differences in Death Label: - Get close with the lockshot laser thing for five chip - Score chip value from bombing relies on each bullet's proximity to player ship. - Vinogradov seems to have more lax requirements for extend (destroy all pieces, bombing is ok) - bombing is extremely encouraged, bombs are refilled per stage (except in Doom Mode) and have been changed to turn all on screen bullets into score chips. ???- No-Miss a stage to get an extra bomb (start next stage with 4 instead of 3) - Type-B speed preferable due to boss rush except maybe on Extra Stage. - Auto-Bomb will consume all bombs and give <:chipHD:747411602214748241> chips upon using shield on bullets during the slow-mo. - Normal rapid shot will only give blue 1 chips on bosses, works as usual on things like the tiny cannons Bullfrog sends out. - Total chip multiplier does not count down, will be halved(?) for each life lost. - In Doom Mode, Evac Doom gives an extend upon death. This mode is exempt from the "each failure raises your starting amount of lives" - Doom is missing from training mode. - Bosses will self-destruct if left alive long enough. - Holding both triggers during Cinderella Amber's 1st phase causes the game to skip the phase and render the resulting replay unusable