes/NintendoGameCube GameCube]] around the world in 2003. In 2008, it was ported to UsefulNotes/{{Xbox 360}} via UsefulNotes/XboxLiveArcade. In 2013, a port of the game was released for {{UsefulNotes/Android|Games}} smartphones. In the same year, an arcade rerelease of the game was released on Creator/{{Taito}}'s [=NESiCAxLive=] digital distribution platform. A Windows PC port based on the Xbox 360 version of ''Ikaruga'' was [[http://steamcommunity.com/sharedfiles/filedetails/?id=183195387 greenlit]] for UsefulNotes/{{Steam}}, and consequently released on February 18, 2014. A version for UsefulNotes/NintendoSwitch was released on May 29, 2018, followed by a UsefulNotes/PlayStation4 port on June 29 of the same year.

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* AGodAmI: Horai Tenro and her followers, once they found the [[ArtifactOfDoom Power of the Gods]] and started calling themselves the Divine Ones.* GoodColorsEvilColors: Averted, as the heroes switch between LightIsGood and DarkIsNotEvil, while the villains switch between LightIsNotGood and DarkIsEvil (in fact, the bosses use ''both tropes'' simultaneously), befitting the game's polarity mechanic.

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* AGodAmI: Horai Tenro and her followers, once they found the [[ArtifactOfDoom Power of the Gods]] and started calling themselves the Divine Ones.Ones.
* GoodColorsEvilColors: Averted, as the heroes switch between LightIsGood and DarkIsNotEvil, while the villains switch between LightIsNotGood and DarkIsEvil (in fact, the bosses use ''both tropes'' simultaneously), befitting the game's polarity mechanic.
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By definition of That One Level a game cannot have every level fall under it. While not completely literal, it's a relative term, only for a minority of the game's levels that are harder than the rest. It's YMMV in the main description anyway which I'm sure is discouraged.


That's all there is to the game: no other gimmicks, no other features. Just five levels of careful design, switching polarity, and more bullets than you can shake a stick at. ''Ikaruga'' is a work of art that way: it takes a simple idea and plays that idea to its most logical extreme. All five levels are ThatOneLevel in one way or another, but there is something to be said for elegance.

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That's all there is to the game: no other gimmicks, no other features. Just five levels of careful design, switching polarity, and more bullets than you can shake a stick at. ''Ikaruga'' is a work of art that way: it takes a simple idea and plays that idea to its most logical extreme. All five levels are ThatOneLevel difficult in one way or another, but there is something to be said for elegance.
Tabs MOD

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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* SpiritualAntithesis: ''VideoGame/RadiantSilvergun'' featured a large assortment of weapons and power-ups, while ''Ikaruga'' has two. ''Silvergun'' '''requires''' learning how to score in order to keep weapons powered up, but ''Ikaruga'' can be reliably completed without learning how to score and, in fact, recognizes {{Pacifist Run}}s. ''Silvergun'' has a bright, colorful environment and {{Anime}}-esque cutscenes, but ''Ikaruga'' is confined mostly to red/blacks and white/blues and uses much more realistic character designs. The story of ''Silvergun'' starts off comical, but swiftly becomes an impossible struggle against an omnipotent god-like entity [[spoiler:which ends with a KillEmAll and EternalRecurrence]]; ''Ikaruga'' begins with the SoleSurvivor of a failed LaResistance charging off to face an unstoppable army's entire force ''alone'' [[spoiler:and ''winning'', even managing to destroy the entity from ''Silvergun'' in a DyingMomentOfAwesome]].

to:

* SpiritualAntithesis: ''VideoGame/RadiantSilvergun'' featured a large assortment of weapons and power-ups, while ''Ikaruga'' has two. ''Silvergun'' '''requires''' learning how to score in order to keep weapons powered up, but ''Ikaruga'' can be reliably completed without learning how to score and, in fact, recognizes {{Pacifist Run}}s. ''Silvergun'' has a bright, colorful environment and {{Anime}}-esque cutscenes, but ''Ikaruga'' is confined mostly to red/blacks and white/blues and uses much more realistic character designs. The story of ''Silvergun'' starts off comical, but swiftly becomes an impossible struggle against an omnipotent god-like entity [[spoiler:which ends with a KillEmAll and EternalRecurrence]]; ''Ikaruga'' begins with the SoleSurvivor of a failed LaResistance charging off to face an unstoppable army's entire force ''alone'' [[spoiler:and ''winning'', even managing to destroy the entity from ''Silvergun'' in a DyingMomentOfAwesome]].

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** The [[http://marketplace.xbox.com/en-US/Product/Ikaruga/66acd000-77fe-1000-9115-d80258410878 XBLA version]] is no slouch either; for a game enhanced for 720p, it squeezes by at fifty megabtyes, which is saying more than other shooters on the service enhanced for high-definition.

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** The [[http://marketplace.xbox.com/en-US/Product/Ikaruga/66acd000-77fe-1000-9115-d80258410878 XBLA version]] is no slouch either; for a game enhanced for 720p, it squeezes by at fifty megabtyes, megabytes, which is saying more than other shooters on the service enhanced for high-definition.



* DefectorFromDecadence: Kagari defected from the Horai because she wanted to see the "freedom" Shinra and the villagers were talking about.



* AGodAmI: Horai Tenro and her followers, once they found the [[ArtifactOfDoom Power of the Gods]] and started calling themselves the Divine Ones.

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* GadgeteerGenius: Amanai is the Ikaruga village's chief engineer who built the Ikaruga for Shinra and (reluctantly) gave Kagari's Ginkei the same abilities that the Ikaruga has.
* AGodAmI: Horai Tenro and her followers, once they found the [[ArtifactOfDoom Power of the Gods]] and started calling themselves the Divine Ones.* GoodColorsEvilColors: Averted, as the heroes switch between LightIsGood and DarkIsNotEvil, while the villains switch between LightIsNotGood and DarkIsEvil (in fact, the bosses use ''both tropes'' simultaneously), befitting the game's polarity mechanic.



* GoodColorsEvilColors: Averted, as the heroes switch between LightIsGood and DarkIsNotEvil, while the villains switch between LightIsNotGood and DarkIsEvil (in fact, the bosses use ''both tropes'' simultaneously), befitting the game's polarity mechanic.



* HeelFaceTurn: Shinra is attacked by Kagari in the prologue. After he defeats her ''and'' stops her from committing suicide, [[DefeatMeansFriendship she decides to help him out instead]].



* HeelFaceTurn: Shinra is attacked by Kagari in the prologue. After he defeats her ''and'' stops her from committing suicide, [[DefeatMeansFriendship she decides to help him out instead]].



* IronicEcho: Kagari uses the game's opening proverb to convince Amanai to [[spoiler: drop the Ikaruga's and Ginkei's restraining devices]].



* MeaningfulName: Ikaruga is the name of the Japanese Grosbeak (and a village where said birds are found). All the mooks, the bosses, and the Ginkei (Player 2 ship) are also named after a bird in Japanese. The Sword of Acala and [[spoiler:the Stone-Like]] are references to Vajrayana Buddism.

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* MeaningfulName: Ikaruga is the name of the Japanese Grosbeak (and a village where said birds are found). All the mooks, the bosses, and the Ginkei (Player 2 ship) are also named after a bird in Japanese. The Sword of Acala and [[spoiler:the Stone-Like]] are references to Vajrayana Buddism.Buddhism.



* OneHitPointWonder: The Ikaruga and Ginkei can absorb unlimited hits from shots of the same color as their current polarity. Take one hit from a shot of the opposite color, however, and...'''''[[StuffBlowingUp boum]]'''''.

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* OneHitPointWonder: The Ikaruga and Ginkei can absorb unlimited hits from shots of the same color as their current polarity. Take one hit from a shot of the opposite color, however, and...'''''[[StuffBlowingUp boum]]'''''.boom]]'''''.



* SeeminglyHopelessBossFight: After defeating Tageri, [[spoiler:the Stone-Like emerges from the remains]] and attacks you with several different patterns of bullets for 60 seconds. You can't even shoot, much less damage it. After you dodge and absorb the BulletHell, your ship [[spoiler:performs a HeroicSacrifice BeamSpam with the energy charged up during that time. Shinra [[AscendToAHigherPlaneOfExistence ascends to a higher plane of existence]] according to the storyline in the Japanese version]].

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* SeeminglyHopelessBossFight: After defeating Tageri, [[spoiler:the Stone-Like emerges from the remains]] and attacks you with several different patterns of bullets for 60 seconds. You can't even shoot, much less damage it. After you dodge and absorb the BulletHell, your ship [[spoiler:performs a HeroicSacrifice BeamSpam with the energy charged up during that time. Shinra and Kagari [[AscendToAHigherPlaneOfExistence ascends to a higher plane of existence]] according to the storyline in the Japanese version]].

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* SpiritualSuccessor: To ''VideoGame/RadiantSilvergun''. Tageri's very definitely final form, and [[AllThereInTheManual what happened to those who came across it]], is extremely similar to what happened to the researchers in ''Silvergun''.
** SpiritualAntithesis: Simultaneously, ''Silvergun'' featured a large assortment of weapons and power-ups, while ''Ikaruga'' has two. ''Silvergun'' '''requires''' learning how to score in order to keep weapons powered up, but ''Ikaruga'' can be reliably completed without learning how to score and, in fact, recognizes {{Pacifist Run}}s. ''Silvergun'' has a bright, colorful environment and {{Anime}}-esque cutscenes, but ''Ikaruga'' is confined mostly to red/blacks and white/blues and uses much more realistic character designs. The story of ''Silvergun'' starts off comical, but swiftly becomes an impossible struggle against an omnipotent god-like entity [[spoiler:which ends with a KillEmAll and EternalRecurrence]]; ''Ikaruga'' begins with the SoleSurvivor of a failed LaResistance charging off to face an unstoppable army's entire force ''alone'' [[spoiler:and ''winning'', even managing to destroy the entity from ''Silvergun'' in a DyingMomentOfAwesome]].
* StealthSequel: [[spoiler:While the game was simply meant to be a SpiritualSuccessor to ''Radiant Silvergun'', the appearance of the Stone-Like as the PostFinalBoss implies that both games are set in the same {{Continuity}}, albeit ''Ikaruga'' occurs in the final cycle of the EternalRecurrence set-up from ''Silvergun'']].

to:

* SpiritualSuccessor: To ''VideoGame/RadiantSilvergun''. Tageri's very definitely final form, and [[AllThereInTheManual what happened to those who came across it]], is extremely similar to what happened to the researchers in ''Silvergun''.
**
SpiritualAntithesis: Simultaneously, ''Silvergun'' ''VideoGame/RadiantSilvergun'' featured a large assortment of weapons and power-ups, while ''Ikaruga'' has two. ''Silvergun'' '''requires''' learning how to score in order to keep weapons powered up, but ''Ikaruga'' can be reliably completed without learning how to score and, in fact, recognizes {{Pacifist Run}}s. ''Silvergun'' has a bright, colorful environment and {{Anime}}-esque cutscenes, but ''Ikaruga'' is confined mostly to red/blacks and white/blues and uses much more realistic character designs. The story of ''Silvergun'' starts off comical, but swiftly becomes an impossible struggle against an omnipotent god-like entity [[spoiler:which ends with a KillEmAll and EternalRecurrence]]; ''Ikaruga'' begins with the SoleSurvivor of a failed LaResistance charging off to face an unstoppable army's entire force ''alone'' [[spoiler:and ''winning'', even managing to destroy the entity from ''Silvergun'' in a DyingMomentOfAwesome]].
* StealthSequel: [[spoiler:While the game was simply meant to be a SpiritualSuccessor to ''Radiant Silvergun'', the [[spoiler:The appearance of the Stone-Like as the PostFinalBoss implies that both games ''Ikaruga'' and ''VideoGame/RadiantSilvergun'' are set in the same {{Continuity}}, albeit ''Ikaruga'' occurs in the final cycle of the EternalRecurrence set-up from ''Silvergun'']].
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** The Dreamcast version's disc image, when compressed, took up around 20-100 megabytes depending on the compression method, and the size of an average CD-ROM (around 650-700mb) uncompressed.

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