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* UsefulNotes/SharpX68000 (1991, Japan only)

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* UsefulNotes/SharpX68000 Platform/SharpX68000 (1991, Japan only)
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Namespacing


* UsefulNotes/Commodore64 (1987)
* UsefulNotes/ZXSpectrum (1988)
* UsefulNotes/{{Amiga}} (1988)
* UsefulNotes/AmstradCPC (1988)
* UsefulNotes/AtariST (1988)
* UsefulNotes/NintendoEntertainmentSystem (1988, US only) by Software Creations -- Notable for featuring a new soundtrack by Tim Follin.

to:

* UsefulNotes/Commodore64 Platform/Commodore64 (1987)
* UsefulNotes/ZXSpectrum Platform/ZXSpectrum (1988)
* UsefulNotes/{{Amiga}} Platform/{{Amiga}} (1988)
* UsefulNotes/AmstradCPC Platform/AmstradCPC (1988)
* UsefulNotes/AtariST Platform/AtariST (1988)
* UsefulNotes/NintendoEntertainmentSystem Platform/NintendoEntertainmentSystem (1988, US only) by Software Creations -- Notable for featuring a new soundtrack by Tim Follin.



* UsefulNotes/FMTowns (1993, Japan only)
* UsefulNotes/NintendoSwitch and UsefulNotes/PlayStation4 (2022, Japan only), by Creator/{{M2}} -- As part of ''Hishou Same! Same! Same!'', which serves as volume 2 of the ''Toaplan Arcade Garage'' series of [[CompilationRerelease Compilation Rereleases]], itself a subsidiary of the ''M2 [=ShotTriggers=]'' label. In addition to including all three regional variants of the arcade version and the NES version (making it the first time the NES port was released in Japan), it also includes ''VideoGame/FireShark''[='=]s three different arcade versions (1P Japan, 2P Japan, and US) and Genesis/Megadrive versions and ''VideoGame/{{Wardner}}''[='=]s three different arcade versions and Famicom Disk System version.

to:

* UsefulNotes/FMTowns Platform/FMTowns (1993, Japan only)
* UsefulNotes/NintendoSwitch Platform/NintendoSwitch and UsefulNotes/PlayStation4 Platform/PlayStation4 (2022, Japan only), by Creator/{{M2}} -- As part of ''Hishou Same! Same! Same!'', which serves as volume 2 of the ''Toaplan Arcade Garage'' series of [[CompilationRerelease Compilation Rereleases]], itself a subsidiary of the ''M2 [=ShotTriggers=]'' label. In addition to including all three regional variants of the arcade version and the NES version (making it the first time the NES port was released in Japan), it also includes ''VideoGame/FireShark''[='=]s three different arcade versions (1P Japan, 2P Japan, and US) and Genesis/Megadrive versions and ''VideoGame/{{Wardner}}''[='=]s three different arcade versions and Famicom Disk System version.
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* SmartBomb: Press the bomb button to fire a bomb that inflicts huge damage and cancels bullets within a set radius. Note that unlike more modern examples of this trope, the bomb does ''not'' grant [[InvulnerableAttack invincibility frames]]. At the end of each stage, you are awarded 3,000 points for each remaining bomb and your bomb stock is set back to 3 (same as when respawning after death). The NES version's bomb additionally cancels all bullets on the screen when firing it.

to:

* SmartBomb: Press the bomb button to fire a bomb that inflicts huge damage and cancels bullets within a set radius. Note that unlike more modern examples of this trope, the bomb does ''not'' grant [[InvulnerableAttack invincibility frames]]. At the end of each stage, you are awarded 3,000 points for each remaining bomb and your bomb stock is set back to 3 (same as when respawning after death). The NES version's bomb additionally cancels all bullets on the screen when firing it. In the ''Hishou Same!'' version's Super Easy mode, if you are hit with bombs in stock, one will automatically be deployed to protect you, but this will reduce the DynamicDifficulty (meaning your max rank point generation will end if you were under its effect).
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* MissingSecret: In Stage 5 near the end, the area number[[note]]Only shown when getting a high score, or in the ''Hishou Same!'' version with the map gadget enabled[[/note]] jumps from 99 to 117 (+100 for every loop); areas 100-116 seem to be inexplicably missing. This is because Stage 1 does not exist on any loop after the first (if it did, it would be represented as areas 101-117), so the game jumps the area number up so that each loop appears to have 100 areas.

to:

* MissingSecret: In Stage 5 near the end, the area number[[note]]Only shown when getting a high score, or in the ''Hishou Same!'' version with the map gadget enabled[[/note]] jumps from 99 to 117 (+100 for every loop); areas 100-116 seem to be inexplicably missing. This is because Stage 1 does not exist on any loop after the first (if it did, it would be represented as areas 101-117), so the game jumps the area number up so that each loop appears to have 100 areas.areas, thus making it easier to discern what loop each high score entry got to (e.g. if a score entry shows the final area as 450, that means the player made it to the fifth loop).
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* AllTheWorldsAreAStage: Stage 5 features the environments of Stages 1-4 in reverse order: train depot (Stage 4), ocean and rivers (Stage 3), ocean and desert bunkers (Stage 2), and jungle (Stage 1).

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* AllTheWorldsAreAStage: Stage 5 features the environments of Stages 1-4 in reverse order: train depot (Stage 4), ocean wharf and rivers (Stage 3), ocean and desert bunkers (Stage 2), and jungle (Stage 1).
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* AllTheWorldsAreAStage: Stage 5 features the environments of stages 1-4 in reverse order: train depot (Stage 4), ocean and rivers (Stage 3), ocean and desert bunkers (Stage 2), and jungle (Stage 1).

to:

* AllTheWorldsAreAStage: Stage 5 features the environments of stages Stages 1-4 in reverse order: train depot (Stage 4), ocean and rivers (Stage 3), ocean and desert bunkers (Stage 2), and jungle (Stage 1).
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Added DiffLines:

* AllTheWorldsAreAStage: Stage 5 features the environments of stages 1-4 in reverse order: train depot (Stage 4), ocean and rivers (Stage 3), ocean and desert bunkers (Stage 2), and jungle (Stage 1).
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* MissingSecret: In Stage 5 near the end, the area number[[note]]Only shown when getting a high score, or in the ''Hishou Same!'' version with the map gadget enabled[[/note]] jumps from 99 to 117 (+100 for every loop); areas 100-116 seem to be inexplicably missing. This is because Stage 1 does not exist on any loop after the first, so the game jumps the area number up so that each loop appears to have 100 areas.

to:

* MissingSecret: In Stage 5 near the end, the area number[[note]]Only shown when getting a high score, or in the ''Hishou Same!'' version with the map gadget enabled[[/note]] jumps from 99 to 117 (+100 for every loop); areas 100-116 seem to be inexplicably missing. This is because Stage 1 does not exist on any loop after the first, first (if it did, it would be represented as areas 101-117), so the game jumps the area number up so that each loop appears to have 100 areas.
Is there an issue? Send a MessageReason:
None


* UsefulNotes/NintendoSwitch and UsefulNotes/PlayStation4 (2022, Japan only), by M2 -- As part of ''Hishou Same! Same! Same!'', which serves as volume 2 of the ''Toaplan Arcade Garage'' series of [[CompilationRerelease Compilation Rereleases]], itself a subsidiary of the ''M2 [=ShotTriggers=]'' label. In addition to including all three regional variants of the arcade version and the NES version (making it the first time the NES port was released in Japan), it also includes ''VideoGame/FireShark''[='=]s three different arcade versions (1P Japan, 2P Japan, and US) and Genesis/Megadrive versions and ''VideoGame/{{Wardner}}''[='=]s three different arcade versions and Famicom Disk System version.

to:

* UsefulNotes/NintendoSwitch and UsefulNotes/PlayStation4 (2022, Japan only), by M2 Creator/{{M2}} -- As part of ''Hishou Same! Same! Same!'', which serves as volume 2 of the ''Toaplan Arcade Garage'' series of [[CompilationRerelease Compilation Rereleases]], itself a subsidiary of the ''M2 [=ShotTriggers=]'' label. In addition to including all three regional variants of the arcade version and the NES version (making it the first time the NES port was released in Japan), it also includes ''VideoGame/FireShark''[='=]s three different arcade versions (1P Japan, 2P Japan, and US) and Genesis/Megadrive versions and ''VideoGame/{{Wardner}}''[='=]s three different arcade versions and Famicom Disk System version.
Is there an issue? Send a MessageReason:
None


* MissingSecret: In Stage 5 near the end, the area number jumps from 99 to 117 (+100 for every loop); areas 100-116 seem to be inexplicably missing. This is because Stage 1 does not exist on any loop after the first, so the game jumps the area number up so that each loop appears to have 100 areas.

to:

* MissingSecret: In Stage 5 near the end, the area number number[[note]]Only shown when getting a high score, or in the ''Hishou Same!'' version with the map gadget enabled[[/note]] jumps from 99 to 117 (+100 for every loop); areas 100-116 seem to be inexplicably missing. This is because Stage 1 does not exist on any loop after the first, so the game jumps the area number up so that each loop appears to have 100 areas.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MissingSecret: In Stage 5 near the end, the area number jumps from 99 to 117 (+100 for every loop); areas 100-116 seem to be inexplicably missing. This is because Stage 1 does not exist on any loop after the first, so the game jumps the area number up so that each loop appears to have 100 areas.
Is there an issue? Send a MessageReason:
None

Added DiffLines:


A sequel to the game, ''VideoGame/FireShark'', was released in 1989.
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* AlliterativeTitle: The US-region name, '''''S'''ky '''S'''hark''.

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* AlliterativeTitle: The US-region name, '''''S'''ky '' '''S'''ky '''S'''hark''.
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* AlliterativeTitle: The US-region name, '''''S'''ky '''S'''hark''.
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* OneUp: You get an extra life at fixed point thresholds. Additionally, twice per game, a formation of silver planes will show up; destroying all of these planes will drop a 1-up item.

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* OneUp: You get an extra life at fixed point thresholds. Additionally, up to twice per game, a formation of silver planes will randomly show up; up in place of a red power-up formation or yellow bonus points formation; destroying all of these planes will drop a 1-up item.
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* EndlessGame: After completing stage 5, the game doesn't end, it just loops back to stage 2 and continues to repeat indefinitely until the player runs out of lives. Super Easy averts this, ending after one loop and awarding the player a huge bonus based on their remaining lives. The Custom mode in the ''Hishou Same!'' version can be set to be endless or one loop only, with the same remaining-lives bonus if set to the latter.

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* EndlessGame: After completing stage 5, the game doesn't end, it just loops back to stage 2 and continues to repeat indefinitely until the player runs out of lives. Super Easy in the ''Hishou Same!'' version averts this, ending after one loop and awarding the player a huge bonus based on their remaining lives. The Custom mode in the ''Hishou Same!'' version Mode can be set to be endless or one loop only, with the same remaining-lives bonus if set to the latter.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/16134_sky_shark_nes_front_cover.jpg]]
%% [[caption-width-right:350:some caption text]]
''Hishouzame'' (''飛翔鮫''), translated and localized as ''Sky Shark'' in the US and ''Flying Shark'' in the rest of the non-Japan world, is a VerticalScrollingShooter for UsefulNotes/{{arcade|Game}}s developed by Creator/{{Toaplan}}. It was published by Creator/{{Taito}} in Japan, Romstar in the US, and Electrocoin in Europe, and released in 1987.

It received a number of ports:
* UsefulNotes/Commodore64 (1987)
* UsefulNotes/ZXSpectrum (1988)
* UsefulNotes/{{Amiga}} (1988)
* UsefulNotes/AmstradCPC (1988)
* UsefulNotes/AtariST (1988)
* UsefulNotes/NintendoEntertainmentSystem (1988, US only) by Software Creations -- Notable for featuring a new soundtrack by Tim Follin.
* MS-DOS (1989)
* UsefulNotes/SharpX68000 (1991, Japan only)
* UsefulNotes/FMTowns (1993, Japan only)
* UsefulNotes/NintendoSwitch and UsefulNotes/PlayStation4 (2022, Japan only), by M2 -- As part of ''Hishou Same! Same! Same!'', which serves as volume 2 of the ''Toaplan Arcade Garage'' series of [[CompilationRerelease Compilation Rereleases]], itself a subsidiary of the ''M2 [=ShotTriggers=]'' label. In addition to including all three regional variants of the arcade version and the NES version (making it the first time the NES port was released in Japan), it also includes ''VideoGame/FireShark''[='=]s three different arcade versions (1P Japan, 2P Japan, and US) and Genesis/Megadrive versions and ''VideoGame/{{Wardner}}''[='=]s three different arcade versions and Famicom Disk System version.
----
!! ''Sky Shark'' features examples of the following:
* OneUp: You get an extra life at fixed point thresholds. Additionally, twice per game, a formation of silver planes will show up; destroying all of these planes will drop a 1-up item.
* EasierThanEasy: The ''Hishou Same!'' compilation features Super Easy mode, which at first glance does seem to be what it says: a low-difficulty version of the game that also has an auto-bomb feature not found in the original. However, this can get zigzagged should the player start hoarding bombs, as the bullet speeds will increase, [[DynamicDifficulty as will the difficulty counter]]. Once the difficulty counter reaches the maximum of 15, the player will start earning points per frame, however getting hit or bombing will lower the difficulty back down. The game ends after only one loop, but the player is awarded 500,000 points for every remaining life.
* EndlessGame: After completing stage 5, the game doesn't end, it just loops back to stage 2 and continues to repeat indefinitely until the player runs out of lives. Super Easy averts this, ending after one loop and awarding the player a huge bonus based on their remaining lives. The Custom mode in the ''Hishou Same!'' version can be set to be endless or one loop only, with the same remaining-lives bonus if set to the latter.
* PowerUp: Occasionally, a formation of six red fighters will show up; destroying the whole formation will drop an "S" powerup that increases the quantity and spread of the player's shots.
* SmartBomb: Press the bomb button to fire a bomb that inflicts huge damage and cancels bullets within a set radius. Note that unlike more modern examples of this trope, the bomb does ''not'' grant [[InvulnerableAttack invincibility frames]]. At the end of each stage, you are awarded 3,000 points for each remaining bomb and your bomb stock is set back to 3 (same as when respawning after death). The NES version's bomb additionally cancels all bullets on the screen when firing it.
* ZergRush: In Stage 5, more specifically Area 99 of the game and after defeating the boss, the game makes one final attempt on the player with a ''huge'' wave of enemy fighters and tanks.

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