Navigate with up and down, change options with left and right.

| CUSTOMIZE MENU METHOD:

Set EXECUTOR ability defaults.

| SPEED CONTROL

| WAY OF LIFE

| BOOTLEG GHOST

The available settings are as follows.

Setting | Effect
SETUP MENU [FORMAL] | A menu appears at the start of each session, allowing EXECUTOR abilities to be set. Abilities have set defaults.
SETUP MENU [ACTUAL] | A menu appears at the start of each session, allowing EXECUTOR abilities to be set. Abilities default to DIPSW settings.
BASED ON DIPSW | Does not show a menu at the start of each session, instead using the DIPSW settings. WAY OF LIFE SPEED CONTROL BOOTLEG GHOST RADIANCE
All three are set in this menu.

| WAY OF LIFE:

The maximum number of lives that may be carried at a time.
The available settings are as follows.

Option | Effect
5 DRASTIC [-1] | 5 - one less than default
6 MODERATELY [ 0] | 6 - default
7 PRUDENTLY [+1] | 7 - one more than default

There are of course both advantages and disadvantages to setting it higher or lower.

LEVEL:
Sets the stella fluctuation level in SEGMENT LOCATION mode.
The four available settings are as follows.
Aside from UNPLUGGED, they are intended for use in examining enemy bullet patterns and the like.
They should not be considered difficulty levels.

Option | Effect
UNPLUGGED | Ten levels from 1 to A. The normal, default setting.

The three settings below are for exploration, and so have no effect outside of SEGMENT LOCATION mode.
Segment high scores and replays are sorted by LEVEL.

Option | Effect
LIMITED | Six levels from 1 to 6. Since it is cannot rise very high, things should stay calm.
COMPRESSED | Seven levels from 4 to A. It starts somewhat high, there will be resistance from the start.
DISTORTED | Four levels from 7 to A. Starts high, and so will be consistently involved.

| CAPTION:

Show or hide dialogue during missions.

Option | Effect
WITHOUT ALWAYS | Never show mission dialogue.
AT REPLAYING | Only show dialogue during replays.
WITH ALWAYS | Always show mission dialogue.

| INTERMISSION MONOLOGUE:

Show or skip interstitial story.

| CORE SIGN:

Show or hide the EXECUTOR's hitbox.

| SPEED CONTROL:

Set controls for switching between low and high speed.

Option | Effect
AUTOMATIC | Low speed only while holding the shot button.
MOMENTARY | Low speed only while holding the speed control button.
ALTERNATIVE | Press the speed control button to switch between high and low speed.
TRIPHASE | Press the speed control button to switch between, low, medium, and high speed.

| BOOTLEG GHOST:

Select defensive system (activates upon being hit).

Option | Effect
ASPIRANT | The basic setting. Does nothing unless SOL is at maximum and life is below starting value (4), when it triggers autorejection.
SOLIDSTATE | Will use SOL power to autoreject whenever there is enough SOL for a discharge available.
ADEPT | Does not autoreject when SOL is at maximum and the suppression radius does not activate automatically, but does activate more rapidly.

| SW CHARGED ANNOUNCE:

Play or silence the subweapon charged alert sound.

| DC STANDBY ANNOUNCE:

Play or silence the discharge available alert sound.

| INV VISUALIZER:

A component which changes the color of the background while the EXECUTOR is invincible.
When enabled, it removes all but the blue hues from and blurs the background.

| SPIRIT GAIN DISP:

Allows visual and aural information about the number of spirits obtained from the destruction of enemy forces.

Option | Effect
WITHOUT | No alerts.
10000 | Number of spirits obtained shown when it exceeds 10000 (1 on the HUD counter)
+SOUND | And, when it exceeds 100000, an alert sound is played
+LOCUS | And, the spirits' trails are shown on-screen

| SPIRIT CYCLE ANNOUNCE:

An alert may be played when total spirits obtained exceeds 1000000.

| KILL CYCLE ANNOUNCE:

An alert may be played when total kills exceeds 100.

| BACKGROUND DISTINCTNESS:

Sets background clarity. When low, the background appears dark and monochrome.

| COMMON HIT SPARK:

Shows an effect when the EXECUTOR's fire hits the enemy.
Allows instant recognition of when attacks hit, and may be used to help estimate the number of spirits gained from attacking.

| COMMON FIRE SPARK:

Shows an effect whenever an enemy attacks.
May be used to more easily learn attack patterns and timings.

| EXIT DIPSW:

Return to the main menu.