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violation of copyright.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
Copyright 2005 Andrew K.K. Ah New
*********************************************
HEXCODES
:rdft2:00000000:000282CA:00000003:FFFFFFFF:Lives1a
:rdft2:00000100:000284FA:00000005:000000FF:bombs
:rdft2:00000100:000284FB:0000000f:000000FF:plane ID
:rdft2:00000100:000284FC:0000000f:000000FF:plane ID2
:rdft2:00000100:000284FD:00000004:FFFFFFFF:basic shot level
:rdft2:00000100:000284FE:0000002f:FFFFFFFF:shot type (00,10-2f)1missile2laser
:rdft2:00000100:000284FF:00000003:FFFFFFFF:L/M shot level
00028840 item count
CONTROLS
Fire: Tap quickly to shoot one 'unit' of shot.
Press to shoot a short stream of shots.
Hold to charge up. Your jet will produce a glow in front. Release to
shoot the charge. Not all jets can charge.
Bomb: Hold to launch a bomb, then release to detonate it. Not all jets can
time-delay their bombs.
-Numbers in square brackets are the jets' ID#'s
-Numbers in parentheses are the jets' performance levels (see below).
-You can switch planes after continuing (can't seem to switch to the secret
jets, however).
-I've seen a screenshot where all the jets are selectable and arranged in three
rows of five entries each (including "?"). The instruction card's "Hint #4"
mentions a time release, but I haven't waited yet.
-Okay, after looking over Lynx's guide and the GameFaqs code section and
trying them out for myself I think I've finally figured out how the secrets
work (more or less):
-At the title screen, hold x and press Start, where x is Fire (for the
secret planes),Bomb (for the slaves) or both Fire and Bomb (to 'combine' the
two cheats). Then at the selection screen, place the cursor at the
appropriate place and hold the appropriate direction while pressing Fire.
-Fire secrets:
-Aegis IV, up: Aegis II-c
-"?", down: Blue Javelin
-"?", down-right: Miclus
-"?", right: Raiden mk-IIbeta
-Bomb secrets: Select a plane and access their slave. You cannot access the
actual planes with the bomb secrets.
-Combination secrets: Basically used to access the secret jets' slaves. Same
'place+direction' comboes. Again, no actual jets are selectable.
-If you don't hold either button while pressing Start at the title screen,
then "?"+dn+Fire will select the regular Judge Spear, and "?"+rt+Fire will
select the regular Raiden mk-II. These planes are available normally. Anyone
know if this is a bug or was it intentional? Or is my copy of the game just
messed up?
-Also, I can't seem to get the Dark Sword. Again, anyone know anything about
this?
Performance:
-Indicated by a bar chart and area graph at the lower-right corner of the
select screen.
-Each jet has a rating (1-5, though some go beyond the max) in four areas:
MOVement
POWer
DEFense
RPD
-Each plane has a basic shot, a Laser attack, a Missile attack, and a Bomb.
-Ship speed seems to increase with collection of first L/M object.
-Basic shots are increased by L and M objects.
-Charge attacks cannot be done without a laser or missile enabled.
-Some charge attacks prevent you from using your basic shot for the
duration of the attack. Slave attacks can still be used during charge
attacks, however.
-You start off with 3(?) bombs. Picking up "B" objects will give you one bomb
each for a total of 5(?). The number of bombs that you have is indicated at
the lower-left corner of the playfield.
-Laser and Missile attacks are obtained and then increased by picking up "L"
and "M" objects. Picking up either object will raise the special attack
level, so picking up an M and then an L will leave you with a level 2 laser.
-Slaves can be added to any ship by picking up "S" objects. The number and
behavior of the slaves seems to depend on how many "S" objects have
been picked up:
0=Nothing
1=One slave (3 shots per press)
2=Two slaves behind (3 shots/press?)
3=Two slaves behind, charge attack causes them to behave in one of several
ways:
?=Homing in on target, single forward
?=Tailing your jet, double forward
?=Move in front of your jet, 2-way
?=Flying left and right, three-way
-There are also some allies that appear in certain stages. They're pretty
worthless as far as helping you goes; in fact, they're there to be saved by
you for bonus points.
-Weapon names taken from the instruction card. They are in quotes.
***Aegis IV*** (3,3,3,3) [00]
Basic: semi-Spreadshot (3 per press)
0=thin double forward
1=thick double forward
2=thick double forward w/thin double spread
3=thick double forward w/thick double spread
4=thickest double forward w/ thickest double spread
Laser: "Homing Rays" these come out the back of your jet in left/right pairs.
1=1 pair of short,thin lasers
2=2 pairs of short, thin lasers
3=2 pairs of short, thick lasers
4=2 pairs of long, thick lasers
Charge: 3 pairs out the back, then pairs shoot out at
increasing angles (starting from straight forward)
1=6 pairs in .75 hemi-rotations
2=12 pairs in 1.5 hemi-rotations
3=18 pairs in 2.25 hemi-rotations
4=24 pairs in 3 hemi-rotations
Missile: "Armor Piercing Missiles" These have a slow firing rate.
1=one double
2=two double
3=one quadruple followed by one double
4=two quadruple
Charge: Spreadfire barrage; groups of five missiles fan out and forward.
1=6 groups, then 6 individual
2=12 groups, then 6 individual
3=18 groups, then 6 individual
4=24 groups, then 6 individual
Bomb: standard "Firestar"
$$$Aegis II-c$$$ (?,?,?,?) [0d]
Basic: same as Aegis IV
Laser: modified "Homing Rays". Might gain firing rate as stength increases.
1=2 thin pairs
2=2 thin pairs
3=2 thick pairs
4=3 thick pairs
Charge: none
Missile: modified "Armor Piercing Missiles".
1=double
2=double
3=quadruple
4=quadruple
Charge: none
Bomb: standard "Firestar"
***Beast Wing*** (1,4,5,2) [01]
Basic: Spreadshot (3 per press)
0=Thin 3way
1=Thin 5way
2=Thin double forward + thin 4way
3=Thin double forward + thin 6way
4=Thick double forward + thick 2way + 4way
Laser: "Flame Thrower" Can swing tip l/r by moving in said direction.
1=
2=
3=
4=
Charge: farther reaching, longer lasting, faster swinging.
1=
2=
3=
4=
Missile: "Homing Stinger Missiles" fan out in pairs
1=1 small pair x 1press
2=1 medium sized pair x 2presses
3=2 medium sized pairs x 2presses
4=2 large pairs x 2presses
Charge: dozens of homing missiles in all directions
1=
2=
3=
4=
Bomb: standard "Firestar"
***Chaser 2000*** (5,1,1,5) [02]
Basic: fast plasma bullets. Each strength is larger than the last.
0=4 per press
1=6 per press
2=8 per press
3=10 per press
4=10 per press
Laser: "Homing Deflector Beam" Jumps from target to target (1 per press)
1=Thin, short
2=Thin, longer
3=Thick, ?
4=Thick, longer
Charge: Curl lightning?
1=
2=
3=
4=
Missile: "Side-Winder Missiles" (2 per press)
1=4 max
2=6 max
3=6 max
4=8 max
Charge: 'corridor' (1 double forward + x octuple forwards + 4 pairs contract
+ 2 pairs contract)
1=x is 5
2= 15
3= 25
4= 35
Bomb: standard "Firestar"
***Eraser*** (2,5,1,4) [04]
Basic: double forward (1 'pack' per press)
0=2 small
1=4 small
2=2 large + 2 small + 2 large
3=6 large + 2 small
4=2 very large + 2 large + 2 very large + 2 large
Laser: "Laser Beam" twin
1=1 thin
2=2 thin
3=2 thick
4=4 thick
Charge: gushball
1=
2=
3=
4=
Missile: "Molotov Cocktail Missile" forward (1 per press)
1=1 small
2=2 small
3=2 medium?
4=2 large
Charge: series of forward-shooting Missiles
1=11 small
2=15 small
3=15 large
4=19 large
Bomb: standard 'Firestar'
***Flying Ray*** (4,4,1,3) [05]
Basic: double forward
0=2+2 small
1=2 small, 2 smaller, 2 small
2=2 big, 2 smaller, 2 big
3=2 big, 2 big, 2 bigger, 2 big, 2 bigger
4=2 big, 2 big, 2 big, 2 bigger, 2 big, 2 bigger, 2 bigger
Laser: "Wide Angle Laser Beam" spread
1=1 small pair (~60' from straight forward)
2=2 small pairs (opening)
3=2 large pairs (opening)
4=3 large pairs (opening)
Charge: super spread (4+4 pairs per cycle of open/close)
1=20 pairs of thin lasers (2.25 cycles of open/close)
2=33 pairs of thin lasers (4.145 cycles)
3=50 pairs of thick lasers (6.25 cycles)
4=66 pairs of thick lasers (8.25 cycles)
Missile: "Homing Cruise Missile" wide double forward (trails of smoke)
1=2 pair (small)
2=2 pairs (medium)
3=3 pairs (medium)
4=3 pairs (large)
Charge: multi in r/l semi-pairs
1=28 (14 pairs)
2=48 (24 pairs)
3=68 (34 pairs)
4=88 (44 pairs)
Bomb: standard 'Firestar'
***Griffin*** (2,3,2,4) [06]
Basic: forward
0=1 pair small
1=1 pair large, 1 pair small
2=4 single large
3=6 single large
4=1 pair, 2 single, 1 pair, 2 single. All large
Laser: "Pod Lock-On Beams" satelite shooters
1=4 satelites (small lasers)
2=8 satelites (small lasers)
3=8 satelites (large lasers)
4=12 satelites (large lasers)
Charge: four forward satelites
1=small lasers
2=small lasers
3=large lasers
4=large lasers, lasts longer
Missile: "Parachute Bombs" short-range. Negates projectiles. (1pair/press)
1=1 pair max (small)
2=2 pair max (small)
3=2 pair max (medium)
4=3 pair max (large)
Charge: short bombs in a circle, then a forward series (waves left/right)
1=8 counter-clockwise, then 10 (1 swing cycle l->r->l), small bombs
2=same, small bombs
3=same, medium bombs
4=same, large bombs
Bomb: standard 'Firestar'
***Hell Diver*** (5,3,3,4) [07]
Basic: double forward
0=2 pairs small
1=2 pairs large
2=2 pairs large + 2 pairs spread small
3=2 pairs large + 3*2 pairs spread large
4=same as 3, but very large
Laser: "Boomerang Lasers" look like ninja blades
1=1 pair, small
2=2 pairs, small
3=2 pairs, large
4=3 pairs, large
Charge: super ninja blades
1=6 pairs opening, 5 closing, 5 opening
2=same
3=larger blades
4=same
Missile: "Lock-On Cruise Missiles" side out from your jet.
1=1 pair, small
2=1 pair, medium
3=2 pair, medium
4=3 pair, large
Charge: many large missiles
1=15 pairs
2=25 pairs
3=35 pairs
4=45 pairs
Bomb: standard 'Firestar'
***Raiden mk-II*** (1,4,2,6) [08]
Basic: used as Laser ("Plasma Lock-On Beam", curling)
0=7 rows of pairs
1=Thinner laser
2=Thin laser
3=Thick laser
4=Thicker laser
Laser: none
Missile: "Homing Missiles" fan out. Speed increases w/pwr
1=1 small pair per press, 1 press max
2=1 medium pair per press, 2 press max
3=2 large pair per press, 2 press max
4=2 largest pair per press, 2 press max
Charge: none
Bomb: nonstandard (Raiden bomb)
$$$Raiden mk-IIbeta$$$ (3,3,5,1) [0a]
Basic: Raiden Red (groups of shots fan out)
0=1 pair
1=3 pairs
2=3 triples
3=5 triples
4=7 quadruples
Laser: none
Missile: forward spread-missiles. Size increases w/pwr?
1=2
2=3
3=4
4=4
Charge:none
Bomb: nonstandard (cluster of minibombs)
***Judge Spear*** (6,2,1,4) [09]
Basic: "Cluster Burst Lazer" double forward
0=wide,wide (all small shots)
1=wide,narrow,wide (all small shots)
2=wide,narrow,wide,narrow (wide rows are medium)
3=wide,narrow+wide,narrow,narrow+wide (all rows are medium)
4=4 rows of wide+narrow (wide shots are large)
Laser: none
Missile: "Missiles" forward and explode several times upon impact. High
refire rate for a missile weapon. Larger missiles have more explosions.
1=small single
2=small pair
3=medium pair
4=large pair
Charge: none
Bomb: nonstandard "Electro Storm" (black hole, no time-delay)
$$$Blue Javelin$$$ (4,2,2,4) [0b]
Basic: Same as Judge Spear's, with two exceptions
0=
1=
2=
3=2nd row's outer lasers spread out slightly
4=2nd and 4th rows' outer lasers spread out slightly
Laser: same as Judge Spear's (namely, none)
Missile: rows of 4 missiles fan out
1=3 rows (small)
2=4 rows (medium)
3=5 rows (large)
4=6 rows (largest)
Charge: none
Bomb: same as Judge Spear's
$$$Miclus$$$ (3,6,3,2) [0c]
Basic: fireballs
0=1 (small)
1=2 way (small)
2=2 way (medium)
3=3 way (medium)
4=3 way (large)
Laser: none?
Missile: none?
Bomb: nonstandard flamethrower (waveable, doesn't negate projectiles)
$$$Slaves(including Fairy)$$$ (stats vary) [0f]
Basic:
1=Single forward
2=Double forward
3=Three way
4=Double forward + two way
5=Five way
Laser: none
Missile: none
Bomb: same as masters'
*************************
LEVELS
Mission 1: "Back up our-troops fighting at the front and attack the following
reinforcements." Target Code Name: Violet Head
Area A (our base in a jungle/forest/swamp/canyon setting)
Boss: Copter
Area B (more swamp)
Area 3 (railroad w/snow?/concrete?)
The boss of this area is huge and takes up like 50-66% of the level. Only the
final part of it counts as the boss, however.
Mission 2: "Make the enemy forces and establishments standing in our way
powerless by lead-off attack." Target Code Name: Sand Lobster
Area Y (sea/beach battle)
Area Z (high in the clouds)
Boss: Stealth bomber (XB-3?)
Area 6 (wind-swept desert with tank-tracks)
The boss of this area is huge and takes up like 50-66% of the level. Only the
final part of it counts as the boss, however.
Final Mission: "Break into the enemy control establishment and destroy the
control system." Target Code Name: Red Eye
Area 7 (their base after crowded,oddly-angled village)
Midboss:
Endboss:
The game then repeats at a harder difficulty.
-Lynx's guide mentions that the letter stages can be switched (A with B and
X with Y) for four different level sequences (ab3yz67,ab3zy67,ba3yz67,
and ba3zy67). I haven't gotten this to work. Yet. In any case, the three
boss-stages are always in the same position (as the third, sixth, and seventh
levels).
*************************
FAQ CHANGES
5/27-6/12/05 Initial version