!! READ THIS FIRST!! READ THIS FIRST!! READ THIS FIRST !!
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This document is best viewed with Courier New size 9 fonts using MS word viewer
I only have the Japanese version of the game. Therefore many of the names for
enemies, weapons and stages are made up until such time I find out their
western equivalent.
If you have any comment please post them on the R-Type final forum at
gamefaqs.com
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This R-Type Final FAQ is (C) 2003 to Starkey Chan.
This FAQ can be printed for personal use only.
This FAQ CANNOT be copied in part or in whole and used in anyway to
gain profit.
Publication in magazines, in part or in full is prohibited. This
includes free publications.
This FAQ CANNOT be used on ANY commercial web sites. By that I mean
site that requires paid membership of any sort.
Failure to adhere to the above will result with me raising hell!!
-------------------------------------------------------------------------------
UPDATE HISTORY
3/3/2004 (1.2.6) First run.
5/5/2004 (1.2.7) Updated & Finish Bydo lab section.
4/7/2004 (1.2.8) Added info on AI battle mode, score attack, War record,
requirements for unlocking ships.
-------------------------------------------------------------------------------
Contents Status
-------------------------------------------------------------------------------
1.0 HISTORY LESSON. Final Draft
2.0 STORY Final Draft
3.0 Game Basics Incomplete
4.0 AI vs. Battle mode Final Draft
5.0 The Ships Almost Finished
6.0 The Weapons Final Draft
7.0 Customisation Final Draft
8.0 The Stages Incomplete
9.0 Credits Work in progress
10.0 About Irem O.K
11.0 Cheats Incomplete
===============================================================================
1.0 HISTORY LESSON
===============================================================================
1.1 R-type
----------
Released in 1987
Collaborators: Nintendo
Original Format: Arcade co-op.
The Ship: R-9A 'Arrow-Head'
Official Blurb:
The Bydo Empire, a world where hatred and slaughter are ubiquitous. Here,
grotesque creatures which strike fear into the foundation of our souls,
subsist. We must destroy these monsters without hesitation. Now, a very sublime
battle is about to begin here.
When R-Type first hit the arcades in 1987 it was quite a mini revolution. Not
only did it contain some of the best graphics and sound for that time it also
contained quite a unique power-up system.
The key to this was the use of the FORCE device. Whenever the R9 picked up
a power-up the FORCE device will appear. This device could be attached to the
front or the back of the ship. Any subsequent power-ups picked up would
increase the size of the FORCE and allow it to fire a range of beam weapons the
most famous of which is the Reflective Laser which bounces of any solid object
or Scenery. The flexibility of the FORCE device added another dimension to the
basic shoot'em up formula. The FORCE is totally invincible and will absorb
enemy shots acting like a shield or even a battering ram. What's more it could
be detached from the ship at anytime and continue to fire allowing the player
to attack multiple targets at the same time or fire into key areas to dangerous
or small for the R9. Because it could be attached to either the front or the
back of the ship, the player could easily manoeuvre the FORCE to face the
direction the enemy is attacking from.
The R9 vessel itself isn't totally reliant on the FORCE device. It had a
powerful BEAM weapon which was charged-up by holding down the Fire button. When
the button is releases a powerful bolt of energy is fired. Depending on the
amount of time you hold the button down for the damaged caused (and the size of
the bullet) varies. This gave the player another form of attack at his or her
disposal. Needless to say the game became an instant hit in the arcades. Even
now many fell it's ingenious level design makes it the best game in the series.
1.2 R-Type II
-------------
Released in 1989
Original Format: Arcade co-op.
The Ship: R-9C War Head (Custom Model)
Official Blurb:
The Empire has been revived. With renewed power, they have achieved rapid
evolution in a different dimension.
Once again, mankind has sent the latest R-9 to the battlefront to save a galaxy
gripped with fear.
The counterattack against the newly reborn Bydo Empire begins here.
Released in 1989 at a time when Irem was at it's peak. R-Type II's game
mechanics were almost identical to the original R-Type. What was improved
however was the graphics and sound. R-Type II was another big hit for Irem.
However this also proved to be it's last for many years. Even though Irem made
a number of excellent shooters only the R-Type series was instantly
recognizable. For the next few year Irem seemed to be in some sort of cryogenic
state, at least in the west where there were hardly any Irem games release. Any
that did trickle through were mainly flops.
1.3 Super R-Type
----------------
Released in 1991
Original Format: Super NES
The Ship: R-9A Custom Model
Super R-type was a special home version of R-Type II with improved graphics and
new levels. However something went horribly wrong. While many would say R-Type
II wasn't as good as the original R-Type anyway, it was never as bad as this.
The problem: restart points or rather the lack of them. Whenever the pilot
loses a life he or she had to start from the beginning of the level and start
the level all over again. This made progress almost impossible.
1.4 R-Type Leo
--------------
Released in 1992
Original Format: Arcade co-op.
The Ship: R-9Leo
Official Blurb:
The idea was to build a quasi-mechanical earth by using a bionic computer
called "MAJOR". This project was named the "Paradise Plan". It's purpose was to
colonize and create the ideal world. This plan ended in failure due to the
malfunction of "MAJOR". As a result of this failure the "Paradise Plan" became
a part of history, as it was destroyed by the latest technological weapon known
as "LEO". The rejection of this bionic computer system was blamed for this
failure. However the actual cause is still unknown.
This was the last of the R-type series that was released in the arcades. It was
meet with shock and horror from fans all over the world. Not because it played
terribly or the graphics were awful, but because Irem removed the most
important part of the R-Type series: The FORCE device!! Instead Leo had two
large BITs which hovered above and below the R9. When the Detach button was
pressed the BITs the shoot forward damaging everything in it's path. The BITs
always aim in the opposite direction to the R9's horizontal movement. So if the
R9 moved forward the BITs aimed backwards. Needless to say such blasphemy made
Leo a bit of a flop. Sad because the gameplay was quite sound. Two played could
play simultaneously and the BIT system, given a chance worked quite well.
1.5 R-Type III: The Third Lightning
-----------------------------------
Released in 1993
Collaborators: Jaleco
Original Format: Super NES
The Ship: R90
The title screen reads:
'Blast off and strike the evil Byod empire'
For the home console only, R-Type III was a exclusive for the SNES. However I'm
sure it was never released in Europe (maybe the US). The main reason could be
that so many game Irem released for the western market flopped. Ironically this
was one of the few Irem releases that many in the west wanted to buy. Had it
been released it could very well had been a hit. Oh Irem what were you
thinking?
Gameplay wise, R-Type III was one of the best design shooters released by
Irem. Perfectly balance with superbly designed (but extremely hard) levels.
R-Type III sees the return of the FORCE device, and just like buses when you
want one three comes along! Would-be pilots now have 3 FORCE devices to choose
from. There was the standard FORCE unit, the Shadow FORCE unit and the Cyclone
FORCE unit. As you would expect each type of FORCE also it's unique weapons of
mass destruction. The Shadow FORCE is similar to the Tentacle FORCE from Delta.
When powered up turrets appear on it and fires and an angle depending on the
horizontal movements of the ship. The Cyclone FORCE was used as a wrecking
ball, when detached it enlarges in size and cause big damage to any enemies
which make contact with it.
1.6 R-Type Delta
----------------
Released in 1998 (JP) 1999 (NA/EU)
Collaborators: Agetec
Original Format: Sony Playstation.
The Ships: R9A2
RX-10
R13
POW Armour
Official Blurb:
The battle between mankind and the Bydo has ended.
The ravaged warship, the R9, destroyed the final remnants of the evil entity
called the Bydo Empire. Or at least it seemed...
The newest (apart from R-Type Final of course) of the R-Series and see Irem
back to it's old self once more. After years in the wilderness they showed the
world that they could still make brilliant shoot'em up.
The graphics were 3D but the gameplay remains firmly two-dimensional. In
this day and age, when gaming is in the mainstream and graphics were just as
important if not more important then gameplay as a selling point. Delta was
super pleasing to the eye. The level of detail and the number of polygons used
meant it looked better then some PS2 games. What really impressed me was the
cars and vans you could see at the bottom of the screen during the start of
first level, you could actually blow them up for some extra points!
As for the way it played, far superior to any other R-Type. Maybe not as
hard as R-Type I or the memory test that was R-Type III but delta was really
fun to play. Never would you feel cheated by the computer or frustrated by the
lack of progress. If you die you'll just try again. Because the game was fair.
You always know that there were a ways to get pass a level you just needed to
find it.
Sadly it didn't sell well either in Japan or America, hailing the end for
side scrolling shoot'em up.
===============================================================================
2.0 STORY (so far...)
===============================================================================
Humans engineered the Bydo in the 26th century as a weapon of mass destruction.
Half biological and half technological the Bydo were created with only one aim
and that was to destroy. Despite this they show an advance degree of
intelligence and are able to make logical decisions and well as 'emotional'
reaction. Huge numbers of them were placed inside a container which was almost
the size of the moon. There they were suppose to 'rest' in suspended animation
until such time as they were needed, called upon to defend their human
creators.
However due to an error or sabotage, the Bydo were activated. With no
enemies to fight they turned on their human masters. For almost 4 day the human
forces tried in vain to regain control. Eventually they were force to send the
container away, into another dimension using a special portal weapon. After the
crisis Earth seemed to be safe, in the 26th century at least.
Within the container the Bydos continued to evolve, becoming evermore
powerful. Their desire to destroy grew stronger with each passing year. Inside
this unknown dimension time has no meaning. The Bydo spent what seemed like
eternity within their confinement. When their food supply was exhausted they
feed on each other. The strong lived and the weak became lunch. Their minds
became twisted, their bodies mutated, they became the embodiment of pure evil.
One day in the 22nd century an earth exploration vessel discovered a high-
energy biomechanical life form and brought a sample back to earth. I wasn't
until later that they find out that it was in fact a Bydo organism.
Years later an outpost reported a huge numbers of ships heading towards Earth.
The Bydo has some how broken free of the container and found a way to escaped
their dimensional prison. The exit of the dimensional prison took them back in
time to the 22nd century. Now that they can move freely between their dimension
and normal space they used their dimension an a base to launch an all out
attack against the ones they hated most, the ones who imprisoned them for so
long, the humans.
Can 22nd century humans with their primitive technology stand up to a 26th
century weapon of mass destruction with thousands of years of evolution to back
it up?
Well yes, not once, not twice but 4 times thanks to apiece new technology
called the FORCE. This weapon is based on the one and only thing Bydo's
fear.... Themselves.
However every time the Bydos were defeated they retreated back into their
dimension to regroup then and came back stronger then ever. 4 times they were
defeated, 4 times they came back. If this pattern continues Earth would
eventually run out of resources to fight them with. To rid the galaxy of the
Bydo terror once and for all the Project: Anti Bydo, ultimate weapon was
launched, commonly known as 'The Last Dance'
This will be the FINAL Battle!
===============================================================================
3.0 Game Basics
===============================================================================
3.1 Controls
------------
Menu Controls
-------------
D-pad / Left analog stick: Select item
Circle : Confirm selection
X : Cancel
Battle Controls
---------------
D-pad / Left analog stick: Move ship
Right analog stick: Move some wave cannons.
Square : Fire, hold to charge wave cannon.
Triangle : Delta Weapon
Circle / R1: Rapid Fire, you can keep it held down for a constant stream of
fire.
X : Detach & recall the FORCE device.
L1 : Speed up
L2 : Speed Down
R3 : Decrease speed of so wave cannons.
Select : Skip text at the start of each stage / Skip ending*
* You can't skip the ending the first time you complete the game.
3.2 Pilot Select / Registry
---------------------------
Just like in R-Type delta, final gives you the opportunity to register your
name and create your own personal profile. This documents everything from the
number of times you played to the amount of wave cannon energy you've used.
More importantly you can customize and save you own ships set up and colour as
well as that all-important high score.
When creating a new pilot simply select an empty slot and input your name.
Select END when you have finished.
You need a memory card to save your data.
3.3 Front End
-------------
Menu System:
+-------------------+ +--------+ Select +----------------------+
| Start Game | ---> | Hanger | --> Your --> | Start Game |
+-------------------+ +--------+ Ship | Customize |
| | Replace |
| | Delete |
V +----------------------+
To R's Museum
+-------------------+
| AI VS Mode | ---> Go to AI Battle section for more details
+-------------------+
+-------------------+ L / R to Press O Select
| Score Attack | ---> select --> to select --> Your
+-------------------+ difficulty stage Ship
+-------------------+ +-------------------------+
| Data & Gallery | ---> | R's Museum |
+-------------------+ | Bydo Lab |
| War Record / Chronicles |
| Notes |
| Gallery |
+-------------------------+
+-------------------+ Save you game
| Save | ---> Just keep pressing O if you got a Japanese
+-------------------+ version and can't read the text.
+-------------------+
| Pilot Change | ---> Select a different pilot
+-------------------+
+-------------------+
| Tutorial | ---> Shows you the basics of the game.
+-------------------+
+-------------------+
| Title Screen | ---> Return to the title screen so you can see the cool
+-------------------+ intro.
3.4 Powerups
------------
So what do you have to do in this game? The answer is simple shoot everything!
However in execution it proves a lot harder. Not only do you have to contend
with thousands of enemies but also hostile environments and terrain, not to
mention the all-powerful boss at the end of the level. Your ship will be easy
pickings for the enemy unless suitably powered up. There are 4 levels of power
you ship can have. When you start the game (in any difficulty higher then baby)
you are only armed with the Pulse cannon and the wave cannon. As soon as you
pick up an energy crystal a FORCE device will elegantly float on screen, now
you are at power level 1. Even though you now have a FORCE device it's small
and doesn't do much. It can fire independently of your ship when it's detached
(most can anyway), but won't fire when attached. If you pick up another energy
crystal you will reach power level 2. At this level the FORCE device will fire
when attached to you ship. The type of shots it fires depends on the type of
crystal to you last picked up. You will notice that the firepower of the FORCE
when detached also increased. Lastly when you pick up a third energy crystal
you will reach power level 3, the maximum power level. The firepower of the
FORCE device has now increased to it's full potential and you can now dish out
some serious death. But remember the energy crystals only increase the
firepower of the FORCE device not your ship, the damage your pulse cannon and
wave cannon can inflict are fixed.
Aside from the energy crystals and the FORCE unit the only other way of
powering up your ship is to collect BITs and Missiles crystals. A maximum of
two BITs can be collected. The first attaches above your ship, the second one
below. Some BITs (like the round BIT) only fires when you collect a red energy
crystal. Whatever type of BIT you have you will find they offer great
protection from enemies or bullets approaching from above or below your ship.
Missile on the other hand is a great offensive weapon but the type of missile
you selected is very important. Bombs are useless when there are no ground-
based enemies and the effectiveness of Homing missiles is greatly reduced in
confined spaces.
There are 5 types of powerups.
Red Energy Crystals: Give you powerful, concentrated weapons fire. Good against
strong enemies like bosses or sub-bossed. Most ships have this weapon fire
directly ahead (or behind depending on where you attach the FORCE), so skill is
needed when you're trying maneuvering the ship to attack in small spaces.
Blue Energy Crystal: Gives you a versatile weapon which either locks-on,
reflects or home in on the enemy. Not normally as powerful as the red crystal
weapon but easier to use especially when there are many smaller enemies around.
Yellow Energy Crystal: A wide range weapon designed to cover as many angles as
possible. As powerful as the blue weapon, there are some sections of the game
where the yellow weapon really is the weapon of choice.
BITs: Add a BIT to your ship. Which type of BIT you have depends on which one
you selected in the hanger. See the BIT section for more details.
Missile Crystal: Activate the missile weapon system on board your ship. Which
type of missile you have depends on which one you selected in the hanger. Some
type of missiles such as the 4-way missile requires more then one Missile
Crystal to reach full power.
3.5 The Bydo Lab
----------------
The lab consist of a series of 70 odd files containing information on the
various enemies you have encountered. You will only see them listed when you
have completed the stage the appear in.
-------------------------------------------------------------------------------
#01 Name : POW Armour Type: Humankind HP: *
Stages : 1.0, 2.0, 2.1, 2.2, 3.0, 3.5, 4.0, 6.0, 6.1, F.A, F.B
Comment: POW Armours has appeared in every R-Type game to date. They
contain various types of power-up and are vital for your progress
through the game.
#02 Name : Amphibious POW Armour Type: Humankind HP: *
Stages : 2.2, 2.3, 2.4, 4.0
Comment: Just like the POW Armour, these vessels contain power-up. They
only appear under water.
#03 Name : Space POW Armour Type: Humankind HP: *
Stages : 5.0, 6.0, F.A, F.C
Comment: Think of them as space pizza delivery boys.
#04 Name : Meltcraft Type: Bydo HP: *
Stages : 1.0, F.B
Comment: Enemy fighters that mimic the appearance of the R-9 fighter.
Following a basic flight paths, they only pose a threat when in
large numbers.
#05 Name : Strabalt Type: Bydo HP: *
Stages : 1.0
Comment: A flying version of the garbage truck, it attacks by emptying it's
cargo.
#06 Name : Gains Type: Large Bydo HP: ****
Stages : 1.0, 5.0
Comment: A giant robot armed with a bazooka and can attack with it's
shoulder barge. It's lack of speed is it's weakness.
#07 Name : Simakranger Type: Bydo HP: **
Stages : 1.0
Comment: Something that resembles a tractor. It attack with missiles.
#08 Name : Gironika Type: Large Bydo HP: ****
Stages : 1.0
Comment: A giant robotic crab. See the stage 1.0 walkthrough for more
information.
#09 Name : Xelf-16 Type: Large Bydo HP: *****
Stages : 1.0
Comment: Stage 1.0 boss. It's outer body is made of a mercury like liquid
metal and it can produce a large number of Meltcrafts. A giant
laser beam is it's main weapon. See the walkthrough for more
details.
#10 Name : Surge Type: Bydo HP: *
Stages : 2.0, 21, 2.3, 3.0, 4.0, 5.0, F.C
Comment: Green fighter craft that fly in groups, most of the time in a wave
formation. Given the opportunity they will take the odd shot at
you.
#11 Name : Nulaylaf Type: Bydo HP: *
Stages : 2.2, 2.3, 2.4
Comment: A small fish like enemy. Think back to stage 2 of R-Type delta and
you'll know what I mean. They always swim in a fixed path. They
don't fire, however their shear numbers can sometimes overwhelm
you if your not careful.
#12 Name : York Type: Bydo HP: **
Stages : 2.0, 2.1
Comment: A large flying reptile that carries a bomb. The bomb sends out
bullets in all directions, use your FORCE to block them. The bomb
itself can be destroyed. There was an enemy called York in
Castlevania S.O.T.N. York is also a type of bowl in Cricket.
#13 Name : Yorkmingo Type: Bydo HP: ***
Stages : 2.0, 2.2
Comment: A wingless York with two long legs. There are two ways of killing
this beast. First by shooting it's body until it explodes or
secondly shooting it's legs so it falls over. You can also fly
under it, through it's legs.
#14 Name : Yorkon Type: Bydo HP: **
Stages : 2.3, 2.4
Comment: Long snake like monster with a segmented body. It's body will fall
apart when the head is destroyed.
#15 Name : Yorkgron Type: Large Bydo HP: ***
Stages : 2.4
Comment: A massive version of the Yorkon. Lucky it's a lot slower too.
Destroy it before it gets to close.
#16 Name : Birashin Sprout Type: Bydo HP: **
Stages : 2.1, 2.2
Comment: A small pod that spew out slow moving spores. If you don't know
where they will appear from there is a real possibility of
crashing into them.
#17 Name : Birashin Bulb Type: Large Bydo HP: ****
Stages : 2.0, 2.1, 2.2
Comment: Giant balloon like creature that spew out large seeds which then
falls back down to earth.
#18 Name : Birashin Root Type: Large Bydo HP: ****
Stages : 2.3, 2.4
Comment: Root of the Birashin Bulb, Fires tiny bubbles that float upwards.
#19 Name : Birashin Shoot Type: Bydo HP: ***
Stages : 2.3, 2.4
Comment: Birashin Shoot is to Birashin Sprout what Birashin Root is to
Birashin Bult. The difference is Birashin Shoot's bubbles hit the
ground first before floating upwards.
#20 Name : Keet Type: Bydo HP: *
Stages : 2.0, 2.1, 2.2
Comment: Tiny flies. I say tiny but if you think about the scale of thing,
the R-9 is slightly larger then a mini bus, that would make these
flies about the size of a motorbike. Anyway, like most insects
they are drawn to light. Use the light from your FORCE device to
lure them away from your ship.
#22 Name : Keet Colonian Type: Bydo HP: **
Stages : 2.1, 2.2, 2.3
Comment: A nest of Keets. Immobile they attack by sending out more Keets.
#23 Name : Asteroid Taran Type: Bydo HP: **
Stages : 6.0, F.C
Comment: Space dwelling creepy-crawly. Moves along scenery shooting at you.
Their no fun at all.
#24 Name : Sand Taran Type: Bydo HP: **
Stages : 2.0
Comment: Just like the Asteroid Taran except they like in sand.
#25 Name : Aqua Taran Type: Bydo HP: **
Stages : 2.4
Comment: Underwater version of the Taran.
#26 Name : Taran Colony Type: Bydo HP: **
Stages : 2.0
Comment: An immobile nest of Tarans.
#27 Name : Negus O Shin Type: Large Bydo HP: *****
Stages : 2.0, 2.1, 2.2, 2.3, 2.4
Comment: The forbidden fruit or R-Type final. See the walkthrough section
for more details.
#28 Name : Glam Type: Bydo HP: ***
Stages : 3.0
Comment: Large, heavily armoured gunship used to escort the large warship
in stage 3.0. It's shots can be absorbed by the FORCE.
#29 Name : E320 Warship Engine Type: Bydo HP: ****
Stages : 3.0
Comment: Large thrusters on the back of the warship. So long as you
don't run into it's flames you should be safe. The flames blocks
your weapons, keep that in mind.
#30 Name : E321 Warship Engine Type: Bydo HP: **
Stages : 3.0
Comment: Manoeuvring thrusters on the underside of the warship. Only the
metal part is vulnerable.
#31 Name : Planet Buster Wave Cannon Type: Bydo HP: ****
Stages : 3.0
Comment: The giant cannon on the front of the warship. When it's preparing
to fire in will suck in nearby object including your ship and
other enemies. Don't worry despite it's name Earth will still be
around even if it fires.
#32 Name : Pulsar Type: Bydo HP: **
Stages : 3.0
Comment: Small cannons mounted on the warship that can rotate over 180
degrees to target your ship.
#33 Name : Lancer Type: Bydo HP: **
Stages : 3.0
Comment: Fixed laser cannons mounted next to the Planet Buster.
#34 Name : Bolt Type: Bydo HP: **
Stages : 3.0
Comment: Turrets mounted on the top of the warship, fires shells that falls
in an arch. It protected by an armoured shell.
#35 Name : Braham Type: Bydo HP: **
Stages : 3.0
Comment: Cannon mounted on the side (it is the side even though it feels
like the bottom) of the warship. Fires shells that explodes in all
directions, can be blocked by the FORCE.
#36 Name : Gemini Type: Bydo HP: ****
Stages : 3.0
Comment: The biggest of the turrets, fires a huge plasma burst which cannot
be blocked by the FORCE device. It can rotate over 180 degrees but
has a rather large blind spot below it's aiming arch.
#37 Name : Grant Type: Bydo HP: **
Stages : 3.0
Comment: Those annoying bomb dispensers on the front of the ship, just
below the PBWC. They drop big yellow bombs you can't miss them.
#38 Name : Land Gains Type: Large Bydo HP: ****
Stages : 3.0
Comment: Variation on Gains, the giant robot you met on stage 1.0. Armed
with both bazooka and gatling cannon and with better armour it's
superior to Gains in every way. Strangely I've seen it fly off
into the sunset after a while which would seem to suggest that
it's not just a 'Land' Gains.
#39 Name : Wave Core Type: Huge Bydo HP: *****
Stages : 3.0
Comment: R-Type's equivalent of the warp core and the boss of stage 3.0.
See the walkthrough for details.
#40 Name : Glasie Type: Large Bydo HP: *****
Stages : 3.5
Comment: The large, semi-submerged snake with the large core on it's back.
It poses no real danger but is extremely hard to kill.
#41 Name : Wight Type: Bydo HP: **
Stages : 3.5
Comment: A large ball of energy that fires 2 way shots.
#42 Name : R-13 Cereberus Type: Huge Bydo HP: *****
Stages : 3.5
Comment: Boss of stage 3.5 and the missing link between R-Type Delta and R-
Type Final. For those of you who don't know, the R-13 was trapped
in the X dimension at the end of R-Type delta after beating the
Bydo Core (final boss). What twisted fate awaited it? Well now you
know. See the walkthrough for more details.
#43 Name : Geela Type: Bydo HP: **
Stages : 4.0
Comment: A biomechanical entity.
#44 Name : Allene Type: Bydo HP: *
Stages : 4.0, 6.0
Comment: A blue mach that fires rockets.
#45 Name : Relic Type: Bydo HP: **
Stages : 4.0, 6.0
Comment: A immobile turret.
#46 Name : Reevo Type: Bydo HP: *
Stages : 3.0, 4.0, 6.0, F.C
Comment: Bydo interceptor fighter, forms the backbone of the bydo fleet.
#47 Name : Cattepigard Type: Large Bydo HP: *****
Stages : 4.0
Comment: A large worm / fish like creature that is split into 4 segments.
#48 Name : Dobkeratops Type: Huge Bydo HP: *****
Stages : 4.0
Comment: The most instantly recognisable baddie of the R-Type series, a
modified version of the original R-Type stage 1 boss.
#49 Name : Ralma Type: Bydo HP: **
Stages : 6.2
Comment: The moving barriers of light that appears in stage 6.2. Some of
them have weak spots on the end of them and if destroyed removes
the whole barrier.
#50 Name : Daris Type: Bydo HP: **
Stages : 6.2
Comment: Wire framed entity that floats about in the grid dimension. Both
the blue and pink ones are called Daris.
#51 Name : Allene D Type: Bydo HP: *
Stages : 6.2
Comment: A wire frame version of the Allene mech.
#52 Name : POW Armor Type: Bydo HP: *
Stages : 6.2
Comment: A wire frame version of a POW armor. Despite no longer being
Humankind they still releases power-up crystals.
#53 Name : Cancer D Type: Bydo HP: *
Stages : 6.2
Comment: Just like a normal Cancer only now in a cool wire frame outfit.
#54 Name : Gridlock Type: Huge Bydo HP: *****
Stages : 6.2
Comment: Stage 6.2 Boss. Appear as a pair and fires both Daris and Ralma at
you. See walkthrough for details.
#55 Name : McCarron Class Type: Large Bydo HP: ***
Stages : 5.0, F.C
Comment: Large battle ship armed with loads of cannons on it's top and
bottom. The ship it self is split into 3 parts the front, back
and middle sections each can be destroyed separately.
#56 Name : Photon Dorney Type: Bydo HP: ***
Stages : 5.0, F.C
Comment: Large enemy ships that fires LRG like homing lasers. Directly in
front, above or below it are it's blind spots.
#57 Name : Strabalt Bomber Type: Bydo HP: **
Stages : 5.0, F.C
Comment: Midified version of the Strabalt, fires big-ass missiles instead
of trash.
#58 Name : Fine Motion Type: Huge Bydo HP: *****
Stages : 5.0
Comment: Stage 5.0 boss, looks just like a giant egg but contains a large
variety of attacks. See walkthrough for details.
#59 Name : Nomemayer Type: Huge Bydo HP: *****
Stages : 6.1
Comment: Boss of stage 6.1. Looks like a giant slug you really can't miss
it. See walkthrough for details.
#60 Name : Nasreil Type: Bydo HP: **
Stages : 6.0, F.C
Comment: Purple fish like creature with an armoured front.
#61 Name : Outslay Type: Large Bydo HP: *****
Stages : 6.0, F.C
Comment: Large worm like creature that swims through Gomander. It fires
from it's many sections. The sections can be destroyed but the
worm itself is invincible.
#62 Name : Genneim Type: Bydo HP: **
Stages : 6.2
Comment: Fleshy orb that emits electricity up and down.
#63 Name : Cancer Type: Bydo HP: *
Stages : 5.0, 6.0, F.C
Comment: Small white Mech with red eyes. Called IRONCLAW in R-Type II.
#64 Name : Gomander Type: Huge Bydo HP: *****
Stages : 6.0
Comment: Stage 6.0 boss and another remake of an old R-Type boss. This time
however the battle actually takes place inside Gomander! See
walkthrough for details.
#65 Name : Shutom Type: Other HP: *
Stages : F.A
Comment: Brownish eyeball that floats about in the liquid dimension. With
such a large, massive fleet you would have though that The Bydo
would be protected by one of it's own. But no Stutoms and their
like are all classed as 'Other' and not Bydo. Is there a
mysterious 2nd alien force? Does the Bydo have an ally? Are we
going to se a sequel or spin off to R-Type Final? Probably not.
#66 Name : Ayden Type: Other HP: **
Stages : F.A
Comment: Blue version of the Shutom, fires bullets at set intervals with
great accuracy (strange considering it has no depth perception).
#67 Name : Guaneem Type: Other HP: N/A
Stages : F.A
Comment: Indestructible black eyeball.
#68 Name : Chimass Type: Other HP: **
Stages : F.A
Comment: Red eyeball. When destroyed it will destroy any eyeballs linked to
it.
#69 Name : Genon Type: Other HP: **
Stages : F.A
Comment: No the boss of Zelda but instead a mass of eyeballs joined
together.
#70 Name : Bydo Type: Huge Bydo HP: *****
Stages : F.A
Comment: I always call this The Bydo in order to distinguish it from normal
Bydos. The Bydo appears to be a giant heart that beats in synch
with all other Bydos. It cannot be destroyed in the conventional
way.
#71 Name : R-9DH Type: Humankind HP: ***
Stages : F.B
Comment: Fighter Craft designed and piloted by humans.
#72 Name : R-9D Type: Humankind HP: ***
Stages : F.B
Comment: Fighter Craft designed and piloted by humans.
#73 Name : R-9F Type: Humankind HP: ***
Stages : F.B
Comment: Fighter Craft designed and piloted by humans.
#74 Name : R-9W Type: Humankind HP: ***
Stages : F.B
Comment: Fighter Craft designed and piloted by humans.
#75 Name : R-9B Type: Humankind HP: ***
Stages : F.B
Comment: Fighter Craft designed and piloted by humans.
#76 Name : R-9A Type: Humankind HP: *****
Stages : F.B
Comment: The original and still the best. The hope of all Humankind rest on
this ship.
#77 Name : Bat Type: Bydo HP: ***
Stages : F.C
Comment: Powerful, heavily armoured warships used by the Bydos to protect
the future dimension.
#78 Name : R-9DH Type: Humankind HP: ***
Stages : F.C
Comment: Bydo fighter crafts are deplyed from theses hatches.
3.6 War Record / Chronicles
---------------------------
Selecting this in Data & Gallery will show you a detail record of all your R-
Type activities.
Total record:
- Number of mission launched
- Total play time
- Total wave energy used
- Number of times special (Delta) weapon was used
- Number of times cleared
- Total high scores
- Number of fighter developed
- % of Bydo research completed (Bydo lab)
- Number of pictures in gallery
AI records:
- Current winning streak
- Current losing streak
- Longest winning streak
- Longest losing streak
- win / lose record vs. the CPU
- win / lose record vs. other pilots
- Number of perfect wins
- Fasted win
Fighter records:
Percentage usage of all fighter for both normal and AI battle mode.
3.7 Notes
---------
3.8 Gallery
-----------
The gallery contains 32 pictures, which are unlocked by meeting certain
conditions such as beating the game once or using a specific ship.
01.
02.
03. Label Design
04.
05.
06. R-Type Final AD2
07.
08.
09. R-9A Arrow Head
10. R-9D Shooting Star
11. R-9E Midnight Eye
12. R-9W Wiseman
13. OF-1 Daedalus
14. TL-T Chiron
15.
16.
17. Force TATAKAI NO ATO
18. R-Fighter -Zettai Zetsumei-
19. Operation -Last Dance- 1
20. Operation -Last Dance- 2
21. R-Type (1987)
22. R-Type II (1989)
23. Gallop (1991)
24. R-Type (1989)
25. Image Flight (1992)
26. Image Flight II (1992)
27. My R-9 Type 1
28. My R-9 Type 2
29. My R-9 Type 3
30. My R-9 Type 4
31. R-Type-R, Type-O and Type-L
32.
3.9 Score Attack
----------------
This is a useful option for practicing a certain stage or to try out a new
ship. This is also the pace to get passwords for you high scores. These
passwords can be entered at Irem's official web site. You can them compare your
scores with people from around the world.
Only stages that you have completed are available. Use left and right to select
the difficulty.
TIP for the high score
----------------------
1 ) Die! All stages apart from F.C gives you 3 lives, make use of the restart
points by killing you own ship.
2 ) Dose! When your Dose is at 100% you get extra points for FORCE attacks.
3 ) FORCE! Don't shoot enemies that you can kill with the FORCE, ramming your
enemies with your force yields more points then shooting them and also
builds up your Dose. Remember to collect every last stray bullet. Larger
enemy's with high HP especially less mobile ones can really give you point.
Use your FORCE to push right up against them an watch your score rise, but
always remember to destroy them before the they move out of the screen.
===============================================================================
4.0 AI vs. Battle
===============================================================================
As far as I know the AI vs. mode does nothing apart from allowing you to view
your ship in nice 3D. The whole thing is rather pointless since some ships are
just so much more effective in this mode then others.
AI Settings
-----------
You cannot control your fighter during the battle, however you can alter your
crafts behaviour before hand using the AI settings menu. You can store up to ten
different AI setting, one for ach or the ten slots listed under AI.
There are 5 different variables within each AI setting, you can also set up a
primary and secondary AI pattern within each AI setting.
AI Settings Screen
------------------
1st / 2nd Half:
Toggles between you primary and secondary AI settings.
Basic Strategy:
This alter the balance from defence to offence by up to 5 degrees.
Select from 1 (defensive) to 5 (offensive).
Spacing:
Alter the distance your fighter tries to keep between it and it's opponent.
Select from 1 (near) to 5 (far).
Main Weapon:
Determines what type of attack your craft favours, it's main weapon or it's Wave
Cannon. Select from 1 (normal weapons) to 5 (wave cannon).
Force Shot:
Determines the frequency that your craft will launce it FORCE to attack.
Select from none, sometime, often and always.
Item Tendencies:
Chooses what type of power-ups your craft will favours. If you select immediate
it will always collect any power-up when they become available. If you select a
colour it won't collect any other colour WHEN it's fully powered up.
1st and 2nd Switch:
Determines what the conditions are before you ship will switch from it primary
AI settings to it's Secondary settings.
Time - will switch when there is less then half the time limit left.
HP - will switch when your craft has less the 50% HP.
Foe HP - will switch when your opponent has less then 50% HP.
Equip - will switch when your ship has reached Level 2 or higher.
Foe equip - will switch when your opponent has reached level 2 or higher.
1st and 2nd half?
-----------------
The main use for this option is to allow your to change tactics half way through
the battle. For example you may choose to play defensively until you've become
sufficiently powered up. Or you may choose to go all out attacking when your foe
is low on energy. Equally you can switch this option off so you use the same
tactic throughout the match.
Championship
------------
Pit's your ship and AI against a series enemy ships, each with it's own preset
AI. There are 4 difficulty levels, with the harder level only available when you
beat the easy levels.
Battle
------
Exhibition match against your own AI or your friends AI.
You opponents AI can be loaded from memory card or even from a password.
Password
--------
Get a password for your fighter and AI. This pass word can then be sent to your
friends for use in their AI battles. The password basically contains your ship
and it's AI set up.
===============================================================================
5.0 THE SHIPS
===============================================================================
===============================================================================
5.2 The R9A to Z
===============================================================================
NOTE: All Weapons always fire in the direction the FORCE is facing the only
exception are the standard pulse cannons and the Shockwave cannon.
* Special mention for daimaou mike's FAQ on unlocking ships. His FAQ can be
found in the same location as this FAQ at GameFAQs.com. Had it not been for
him I wouldn't have had a clue.
FORCE Type: Standard FORCE
- Red : Counter-Air Laser
- Blue : Rebound Laser
- Yellow : Counter-Ground Laser
Shockwave Cannon: Standard Cannon
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
* Releases a powerful bolt of energy straight in front of the fighter. At 200%
the wave cannon becomes even more powerful.
Comment: The standard mass production model of the R9. It makes up the bulk of
Earth's fighters. Easy to handle (or is that simple) and very effective against
almost any foe. Not the most powerful ship but you could do worse.
Miscellaneous info:
Crew: 1
Weight: 31.0 t
Length: 16.2 m
Width: 10.8 m
Height: 5.1 m
Max Speed: 208km/sec
Max Power: 9.2e14 cr
FORCE Bydo rating: 2.9
FORCE Control Rod: R-Rod Model 1
FORCE Type: Standard FORCE
- Red : Counter-Air Laser
- Blue : Rebound Laser
- Yellow : Counter-GroundLaser
Shockwave Cannon: Diffusion Wave Cannon Prototype
Range: Full Screen Power: Very Good
Direction: Lv1: Straight Characteristic: None
LDX: 8-way
* Like the R9A's version except it now has a diffuser. You won't notice much
difference until you charge it up to 200%. When charged to 200% it can release
a powerful bolt of energy just like the R9A, only this time it's followed by a
spread of smaller bolts.
Comment: A slightly more effective fighter then the Arrow-Head, but not by
much. The addition of the delta weapon and the diffuser wave cannon are the
only real differences between the two ships.
FORCE Type: Standard FORCE DX
- Red : Anti-Air Laser DX
- Blue : Reflection Laser DX
- Yellow : Anti-Ground Laser DX
Shockwave Cannon: Standard W. Cannon II
Range: Full Screen Power: Excellent
Direction: Straight Characteristic: None
3 Level cannon WITHOUT the diffuser. You can take out some bosses with just 2
shots in HUMAN difficulty!
Prerequisite: 10 minutes flight time with R-9A3
Unlocks: Part of the requirements for R-9AF.
FORCE Type: Standard
- Red : Anti-Air Laser DX
- Blue : Reflection Laser DX
- Yellow : Anti-Ground Laser DX
Shockwave Cannon: Standard W. Cannon III
Range: Full Screen Power: Excellent
Direction: Straight Characteristic: None
Levels: 4
4 Level cannon WITHOUT the diffuser. Having 4 levels may sound impressive but
it takes ages to charge. You'll find anything over level 3 is just overkill
since the amount of damage you could inflict is offset by the huge amount of
time you spend charging the stupid thing.
Prerequisite: Have R-9A4 plus 2 hours game time, Have TW-1, Beat stage 3.5
Unlocks: Required for R-9AD.
FORCE Type: Standard FORCE DX
- Red : Anti-Air Laser DX
- Blue : Reflection Laser DX
- Yellow : Anti-Ground Laser DX
Shockwave Cannon: FORCE Wave Cannon
Range: Full Screen Power: Fair
Direction: Straight Characteristic: None
Levels: 2
* A wave cannon is added to the FORCE which works simultaneously with the ships
own wave cannon. However it only works when detached from the ship and is
weaker then the standard W. Cannon.
-------------------------------------------------------------------------------
#06
Ship Name: Escort Time
Code Name: R-9AD
Prerequisite: Have R-9AF plus 1 hour game time
Unlocks: R-9AD2 after 1 hour flight time
FORCE Type: Standard FORCE DX
- Red : Anti-Air Laser DX
- Blue : Reflection Laser DX
- Yellow : Anti-Ground Laser DX
Shockwave Cannon: Decoy Wave Cannon
Range: Full Screen Power: Good
Direction: Straight Characteristic: Multiple
Levels: 2
When this W. Cannon is charged to level 2, two holographic images of your ship
will appear either side of it. They aren't just for show either, you can use
then to destroy enemies through contact and they can fire W. Cannon just like
your ship. Theoretically this should triple your W. Cannon's firepower, but
this doesn't seem to be the case.
Prerequisite: 1 hour flight time with R-9AD
Unlocks: R-9AD3 after 2 hours flight time.
FORCE Type: Standard FORCE DX
- Red : Anti-Air Laser DX
- Blue : Reflection Laser DX
- Yellow : Anti-Ground Laser DX
Shockwave Cannon: Decoy Wave cannon MKII
Range: Full Screen Power: Good
Direction: Straight Characteristic: Multiple
Levels: 3
* Produces 4 holographic images at level 3. Because the beams are spread over a
larger area it doesn't produce the same concentrated power as the standard wave
cannon.
-------------------------------------------------------------------------------
#08
Ship Name: King's Mind
Code Name: R-9AD3
Prerequisite: 2 hours flight time with R-9AD2
Unlocks: None
FORCE Type: Standard FORCE DX
- Red : Anti-Air Laser DX
- Blue : Reflection Laser DX
- Yellow : Anti-Ground Laser DX
Shockwave Cannon: Decoy W. Cannon MKIII
Range: Full Screen Power: Good
Direction: Straight Characteristic: Multiple
Levels: 4
* Same as MKII but with 4 levels, producing 6 holograms at level 4.
FORCE Type: Standard Force C
- Red : Shotgun Charge
- Blue : Search Beam
- Yellow : Anti-Ground Laser
Shockwave Cannon: Diffusion Wave Cannon
Range: Full Screen Power: Very Good
Direction: Lv1: Straight Characteristic: None
Lv2: 8-way
Levels: 2
* Like the R9A's version except it now has a diffuser. You won't notice much
difference until you charge it up to 200%. When charged to 200% it can release
a powerful bolt of energy just like the R9A, only this time it's followed by a
spread of smaller bolts.
Prerequisite: 15 minutes flight time with R-9C
Unlocks: None
FORCE Type: Standard Force K
- Red : Shotgun Laser K
- Blue : Spread Laser K
- Yellow : Anti-Ground Laser
Shockwave Cannon: Diffusion Wave Cannon
Range: Full Screen Power: Very Good
Direction: Lv1: Straight Characteristic: None
Lv2: 8-way
Levels: 2
* Same as above.
Prerequisite: 30 minutes flight time with R-9C
Unlocks: R-90 after 30 minutes flight time
FORCE Type: Standard FORCE
- Red : Counter-Air Laser
- Blue : Rebound Laser
- Yellow : Counter-Ground Laser
Shockwave Cannon: Mega Wave Cannon
Range: Full Screen Power: Ludicrous
Direction: Straight Characteristic: Penetrating
Levels: 2
* One of the most powerful W. Cannons in the game. Just wait till this baby
his level 2.
Comment: This ship is obscene. It has one of the most ridiculously powerful W.
Cannon in the game. To give you an idea, playing on human difficulty, I was
able to destroy the first, second, third, and forth stage bosses with a single
level 2 shot. Stage 5 boss took just 2 level 2 shots. What's more the W. Cannon
is penetrating, which mean it is capable of passing through solid objects.
Enemies hidden behind scenery or buildings are no longer safe. This make some
sections of the games extremely easy. To top it all off it's level 2 shot is so
wide it's almost impossible to miss. Only ever use this ship on R-Typer
difficulty less your soul burn in hell.
Prerequisite: 30 minutes flight time with R-9S
Unlocks: 1 hour flight time required as part of R-902's prerequisite.
FORCE Type: Shadow FORCE
- Red : Reverse Laser
- Blue : All-Range Laser
- Yellow : Guild Laser
Shockwave Cannon: Hyper Wave Cannon
Range: Full Screen Power: Variable
Direction: Straight Characteristic: Multiple Shots
Levels: 2
* Quite a unique W. Cannon. At level 1 it acts just like a normal W. Cannon.
However at level 2 it changes completely. At level 2 it releases a spread of
bullets which doubles back on them selves and return to your ship. Your W.
Cannon is now supercharged, by simply tapping the O fire button you'll release
a barrage of energy bolts which cause a good deal of damage. The W. Cannon will
remain supercharged for about 8 seconds.
Another thing of interest is the effect the W. Cannon has on the Round
Bit. When supercharged it causes them spin round and round your ship. They will
keep spinning until the W. Cannon is no longer supercharged.
Comment: This is on of my favorite ships. It's not the most powerful, but is
very fun to play with.
-------------------------------------------------------------------------------
#13
Ship Name: Ragnarok II
Code Name: R-9O2
Prerequisite: 1 hour flight time with R-90, Completed stage 6.2
Unlocks: None
FORCE Type: Cyclone
- Red : Passing Laser
- Blue : Splash Laser
- Yellow : Capsule Laser
Shockwave Cannon: Giga Wave Cannon
Range: Full Screen Power: Extreme
Direction: Straight Characteristic: Stella Converter
Levels: 7
* An even more powerful version of Strike bomber's W. Cannon, but while strike
bombers version only had 2 levels this one have 7. Fully charged it will
destroy everything with one shot unless they have abrasive armour.
Comment: I refuse to use it's wave cannon. It's simply no fun to be able to
destroy everything with one shot. I love it's FORCE though. It one of most
effective around while not being overly powerful.
This FORCE was first seen in R-Type 3.
Prerequisite: Have R-9A2 plus 2 hours game time.
Unlocks: R-9AX2 after 15 minutes flight time.
FORCE Type: Standard FORCE H
- Red : Anti-Air Laser H
- Blue : Search Laser H
- Yellow : Vertical Laser H.
Shockwave Cannon: Standard Wave Cannon X
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* A slightly more powerful version of the standard wave cannon. Now in cool
purple.
-------------------------------------------------------------------------------
#15
Ship Name: Dinner Bell
Code Name: R-9AX2
Prerequisite: 15 minute flight time with R-9AX
Unlocks: R-9Leo after 1 hour flight time.
FORCE Type: Standard FORCE H
- Red : Anti-Air Laser H
- Blue : Search Laser H
- Yellow : Vertical Laser H.
Shockwave Cannon: Standard Wave cannon XX
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: L3 residue.
Levels: 3
* An 3 level version of Delicatessen's W. Cannon. At level 3 it produces
residue energy which home in on the nearest enemy.
-------------------------------------------------------------------------------
#16
Ship Name: Leo
Code Name: R9-Leo
Prerequisite: 1 hour flight time with R-9AX2,complete stage F.A
Unlocks: R-9Leo2 after 1 hour flight time with R-9Leo
FORCE Type: Leo FORCE
- Red : Claw Laser
- Blue : Mirror Laser
- Yellow : Search Laser LRG
Shockwave Cannon: Standard Wave Cannon Prototype
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 1
* Without the Psy BITs this W. Cannon is one of the worst around. With only one
level your going to have a hard time against the bosses. However with the Psy
BITs it becomes much more effective. Whenever a fully charged W. Cannon is
fired the Psy BITs will fly off to attack any enemies on screen. Unlike the
Pods, the Psy BITs actively home in on potential victims. I've given this W.
Cannon a 4 rating but with the Psy BITs the rating would go up to 6.
Comment: Let me make this absolutely clear. This ships NEED the Psy bit. It is
almost twice as powerful with the BITs. This causes it's own problems. Losing a
life now is even more detrimental then normal. With the BITs though, it becomes
one of the strongest ships in the game.
-------------------------------------------------------------------------------
#17
Ship Name: Leo II
Code Name: R9-Leo2
Prerequisite: 1 hour flight time with R-9Leo
Unlocks: None
FORCE Type: Leo FORCE
- Red : Claw Laser
- Blue : Mirror Laser
- Yellow : Search Laser LRG
Shockwave Cannon: Standard Wave Cannon
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Levels: 2
* Releases a powerful bolt of energy straight in front of the fighter. At 200%
the wave cannon becomes even more powerful. Sounds familiar? This is because
it's identical to R-9A's version except of course for the Psy BIT +.
Comment: There are 2 main differences between Leo and Leo2. Leo2's Psy2 BITs
provides it with more firepower then Leo however in practice you'll hardly
notice any real difference while playing. The extra level Leo2 has on it's W.
Cannon is a real improvement over Leo. You'll really notice the difference,
especially during a boss fight.
Prerequisite: Have R-9Leo plus 15 minute game time
Unlocks: R-9SK2 after 15 minute flight time
FORCE Type: Fire
- Red : Chain Fire
- Blue : Fire Bomb
- Yellow : Fire Barrier
Shockwave Cannon: Flame Wave Cannon
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* A giant flame thrower. Lacks the punch of the conventional wave cannon making
it less effective against bosses. Works well against both small a large
enemies.
Prerequisite: 15 minute flight time with R-9SK
Unlocks: None
FORCE Type: Flame FORCE
- Red : Chain Flame Thrower
- Blue : Angled Flame Thrower
- Yellow : Flame Wall
Wave Cannon: Flame Wave Cannon II
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* A giant flame thrower. Lacks the punch of the conventional wave cannon making
it less effective against bosses. Works well against both small a large
enemies.
Prerequisite: Have R-9SK plus 15 minute game time
Unlocks: R-9WB after 5 minute flight time
FORCE Type: Standard FORCE H
- Red : Anti-Air Laser H
- Blue : Search Laser H
- Yellow : Vertical Laser H.
Shockwave Cannon: Nanomachine W. Cannon
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Levels: 2
* You can change the direction of this W. Cannon by using the right analog
stick. However to really use it effectively you'll have to change the layout of
your control pad. Switch the charge button to R1 or R2. This allows you to
charge the W. Cannon with your index / middle finger while aiming the W. Cannon
with you thumb on the right analog stick. Needless to say this weapon is
difficult to use effectively and most people will use it like a standard W.
Cannon. The truth is there no real reason to alter the direction of the W.
Cannon. It works just fine facing the front of your ship.
-------------------------------------------------------------------------------
#21
Ship Name: Happy Days
Code Name: R-9WB
Prerequisite: 5 minute flight time with R-9W
Unlocks: R-9WF after 15 flight time.
FORCE Type: Standard FORCE H
- Red : Anti-Air Laser H
- Blue : Search Laser H
- Yellow : Vertical Laser H.
Shockwave Cannon: Split Wave Cannon
Range: Full Screen Power: Good
Direction: Straight Characteristic: Dividing
Levels: 2
* A Wave cannon which fire a green bolt of energy. These bolts splits into two
as soon a it makes contact with an enemy or object. Here lies the problem. When
confronted with enemies like the assault vessel on stage 1 or the gunships on
stage 3, a normal W. Cannon shot will simply pass through it's bullets and hit
the target. The Splitting Wave Cannon however will split as soon as it touched
the first bullet. Missing the target completely. What is more the Splitting W.
Cannon is weaker then the standard type anyway making Happy days rather
pointless next to Wiseman.
Prerequisite: 15 minute flight time with R-9WB
Unlocks: None
FORCE Type: Standard FORCE H
- Red : Anti-Air Laser H
- Blue : Search Laser H
- Yellow : Vertical Laser H.
Shockwave Cannon: Illusion Wave Cannon
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: Expanding
Levels: 2
* Fires a ball of energy which explode on contact with any enemy or object
causing a image of planets or ruins to appear. Weird.
Prerequisite: Have R-9W plus 3 hours game time.
Unlocks: None
FORCE Type: Standard FORCE H
- Red : Anti-Air Laser H
- Blue : Search Laser H
- Yellow : Vertical Laser H.
Shockwave Cannon: Cataclysm Wave Cannon
Range: Full Screen Power: Excellent
Direction: Straight Characteristic: Shattering + Lightning
Levels: 2
* Fires a large meteor which does great damage. Then the meteor hits an object
it shatters sending small pieces flying backwards. At level 2 the meteor is
accompanies by a bolt of lightning which can hit enemies both at the top and
bottom of the screen.
FORCE Type: Defensive FORCE
- Red : Twin Laser
- Blue : Dispersion Impact Laser
- Yellow : Defense Laser
Shockwave Cannon: Barrier Wave Cannon
Range: Short Power: Weak - Good
Direction: Straight Characteristic: Barrier
Levels: 2
* Creates a wall of energy in front of you ship. To me this weapon it totally
useless. It has no range, the barrier doesn't remain on screen long enough to
be effective and to weak to de any real damage to enemies passing through it.
The only real way to damage enemies with this weapon is to move right up close
and fire at point blank range. This way all the 'bricks' that make up the
barrier will impact on single enemy. You can actually do quite a lot of damage
this way, but it's often difficult to do and not really worth the hassle.
Comment: A ship designed to be defensive rather then offensive. It uses the
very popular Defensive FORCE but despite this it's rather sh*t. I really hate
this ship. It's even worst then the R-9Es. Use it to unlock the R-9B2 and R-9B3
ships then forget about it. Infact forget all the R-9B ships.
Prerequisite: Have R-9B plus 15 minute game time
Unlocks: R-9B3 after 30 minutes flight time, plus R-9DV unlocked.
FORCE Type: Defensive FORCE
- Red : Twin Laser
- Blue : Dispersion Impact Laser
- Yellow : Defense Laser
Shockwave Cannon: Barrier Wave Cannon II
Range: Short Power: Weak - Good
Direction: Straight Characteristic: Barrier
Levels: 3
* Same as before. The extra level does nothing to improve this weapon.
Prerequisite: 30 minutes flight time with R-9B2 plus R-9DV unlocked
Unlocks: None
FORCE Type: Defensive FORCE DX
- Red : Twin Laser W
- Blue : Impact Dispersion Laser
- Yellow : Defense Laser W
Shockwave Cannon: Barrier Wave Cannon II
Range: Short Power: Weak - Good
Direction: Straight Characteristic: Barrier
Levels: 3
* 3 level version of the barrier wave cannon.
-------------------------------------------------------------------------------
#27
Ship Name: Shooting Star
Code Name: R-9D
Prerequisite: None
Unlocks: R-9D2 after 15 minute flight time.
FORCE Type: Defensive FORCE
- Red : Twin Laser
- Blue : Dispersion Impact Laser
- Yellow : Defense Laser
Shockwave Cannon: Photon Belt W. Cannon
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* This wave cannon fires a continuous beam of energy. The amount of damage it
can inflict over it whole duration is about the same as a standard wave cannon.
However because the damage is spread over time it means that you'll have to
keep your target in your sights for much longer. This may prove troublesome
during later boss encounters.
-------------------------------------------------------------------------------
#28
Ship Name: Morning Star
Code Name: R-9D2
Prerequisite: 15 minute flight time with R-9D
Unlocks: None
FORCE Type: Defensive FORCE
- Red : Twin Laser
- Blue : Dispersion Laser
- Yellow : Defense Laser
Shockwave Cannon: Photon Belt W. Cannon II
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 3
* Same as R-9D but with an extra level.
Prerequisite: Complete stage 2.2
Unlocks: R-9DH2 after 15 minute flight time
FORCE Type: Defensive FORCE
- Red : Twin Laser
- Blue : Dispersion Impact Laser
- Yellow : Defense Laser
Shockwave Cannon: Steady Photon-belt
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* Similar to R-9D's w. cannon only it's mounted on the top of the ship and
covers a slightly larger area.
-------------------------------------------------------------------------------
#30
Ship Name: Hot Conductor
Code Name: R-9DH2
Prerequisite: 15 minute flight time with R-9DH
Unlocks: R-9DH3 after 30 minute flight time
FORCE Type: Defensive FORCE
- Red : Twin Laser
- Blue : Dispersion Impact Laser
- Yellow : Defense Laser
Shockwave Cannon: Steady Photon-belt II
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 3
* Like R-9DH but with an extra level.
Prerequisite: 30 minutes flight time with R-9DH2
Unlocks: None
FORCE Type: Defensive FORCE
- Red : Twin Laser
- Blue : Dispersion Impact Laser
- Yellow : Defense Laser
Shockwave Cannon: Steady Photon-belt III
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 4
* This version has 4 levels and covers 1/4 the screen. While it's not worth
charging 4 levels on a standard w. cannon, you can sometimes try 4 levels of
this one. Because the beam is continuous the damage can be divided over a
larger area. Good if your facing a number of tough enemies all on the screen
at once.
Prerequisite: Have R-9DH plus 45 minute game time
Unlocks: R-9DV2 after 30 minute flight time
FORCE Type: Defensive FORCE
- Red : Twin Laser
- Blue : Dispersion Impact Laser
- Yellow : Defense Laser
Shockwave Cannon: Photon Vulcan
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* Fires a large number of photon shots in a very shot time, Kinda like a
machinegun. It is quite powerful and it's power can be distributed over a large
area.
Prerequisite: 30 minute flight time with R-9DV
Unlocks: None
FORCE Type: Defensive FORCE DX
- Red : Twin Laser W
- Blue : Impact Dispersion Laser
- Yellow : Defense Laser W
Shockwave Cannon: Photon Vulcan II
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 3
* Just like the R-9DV only with an extra level.
Prerequisite: Have R-9DV plus 2 hours game time
Unlocks: R-9DP2 after 30 minutes flight time
FORCE Type: Defensive FORCE DX
- Red : Twin Laser W
- Blue : Impact Dispersion Laser
- Yellow : Defense Laser W
Shockwave Cannon: Pile Bunker
Range: Short Power: Good
Direction: Straight Characteristic: None
Levels: 2
* Very hard to use due to it's short range. It's rage gets slightly longer at
level 2 but not by much. I would presume that the disadvantage of it short rage
is offset by it's great power (think Zangief vs. Dhalsim), and while I did
notice an increase in power when compared with the standard w. cannon, I do not
believe it is enough to make up for it's disadvantages.
Prerequisite: 30 minutes flight time with R-9DP
Unlocks: R-9DP3 after 30 minutes flight time plus stage 6.1 completed.
FORCE Type: Defensive FORCE DX
- Red : Twin Laser W
- Blue : Impact Dispersion Laser
- Yellow : Defense Laser W
Shockwave Cannon: Tesla Pile Bunker
Range: Short Power: Good
Direction: Straight Characteristic: None
Levels: 3
* The electric Pile bunker has an extra level over the normal version. This
does makes boss encounters easier.
Prerequisite: 30 minute flight time with R-9DP2 plus stage 6.1 completed
Unlocks: None
FORCE Type: Defensive FORCE DX
- Red : Twin Laser W
- Blue : Impact Dispersion Laser
- Yellow : Defense Laser W
Shockwave Cannon: Hyper Tesla Pile Bunker
Range: Short Power: Good
Direction: Straight Characteristic: None
Levels: 4
* I some what disappointed that Irem didn't really come up with 100 different
ships all with unique weapons. Having 3 ships with the same weapons and
slightly upgraded w. cannon is not giving me 3 different ships. I'm sure if I
sat down to it I could think of 300 different weapons (3 for each force, 1
force for each ship). Sure I'll probably copied them from other games but that
the way things are. Many companies copied ideas from Irem and R-Type.
FORCE Type: Camera FORCE 1
- Red : Scout Laser Red
- Blue : Scout Laser Blue
- Yellow : Scout Laser Yellow
Shockwave Cannon: Recon W. Cannon
Range: Short Power: Fair
Direction: Straight Characteristic: None
Levels: 2
* Extremely short rage and limited power, this is one of the worst W. Cannons
about.
FORCE Type: Camera FORCE 2
- Red : Scout Laser Red SP
- Blue : Scout Laser Blue SP
- Yellow : Scout Laser Yellow SP
Shockwave Cannon: Recon W. Cannon EX
Range: Short Power: Fair
Direction: Straight Characteristic: None
Levels: 3
* Like the Midnight Eye's but with maximum of 3 levels.
BIT: Camera / Shadow
Missiles: Homing / Bomb
Delta Weapon::
-------------------------------------------------------------------------------
#39
Ship Name: Sweet Love
Code Name: R-9E3
Prerequisite: 2 hours game time
Unlocks: None
FORCE Type: Camera FORCE 3
- Red : Scout Laser Red HG
- Blue : Scout Laser Blue HG
- Yellow : Scout Laser Yellow HG
Shockwave Cannon: Recon W. Cannon EX
Range: Short Power: Fair
Direction: Straight Characteristic: None
Levels: 3
* Like the Midnight Eye's but with maximum of 3 levels.
FORCE Type: Spherical Radome FORCE
- Red : Ruby Ray
- Blue : Sapphire Ray
- Yellow : Topaz Ray
Shockwave Cannon: Seizure Wave Cannon
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* While charging, a radar tracking beam will project out from the FORCE. Any
enemies passing through the tracking beam will be tagged. When the W. Cannon is
fired the beams will home-in on the tagged enemies. The beams don't turn very
well so can't really hit enemies behind your ship even when they are tagged,
which kind of makes the whole tagging thing pointless.
Comment: R-9F is the last of the R-9s and is one of the most important ships
ever developed. It's an experimental ship and acts as a test bed for weapons
and systems which would later be transferred to some of the most advanced ships
in the R Series. In fact most of the ships in R-Type final, nearly 50%, are
developed from the R-9F.
Prerequisite: 90 minutes game time
Unlocks: R-11A after 30 minutes flight time
FORCE Type: Tentacle FORCE
- Red : Sting Ray
- Blue : Hound Ray
- Yellow : Snail Ray
Shockwave Cannon: Shock Wave Cannon
Range: Medium Power: Good
Direction: Straight Characteristic: None
Levels: 2
*Rather then firing a beam in front of the ship it fires a shock wave which
damages a spherical area of the screen roughly 3 ship lengths in front of the
RX10.
-------------------------------------------------------------------------------
#44
Ship Name: Future World
Code Name: R-11A
Prerequisite: 30 minutes flight time with RX-10
Unlocks: R-11B after 30 minutes flight time
FORCE Type: Gallop FORCE
- Red : Laser Beam
- Blue : Laser Wiper
- Yellow : Laser Chaser
Shockwave Cannon: Mini Burst W. Cannon
Range: Medium Power: Very Good
Direction: Straight Characteristic: None
Levels: 2
* Much like the Shock W. Cannon only more powerful a prettier.
Prerequisite: 30 minutes flight time with R-11A
Unlocks: R-11S after 45 minutes game time
FORCE Type: Gallop FORCE
- Red : Laser Beam
- Blue : Laser Wiper
- Yellow : Laser Chaser
Shockwave Cannon: Lock-on W. Cannon
Range: Full Screen Power: Fair
Direction: Straight Characteristic: None
Levels: 2
* Targets enemies no matter where they are on screen. This W. Cannon fires
rapid small shot as opposed to one big shot so damage wise it's weaker then the
standard w. cannon. Best used against a group of enemies rather the bosses.
Comment: This ship was first seen in the less-then-a-hit game Gallop for
something called an M72. Now I don't now what an M72 is but the game had some
relatively nice graphics but with oversized sprites.
Prerequisite: Have R-11B plus 45 minute game time
Unlocks: R-11S2 after 1 hour flight time
FORCE Type: Gallop FORCE DX
- Red : Laser Beam S
- Blue : Laser Wiper S
- Yellow : Laser Chaser S
Shockwave Cannon: Lock-on W. Cannon II
Range: Full Screen Power: Fair
Direction: Straight Characteristic: None
Levels: 3
* More levels means more beams, allowing you to hit greater numbers of enemies
at the same time.
-------------------------------------------------------------------------------
#47
Ship Name: No Chaser
Code Name: R-11S2
Prerequisite: 1 hour flight time with R-11S
Unlocks: None
FORCE Type: Gallop FORCE DX
- Red : Laser Beam S
- Blue : Laser Wiper S
- Yellow : Laser Chaser S
Shockwave Cannon: Lock-on W. Cannon III
Range: Full Screen Power: Fair
Direction: Straight Characteristic: None
Levels: 4
* More levels means more beams, allowing you to hit greater numbers of enemies
at the same time. *I feel like a parrot*
Prerequisite: RX-10 plus 20 minute game time
Unlocks: OF-1 after 90 minute flight time
TW-1 after 15 minute game time
FORCE Type: Tentacle FORCE
- Red : Sting Ray
- Blue : Hound Ray
- Yellow : Snail Ray
Shockwave Cannon: Shock Wave Cannon II
Range: Medium Power: Good
Direction: Straight Characteristic: None
Levels: 3
* A 3 level version of RX-10's Shock W. Cannon. At level 3 it releases an
aftershock of 4 small bursts around the original shockwave.
Prerequisite: 90 minute flight time with TX-T
Unlocks: OFX-2 after 15 minute flight time
FORCE Type: OF Force
- Red : Drill Laser
- Blue : V Ball Laser
- Yellow : Side Laser
Shockwave Cannon: Standard Wave Cannon Prototype
Range: Full Screen Power: Poor
Direction: Straight Characteristic: None
Levels: 1
* With just 1 level you'll not only have a hard time against bosses, but normal
enemies and mini bosses with high HP will also give you a hard time. There
nothing more annoying then seeing the giant robot in stage 1.0 flying away. At
a harder difficulty level like R-Typer this W. Cannon can become a real
handicap.
Prerequisite: 15 minute flight time with OF-1
Unlocks: OF-3 after 30 minute flight time
FORCE Type: OF Force II
- Red : Ring Laser
- Blue : Rebound Ball
- Yellow : Search Laser LRG
Shockwave Cannon: Standard W. Cannon
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* The standard 2 level W. Cannon.
Prerequisite: 30 minute flight time with OFX-2
Unlocks: OFX-4 after 1 hour flight time
FORCE Type: OF Force III
- Red : Wipe Laser
- Blue : Plasma Flame
- Yellow : Multi-Barrier
Shockwave Cannon: Standard W. Cannon
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* The standard 2 level W. Cannon.
BIT: Red / Blue
Missiles: Homing / Bomb
Delta Weapon::
Comment: A very difficult ship to use effectively. Not only are most of it's
weapons weak but 2 of them are close range (I know you can fire it's yellow
weapons but I still think it's a close range weapon). The Plasma Flame in
particular is very hard to aim.
Prerequisite: 1 hour flight time with OF-3
Unlocks: OF-5 after 1 hour flight time
FORCE Type: OF Force IV
- Red : Gravity Bomb
- Blue : Search Missile
- Yellow : Grand Missile
Shockwave Cannon: Standard W. Cannon
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* The standard 2 level W. Cannon.
BIT: Yellow / Red
Missiles: Homing / Bomb
Delta Weapon::
Comment: I'm not a big fan of the Songoku. It's weapons are all pretty unique
but lacks power or are slow to fire. FORCE firing missiles? It just don't seem
right to me.
Prerequisite: 1 hour flight time with OFX-4
Unlocks: None
FORCE Type: OF Force V
- Red : Speed Cannon
- Blue : 7-Way Vulcan
- Yellow : Barrier
Shockwave Cannon: Standard W. Cannon
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* The standard 2 level W. Cannon.
BIT: Green / Yellow
Missiles: Homing / Bomb
Delta Weapon::
Comment: I haven't used the Kaguya much but so far it seems a reasonable ship
with average weapons, except for the Yellow weapon. Just what the hell an I
supposed to do with those two bubbles?
Prerequisite: Have TX-T plus 15 minute game time
Unlocks: TW-2 after 30 minutes game time
TP-1 after 15 minutes flight time
FORCE Type: Cube FORCE
- Red : Double Fractal Laser
- Blue : Slant Fractal Laser
- Yellow : Vertical Fractal Laser
Shockwave Cannon: Carnival W. Cannon
Range: Full Screen Power: Good
Direction: Straight Characteristic: Exploding
Levels: 2
* Fires a large shell that explodes on contact releasing bullets in all
direction.
Prerequisite: Have TW-1 plus 30 minutes game time
Unlocks: None
FORCE Type: Drill FORCE
- Red : Drill Laser X
- Blue : Whirlwind Laser
- Yellow : Napalm
Shockwave Cannon: Goliath
Range: Full Screen Power: Good
Direction: Forward Arch Characteristic: Exploding
Levels: 2
* Quite a powerful W. Cannon. When Fired it travels in a arch and explodes as
soon as it makes contact with anything. The explosion releases shrapnel in
every direction.
Prerequisite: 15 minute flight time with TW-1
Unlocks: TP-2 after 30 minute game time
TL-T after 30 minutes game time, also must have R-9K
FORCE Type: Cube FORCE
- Red : Double Fractal Laser
- Blue : Slant Fractal Laser
- Yellow : Vertical Fractal Laser
Shockwave Cannon: Carnival W. Cannon II
Range: Full Screen Power: Good
Direction: Forward Arch Characteristic: Exploding
Levels: 3
* More powerful version of TW-2's W. Cannon.
Prerequisite: Have TP-1 plus 30 minutes game time
Unlocks: TP-2H after 30 minutes flight time
TP-2S after 15 minute game time
FORCE Type: Needle FORCE
- Red : Wavy Laser
- Blue : 3-Way Reflect Laser
- Yellow : Bounce Laser
Shockwave Cannon: Bydo Cannon
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Levels: 2
Shoots a bullet out which resembles an Bydo monster. The amount on energy
charged determine the speed and size of the bullet which in turn determine the
type of monster that appears. The lowest charge fires what's best described as
a sperm that hardly move across the screen at all. At full charge the bullet
resembles a Alien which moves quickly across the screen.
FORCE Type: Hr. Heli FORCE
- Red : Power-up Shot
- Blue : 2-Way Shot
- Yellow : Propeller Shot
Shockwave Cannon: Crystal W. Cannon
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Levels: 2
* Fires a giant snow flake which shatters into smaller flakes on contact with
any enemy or object. Not only does this W. Cannon have great power but the
shots it fires are big making it easier to hit your target. The smaller
fragments does additional damage to enemies making it more powerful then
normal.
BIT: Mr. Heli
Missiles: Bomb-missiles / Scatter / Bomb
Delta Weapon::
-------------------------------------------------------------------------------
#60
Ship Name: Cyber Nova
Code Name: TP-2S
Prerequisite: Have TP-2 plus 15 minute game time
Unlocks: TP-2M after 15 minutes game time
FORCE Type: Needle FORCE
- Red : Wavy Laser
- Blue : 3-Way Reflect Laser
- Yellow : Bounce Laser
Shockwave Cannon: Super Nova W. Cannon
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Levels: 2
Very similar to a Shock W. Cannon.
Prerequisite: Have TP-2S plus 15 minutes game time
Unlocks: None
FORCE Type: Needle FORCE
- Red : Wavy Laser
- Blue : 3-Way Reflect Laser
- Yellow : Bounce Laser
Shockwave Cannon: Bubble W. Cannon
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* Releases a spray of bubbles which moves across and upwards. Each bubbles is
considered an individual bullets, so if they all hit the same targets you can
get good damage out of this weapon.
Prerequisite: Have TP-1 plus 30 minutes game time, also must have R-9K
Unlocks: TL-1A after 15 minutes flight time, also must have R-11A
FORCE Type: Shield FORCE
- Red : Laser Lance
- Blue : Laser Blade
- Yellow : Laser Shield
Shockwave Cannon: Diffusion / Mini Burst W. Cannon
Range: Full Screen / Medium Power: Good / Very Good
Direction: Straight Characteristic: None
Levels: 2
* The type of W. Cannon in use depends on which form your ship is in. In ship
form you get the Diffusion W. Cannon and in Robot form you get the Pressure
Explosion W. Cannon.
Prerequisite: 15 minute flight time with TL-T, have R-11A
Unlocks: TL-1B after 30 minutes flight time, also must have R-9WB
FORCE Type: Shield FORCE
- Red : Laser Lance
- Blue : Laser Blade
- Yellow : Laser Shield
Shockwave Cannon: Diffusion / Shock W. Cannon
Range: Full Screen / Medium Power: Good
Direction: Straight Characteristic: None
Levels: 2
* The type of W. Cannon in use depends on which form your ship is in. In ship
form you get the Diffusion W. Cannon and in Robot form you get the Shock W.
Cannon.
Prerequisite: 30 minutes flight time with TL-1A, also must have R-9WB
Unlocks: TL-2A after 30 minutes game time
BX-2 after 30 minutes game time
FORCE Type: Mirror Shield FORCE
- Red : Laser Lance
- Blue : Laser Blade
- Yellow : Laser Shield
Shockwave Cannon: Split / Mini Burst W. Cannon
Range: Full Screen / Medium Power: Fair / Very Good
Direction: Straight Characteristic: None
Levels: 2
* The type of W. Cannon in use depends on which form your ship is in. In ship
form you get the Dividing W. Cannon and in Robot form you get the Mini Burst W.
Cannon.
Prerequisite: Have TL-1B plus 30 minutes game time
Unlocks: TL-2A2 after 15 minutes flight time, also must have R-9A3
TL-2B after 1 hour game time, also must have R-13A
FORCE Type: Beam Saber FORCE
- Red : Crimson Beam
- Blue : Indigo Ray
- Yellow : Ochre Ray
Shockwave Cannon: Standard / Shock W. Cannon
Range: Full Screen / Medium Power: Good
Direction: Straight Characteristic: None
Levels: 2
* The type of W. Cannon in use depends on which form your ship is in. In ship
form you get the Standard W. Cannon and in Robot form you get the Shock W.
Cannon.
Prerequisite: 15 minute flight time with TL-2A, also must have R-9A3
Unlocks: None
FORCE Type: Beam Saber FORCE
- Red : Crimson Beam
- Blue : Indigo Ray
- Yellow : Ochre Ray
Shockwave Cannon: Standard II / Shock Ii W. Cannon
Range: Full Screen / Medium Power: Good
Direction: Straight Characteristic: None
Levels: 2
* The type of W. Cannon in use depends on which form your ship is in. In ship
form you get the Standard II W. Cannon and in Robot form you get the Shock II
W. Cannon.
Prerequisite: Have TL-2B plus 1 hour game time, also must have R-13A
Unlocks: TL-2B2 after 30 minutes flight time, also must have R-13A2
FORCE Type: Beam Saber FORCE
- Red : Crimson Beam
- Blue : Indigo Ray
- Yellow : Ochre Ray
Shockwave Cannon: Standard / Lightning W. Cannon
Range: Full Screen Power: Good
Direction: Straight / Front Characteristic: None / Homing
Levels: 2
* The type of W. Cannon in use depends on which form your ship is in. In ship
form you get the Standard W. Cannon and in Robot form you get the Lightning W.
Cannon.
Prerequisite: 30 minutes flight time with TL-B, have R-13A
Unlocks: None
FORCE Type: Beam Saber FORCE
- Red : Crimson Beam
- Blue : Indigo Ray
- Yellow : Ochre Ray
Shockwave Cannon: Standard II / Bounce Lightning W. Cannon
Range: Full Screen / Medium Power: Good
Direction: Straight Characteristic: None
Levels: 3
* The type of W. Cannon in use depends on which form your ship is in. In ship
form you get the Standard II W. Cannon and in Robot form you get the Lightning
II W. Cannon.
Comment: All the ships in R-Type Final has the same hit areas (the area of the
ship that will kill you if it's hit by a enemy bullet). However the ships
graphic size varies greatly. Hyllos for example is gigantic compared to other
ships, but it's actual hit area is the same as a smaller ship. This means there
are area of Hyllos where bullets pass straight through. In ship form the top
and bottom of the hull, in robot form the legs and parts of it's back are all
invulnerable. The actual location of the hit area is just behind the FORCE, the
area surrounding the cockpit. Try to imagine a R-9 overlaid on the Hyllos and
you'll get a rougth idea of it's hit area.
-------------------------------------------------------------------------------
#69
Ship Name: Cross The Rubicon
Code Name: RX-12
Prerequisite: 1 hour flight time with RX-10, complete stage F.A
Unlocks: R-13T by completing stage 3.5 which can only be accessed with the RX-12
FORCE Type: Flexible FORCE
- Red : Lightning Tentacle Laser
- Blue : Joint Laser
- Yellow : Double Snail Laser
Shockwave Cannon: Mini Burst W. Cannon
Range: Medium Power: Very Good
Direction: Straight Characteristic: None
Levels: 2
* A powerful Shock type W. Cannon.
Comment: R-Type Final's version of the X-multiply ship. Sadly it's a very poor
imitation, however that doesn't make it a particularly bad ship to use. With
it's Flexible FORCE and Mini burst Wave cannon the RX-12 is a very well rounded
ship.
Prerequisite: Complete stage 3.5, access only with RX-12
Unlocks: R-13A after 30 minutes flight time
FORCE Type: Chain FORCE
- Red : Alpha Laser
- Blue : Beta Laser
- Yellow : Gamma Laser
Shockwave Cannon: Lightning W. Cannon Test
Range: Full screen Power: Fair
Direction: Front Characteristic: Very Slight Homing
Levels: 2
* A 3 Way burst of lightning. Has some homing abilities but nowhere near as
much as the normal Lightning Wave cannon.
Prerequisite: 30 minutes flight time with R-13T
Unlocks: R-13A2 after 30 minutes flight time
FORCE Type: Anchor FORCE
- Red : Shade Alpha
- Blue : Search Beta
- Yellow : Terminate Gamma
Shockwave Cannon: Lightning W. Cannon
Range: Full Screen Power: Fair
Direction: Front Characteristic: Homing
Levels: 2
* This W. Cannon has a very strong homing ability. Able to destroy multiple
weaker enemies along it's path, it cuts through whole waves of enemies like a
hot knife through butter. It is however also quite weak. If the lightning bolt
meets an enemy with higher HP such as a Spore Pod it will stop in it's tracks,
whereas a conventional (like the standard) W. Cannons will pass straight
through.
Prerequisite: 30 minutes flight time with R-13A
Unlocks: R-13B after 2 hours flight time
FORCE Type: Anchor FORCE
- Red : Shade Alpha
- Blue : Search Beta
- Yellow : Terminate Gamma
Shockwave Cannon: Bounce Lightning W. Cannon
Range: Full Screen Power: Fair
Direction: Front Characteristic: Homing
Levels: 3
* 3 Level version of the Lightning W. Cannon
Prerequisite: 2 hours flight time with R-13A2
Unlocks: None
FORCE Type: Anchor FORCE DX
- Red : Shade Alpha +
- Blue : Search Beta +
- Yellow : Terminate Gamma +
Shockwave Cannon: Bounce Lightning W. Cannon
Range: Full Screen Power: Fair
Direction: Front Characteristic: Homing
Levels: 3
* 3 Level version of the Lightning W. Cannon
Comment: A much improved version of the R-13A, the only draw back is the way
the Anchor morphs into a claw when attached to an enemy for any length of time.
When it morphs it detached from the enemy and the chain disappears. The claw
than homing of the nearest enemy. The problem is that the enemy it attacks is
not always the one you want it to attack and without the chain your ship
becomes more vulnerable.
Prerequisite: 5 minutes flight time with BX-T
Unlocks: B-1A2 after 5 minutes flight time
B-1B after 30 minutes game time
FORCE Type: Flower FORCE
- Red : Seed Cannon
- Blue : Spike Laser
- Yellow : Flower Swing
Shockwave Cannon: Bydo Seed Wave Cannon
Range: Full Screen Power: Fair
Direction: Straight Characteristic: Homing
Levels: 2
* Fires two chain of bullets which home in on the nearest target. On impact the
bullets leave behind seeds which then sprout! Any enemies in contact with the
seeds as they are sprouting receive extra damage. How far the seeds sprout
depends on the level the W. Cannon is charged to.
-------------------------------------------------------------------------------
#77
Ship Name: Digitalius III
Code Name: B-1A3
Prerequisite: 15 minutes flight time with B-1A2
Unlocks: None
FORCE Type: Flower FORCE
- Red : Seed Cannon
- Blue : Spike Laser
- Yellow : Flower Swing
Shockwave Cannon: Bydo Seed Wave Cannon III
Range: Full Screen Power: Fair
Direction: Straight Characteristic: Homing
Levels: 4
* Another level. At level 4 the seed sprout into flowers!
Prerequisite: Have B-1A plus 30 minutes game time
Unlocks: B-1B2 after 5 minutes flight time
B-1C after 30 minutes game time
FORCE Type: Ivy Force
- Red : Vine Laser
- Blue : Wall Laser
- Yellow : Whip Laser
Shockwave Cannon: Ivy Rod W. Cannon
Range: Short Power: Fair
Direction: Straight Characteristic: None
Levels: 2
* Shoots out a green vine. The higher the level the greater the range. At
higher levels the vines sprout thorns and do additional damage.
Comment: The Eyeball BIT responds to the Blue Crystal weapon only. It'll
produce an extra laser and travel the same way as those from the FORCE, this is
true for all the Mad Forest Ships.
-------------------------------------------------------------------------------
#79
Ship Name: Mad Forest II
Code Name: B-1B2
Prerequisite: 5 minutes flight time with B-1B
Unlocks: B-1B3 after 15 minutes flight time
FORCE Type: Ivy Force
- Red : Vine Laser
- Blue : Wall Laser
- Yellow : Whip Laser
Shockwave Cannon: Thorn Ivy W. Cannon
Range: Short Power: Fair
Direction: Straight Characteristic: None
Levels: 3
* A 3 level version of the Ivy Rod W. Cannon. At higher levels the vines sprout
thorns and do additional damage. The range of the vine at level 3 is much
longer then at level 1. This is one of the few W. Cannon that really benefits
from the extra level.
-------------------------------------------------------------------------------
#80
Ship Name: Mad Forest III
Code Name: B-1B3
Prerequisite: 15 minutes flight time with B-1B2
Unlocks: None
FORCE Type: Ivy Force
- Red : Vine Laser
- Blue : Wall Laser
- Yellow : Whip Laser
Shockwave Cannon: Princess Ivy W. Cannon
Range: Short Power: Fair
Direction: Straight Characteristic: None
Levels: 4
* 4 Level version of the Ivy Rod W. Cannon.
Prerequisite: Have B-1B plus 30 minutes game time
Unlocks: B-1C2 after 5 minutes flight time
B-1D after 30 minutes game time
FORCE Type: Beast FORCE
- Red : Anti-Air Laser B
- Blue : Reflection Laser B
- Yellow : Anti-Anti-Ground Laser B
Shockwave Cannon: Bydo Spirit
Range: Full Screen Power: Good
Direction: Forwards Characteristic: Homing
Levels: 2
* Fires a small stream of purple bullets which can homing on your enemies.
Useful against small groups of enemies but is too weak to be effective against
bosses.
-------------------------------------------------------------------------------
#83
Ship Name: Amphibian III
Code Name: B-1C3
Prerequisite: 15 minutes flight time with B-1C2
Unlocks: None
FORCE Type: Beast FORCE
- Red : Anti-Air Laser B
- Blue : Reflection Laser B
- Yellow : Anti-Anti-Ground Laser B
Shockwave Cannon: Bydo Spirit III
Range: Full Screen Power: Good
Direction: Forwards Characteristic: Homing
Levels: 4
* The most powerful version of the Bydo Spirit W.Cannon.
Prerequisite: Have B-1C plus 30 minutes game time
Unlocks: B-1D2 after 5 minutes flight time
FORCE Type: Bydo FORCE
- Red : Gondolan Laser
- Blue : Dauber Laser
- Yellow : Norzarie Laser
Shockwave Cannon: Devil W. Cannon
Range: Full Screen Power: Good
Direction: Straight / above Characteristic: Homing
Levels: 2
* The first thing to remember about this W. Cannon is that it fires from above
your ship. Therefore if you have scenery directly above you this could block
your W. Cannon. It' has both good power and homing abilities plus it looks so
cool. The only downside is it's choice of enemy to attack is not always the one
your after.
Comment: This is the ship you see flying away right at the start of stage 1. It
is also the ship you morph into at the end of stage 6.1 if your using anything
other then a B class ship.
Prerequisite: 5 minute flight time with B-1D
Unlocks: B-1D3 after 15 minutes flight time
FORCE Type: Bydo FORCE
- Red : Gondolan Laser
- Blue : Dauber Laser
- Yellow : Norzarie Laser
Shockwave Cannon: Devil W. Cannon II
Range: Full Screen Power: Good
Direction: Straight / above Characteristic: Homing
Levels:
* 3 Levels version of the devil W. Cannon.
Prerequisite: 15 minutes flight time with B-1D2
Unlocks: None
FORCE Type: Bydo FORCE
- Red : Gondolan Laser
- Blue : Dauber Laser
- Yellow : Norzarie Laser
Shockwave Cannon: Devil W. Cannon III
Range: Full Screen Power: Good
Direction: Straight / above Characteristic: Homing
Levels:
* 4 Levels version of the devil W. Cannon. At level 4 a second bydo devil is
fired from the underside of your ship, doubling you firepower.
-------------------------------------------------------------------------------
#87
Ship Name: Platonic Love
Code Name: BX-2
Prerequisite: 3Have TL-1B plus 30 minutes game time
Unlocks: B-3A after 5 minutes flight time
FORCE Type: Love FORCE
- Red : Heart Attack
- Blue : Heart Break
- Yellow : Heart Beat
Shockwave Cannon: Love Sign W. Cannon
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* Fires a bolt of energy that looks like a Heart sign (really it does).
-------------------------------------------------------------------------------
#88
Ship Name: Misty Lady
Code Name: B-3A
Prerequisite: 5 minutes flight time with BX-2
Unlocks: B-3A2 after 15 minutes flight time
FORCE Type: Mist FORCE
- Red : Sun Beam
- Blue : Rain Beam
- Yellow : Storm Beam
Shockwave Cannon: Acid Spray
Range: Medium Power: Good
Direction: Straight - Curving upwards Characteristic: None
Levels: 2
* The problem with this W. Cannon is you have to wait for the first spray to
disperse before you can start charging another, what more because of it's
limited range you'll have to get relatively close to the enemy to hit them.
Comment: This is the worst ship ever. All it's weapons fire downwards what more
their angel changes with your horizontal movement making maneuvering and aiming
even harder. One for experts only.
-------------------------------------------------------------------------------
#89
Ship Name: Misty Lady II
Code Name: B-3A2
Prerequisite: 15 minutes flight time with B-3A
Unlocks: None
FORCE Type: Mist FORCE
- Red : Sun Beam
- Blue : Rain Beam
- Yellow : Storm Beam
Shockwave Cannon: Nitro Spray
Range: Medium Power: Good
Direction: Straight - Curving upwards Characteristic: None
Levels: 3
* Thank god for copy and paste or else I'll have to write everything bout this
crappy ship out again.
-------------------------------------------------------------------------------
#90
Ship Name: Metallic Dawn
Code Name: B-3B
Prerequisite: Have B-3A, complete stage 6.1
Unlocks: B-3B2 after 15 minutes flight time
B-3C after 30 minutes game time
FORCE Type: Metallic FORCE
- Red : Lance Metal
- Blue : V Metal
- Yellow : I Metal
Shockwave Cannon: FORCE W. Cannon LM
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* Fires a metallic beam similar to the standard W. Cannon. If your FORCE is
detached it will also fire an identical beam, doubling your firepower. The beam
doesn't cause any splash damage even though it's graphic seems like it could.
Prerequisite: Have B-3B plus 30 minutes game time
Unlocks: B-C32 after 15 minutes flight time
BX-4 after 30 minutes game time
FORCE Type: Sexy FORCE
- Red : Lipstick Ray
- Blue : Mascara Ray
- Yellow : Eye Shadow Ray
Shockwave Cannon: Sexy W. Cannon
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Levels: 2
* A very odd looking W. Cannon. It fires a slug like blob which crawls slowly
across the screen. Not very sexy but very powerful. If you look closely you'll
see the blob actually part of Sexy Dynamite's canopy.
Comment: A side note about this ship: It's delta weapon charges up like there's
no tomorrow whenever you fire the sexy FORCE into the enemy (did that sound
right?). The result is that you can use the delta weapon more often then
normal, making the Sexy Dynamite a very powerful ship.
-------------------------------------------------------------------------------
#93
Ship Name: Sexy Dynamite II
Code Name: B-3C2
Prerequisite: 15 minutes flight time with B-3C
Unlocks: None
FORCE Type: Sexy FORCE
- Red : Lipstick Ray
- Blue : Mascara Ray
- Yellow : Eye Shadow Ray
Shockwave Cannon: Sexy W. Cannon II
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Levels: 3
* 3 level version with even more power.
Prerequisite: Have B-C plus 30 minutes game time
Unlocks: B-5A after 5 minutes flight time
FORCE Type: Scale FORCE
- Red : Scale Shoot
- Blue : Scale Blaster
- Yellow : Scale Lancer
Shockwave Cannon: Scale W. Cannon
Range: Full Screen Power: Poor - Good
Direction: Straight Characteristic: Exploding
Levels: 2
* This W. Cannon fires a single bullet with releases shots in all directions on
contact with enemy or object. Unless all the shots hit a single target (very
hard to do) this weapon does very minimal damage.
Prerequisite: 5 minutes flight time with BX-4
Unlocks: B-5B after 5 minutes flight time
FORCE Type: Claw FORCE
- Red : Screw Laser
- Blue : Arc Laser
- Yellow : Laser Claw
Shockwave Cannon: Claw W. Cannon
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Levels: 2
* From the looks of it you'll think that this weapon is very powerful. In
actuality it's no more powerful then a standard W. Cannon.
-------------------------------------------------------------------------------
#96
Ship Name: Golden Selection
Code Name: B-5B
Prerequisite: 5 minutes flight time with B-5A
Unlocks: B-5C after 15 minutes flight time
FORCE Type: Gold FORCE
- Red : Golden Arrow
- Blue : Golden Sphere
- Yellow : Golden Seeker
Shockwave Cannon: Gold Rush Cannon
Range: Full Screen Power: Fair
Direction: Forwards Characteristic: Refractive
Levels: 2
* When fired without the FORCE it shoots out a dense golden particle beams
which is similar to that of a normal W. Cannon. However when this beam makes
contact with the FORCE (even if the FORCE is detached from the ship) the beam
splits up into many smaller beams and is dispersed over a larger area. Whether
this dispersion reduces the power of the beam or not is unknown.
Prerequisite: 15 minutes flight time with B-5B
Unlocks: B-5D after 30 minutes flight time
FORCE Type: Platinum FORCE
- Red : Horizontal Beam
- Blue : Chase Laser
- Yellow : Vertical Laser
Shockwave Cannon: Shower W. Cannon
Range: Full Screen Power: Good
Direction: Forward Characteristic: Refractive
Levels: 2
* Very similar to the Gold Rush W. Cannon. The only difference apart from the
graphics is the way the beams disperse when they hit the FORCE device.
Comment: Excellent, all of the ships weapons are powerful and the thing looks
cool too. The only downside is it's wave cannon which doesn't give enough
focused firepower.
Prerequisite: 30 minutes flight time with B-5C
Unlocks: None
FORCE Type:
- Red : Star Spiral
- Blue : Shooting Star
- Yellow : Stardust
Shockwave Cannon: Prism Rhythmic W. Cannon
Range: Full Screen Power: Good
Direction: Forward Characteristic: Refractive
Levels: 2
* Again similar to the Gold Rush W. Cannon but this time the beam splits into
straight rainbow coloured lines when it hits the FORCE. I personally think this
make it better then the Gold Rush / Happy shower w. cannon but that's just my
personal opinion.
Comment: If you ask me this is the best looking of all the 'custom' ships.
Like all the 'custom' ships it's FORCE and Shockwave Cannon can be customized
at the hanger just like the BIT's and Missiles on 'normal' ships. You can
choose from any FORCE, W. Cannon. Missile or BIT to go with theses ships.
Prerequisite: Password: 9910 0101 (JP)
Unlocks: R-101 after 30 minutes flight time
FORCE Type: Any
Shockwave Cannon: Any
BIT: Any
Missiles: Any
Delta Weapon:
Comment: An evil looking ship, make it black with red canopy and then equip it
with the Anchor FORCE DX then go and kick some ass.
-------------------------------------------------------------------------------
#101
Ship Name: Grand Finale ('Custom' Ship)
Code Name: R-101
Prerequisite: 30 minutes flight time with R-100
Unlocks: Mild satisfaction of unlocking all the ships.
FORCE Type: Any
Shockwave Cannon: Any
BIT: Any
Missiles: Any
Delta Weapon:
Comment: A very odd looking ship, it almost appears that a Pow armour has been
stuck on to it's ass.
===============================================================================
6.0 WEAPONRY
===============================================================================
Probably more then any other shooting game, the ships in R-type all have 6
forms of attacks.
1) Normal attacks
2) FORCE weapon attacks
3) Wave cannon attacks
4) Missile / Bomb attacks
5) BIT / pod weapon attacks
6) Delta Weapon attack
This section will go through each the different forms of attack in detail,
except from the normal attack.
-------------------------------------------------------------------------------
6.1 The FORCE device.
-------------------------------------------------------------------------------
The main part of the FORCE is actually a heavily modified Bydo embryo. It had
the potential of growing into a full grown Bydo, but through extensive genetic
and cybernetic manipulation scientists had been able to control it's growth and
manipulate it to work for mankind. The embryo is the red and orange sphere we
all see. The embryo is controlled by biomechanical implants which are in turn
connected to a large, long outer casing that is the white inorganic part of the
FORCE. Engineers has nicknames this part of the FORCE 'Rods' because the
original FORCE device on the R9A (before powered up) looked like it had 4 rods
stuck into it.
\----------------\
\----------\_____\ <-------- Outer casing: The Rod
00000000000
0000000000000
|-------000000000000000 <---- Bydo embryo
|-------000000000000000
0000000000000
00000000000
/----------/ /
/----------------/
The outer casing contains a small computer which responds to the pilots
commands, regulating energy supply to the embryo and controlling the
manoeuvring thrusters necessary for the FORCE device to fly. Energy regulation
is the key to the FORCE device. Sending different frequency of raw energy into
the embryo causes it to release equal or even greater energy in a variety of
forms. Both the Counter-Air Laser and the reflective laser of the original R9's
FORCE device came about by 'feeding' the embryo energy at a specific frequency
and wavelength.
The FORCE device demands great respect. Should any of the cybernetic implants,
or the onboard computer ever fail, the FORCE still has the potential to grow
into a Bydo monster.
Over the years many different types of FORCE devices has been developed, they
are listed below.
Standard Movement Pattern
-------------------------
All FORCEs follow the standard movement pattern when detached from your ship.
They will.....
1) always try to remain horizontal to your ship.
2) remain on the opposite side of the screen.
3) be attracted to your ship if you get within one and a half ship
space of it.
4) move towards your ship when the X button is pressed.
There are some FORCEs which have and active and an inactive state such as the
Tentacle FORCE. These FORCEs will still follow the standard movement pattern
when inactive.
There are a few basic techniques that may or may not be useful but has been
developed throughout the R-Type series.
FORCE ATTACK. The most basic of the FORCE techniques. Press the X button and
watch the FORCE fly across the screen taking out any small fighter along the
way.
OPTIONS. Anyone who played Gladius would know what a huge advantage it is to
have an option. An option is a drone which follows your ship around and fires at
the same time you do. While R-Type don't have options the FORCE device is quite
good at mimicking one. Simply detach the FORCE and the recall it by pressing the
Detach button again. The FORCE should now float back towards your ship. Of
course you don't have to make contact with it. As you move around firing the
FORCE will follow you acting very much like an option. The Tentacle FORCE makes
a very good option. FORCEs that don't fire are obviously useless as options.
GOB STOPPER. Throughout the game you will come across areas with fixed or very
slow moving gunship or gun-platforms. They often spew out bullets at awkward
angles and could overwhelm you R9 if it's not sufficiently powered up. One
option would be to stuff the gun hole of one of them with the FORCE device.
Simply detach the FORCE or move you ship directly in front of the gunship and it
will absorb all the bullets and allow you time to think about you next move.
Most effective when combined with a fully charged BEAM.
Anchor FORCE [18]
-----------------
R-13A Cerberus
Weapons:-
Red: Shade Alpha
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Continuous
* A continuous beam of energy which can be spread over a larger area, like
peanut butter, by moving the ship up and down. A very powerful and concentrated
weapon.
Blue: Search Beta
Range: Full Screen Power: Fair
Direction: Straight Characteristic: Passive Homing
Firing Rate: Medium
* Like the Standard FORCE type C's version. Two laser beams fires straight then
bends by 45 degrees to intercept enemies.
Yellow: Terminate Gamma
Range: Full Screen Power: Good
Direction: 180 degrees Characteristic: None
Firing Rate: slow
*A powerful laser beam starts from the bottom and sweeps a full 180 degrees to
the top of the screen. The only problem is when you miss an enemy you have to
wait for the laser to finish it's initial sweep before you can shoot it again.
This could leave you ship vulnerable.
***Description***
A claw like FORCE. When detached it fly's forward and locks onto the first
enemy it touches (so long as the enemy isn't instantly destroyed). While it's
locked onto the enemy it does continuous damage, even the most powerful foes
will quickly fall under this type of relentless attack. The device is linked to
the R13 via Energy Ribbon. This ribbon can damage enemies and block bullets.
The Anchor FORCE is easily the most powerful FORCE when used correctly,
especially against bosses or large enemies that approach from directly in front
or behind the R13.
While the Anchor itself is quite powerful don't overlook the energy
ribbon. The ribbon does a fair amount of damage to any enemy that comes into
contact with it. Holding down the fire button extends the ribbon and releasing
the fire button retracts the ribbon (a bit like a vacuum cleaner cord).
Anchor FORCE DX [19]
--------------------
R-13B Charon
Weapons:-
Red: Shade Alpha +
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Continuous
* A more powerful version of the Shade Alpha (hence the '+' bit) with a cool
electric effect at the start.
Blue: Search Beta +
Range: Full Screen Power: Good
Direction: Straight Characteristic: Passive Homing
Firing Rate: Medium
* LRG lasers which splits into two, giving you twice the firepower of the
normal Search Beta.
Yellow: Terminate Gamma +
Range: Full Screen Power: Good
Direction: 180 degrees Characteristic: None
Firing Rate: Medium
* Two sweeping laser beams instead of one, this makes it a little too powerful
for my liking. Try it out on the Tide-of-eyeballs section of the FA stage.
Weapons:-
Red: Crimson Beam
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* The mechanical arm on the FORCE will swipe at the enemy with a beam sword.
The sword is also capable of shooting energy waves from it's tip.
Blue: Indigo Ray
Range: Full Screen Power: Good
Direction: Wide Angle Characteristic: None
Firing Rate: Medium
* The mechanical arm on the FORCE will poke diagonally upwards and downwards
with it's swords, shooting bolts of energy at the same time.
Yellow: Ochre Ray
Range: Full Screen Power: Fair
Direction: Vertical Characteristic: None
Firing Rate: Medium
* The mechanical arm swipes the sword in the same way as the red crystal
weapon. Only now it has greater range and no longer shoots out energy waves.
Beast FORCE [32]
----------------
B-1C Amphibian
B-1C2 Amphibian II
B-1C3 Amphibian III
Weapons:-
Red: Anti-Air Laser B
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Fires 'Tadpoles' which travel forwards in a wave motion not unlike the Anti-
Air laser of the R-9A. It doesn't seem to be a s powerful though.
Blue: Reflection Laser B
Range: Full Screen Power: Good
Direction: Diagonal Characteristic: Reflective
Firing Rate: Medium
* Fires 'Tadpoles' diagonally up and down. The tadpoles are capable of bouncing
of walls and other solid surfaces.
Yellow: Anti-Ground Laser B
Range: Full Screen Power: Good
Direction: Vertical Characteristic: Creeping
Firing Rate: Medium
* Vertical moving 'Tadpoles' which creep along the scenery in the same
direction as the way the FORCE is facing.
Bydo Force [39]
---------------
B-1D Bydo Systems Alpha
B-1D2 Bydo Systems Beta
B-1D3 Bydo Systems Gamma
Weapons:-
Red: Gondolan Laser
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Fires doughnut like rings of pink energy. Quite powerful.
Blue: Dauber Laser
Range: Full Screen Power: Fair
Direction: Diagonal Characteristic: Reflective
Firing Rate: Medium
* Fires sperm like bullets which reflect off walls and other solid object. The
bullets moves quite slowly coupled with it's medium rate of fire makes this
weapon less effective then the re-dispersion laser.
Yellow: Norzarie Laser
Range: Full Screen Power: Good
Direction: Straight Characteristic: Shoot Fireballs
Firing Rate: Slow
* Fires two slow moving 'things' that moves parallel to each other. The
'things' fire shots (upwards or the top one and downwards for the bottom)
whenever an enemy pass by it.
Camera FORCE 1 [08]
-------------------
R-9E Midnight Eye
Weapons:-
Red: Scout Laser Red
Range: Short Power: Poor
Direction: Straight Characteristic: None
Firing Rate: Quick
* Very short range and very weak.
Blue: Scout Laser Blue
Range: Short Power: Poor
Direction: Diagonal Characteristic: None
Firing Rate: Quick
* Shoots lasers diagonally upwards and downwards. Difficult to use effectively.
Yellow: Scout Laser Yellow
Range: Short Power: Poor
Direction: Vertical Characteristic: None
Firing Rate: Quick
* Very short range vertical weapon, rather useless if you ask me.
Camera FORCEs are the only FORCE which can fire it's primary weapons even when
detached from the ship. Unfortunately this version has crap weapons. If you
want to use a camera FORCE the MK II or MK III versions are far superior. Only
ever use this FORCE if you want a real challenge.
Camera FORCE 2 [09]
-------------------
R-9E2 Owl Light
Weapons:-
Red: Scout Laser Red SP
Range: Half Screen Power: Fair
Direction: Straight Characteristic: None
Firing Rate: Medium
* Has a much greater range then the normal version.
Blue: Scout Laser Blue SP
Range: Half Screen Power: Fair
Direction: Diagonal Characteristic: None
Firing Rate: Medium
* Shoots lasers diagonally upwards and downwards. The improvement to range
makes this weapon much more effective.
Yellow: Scout Laser Yellow SP
Range: Half Screen Power: Fair
Direction: Vertical Characteristic: None
Firing Rate: Medium
* The range has improved but this weapon is still not recommended as it's beams
don't cover your ship effectively. This combined with the need to move directly
above or below an enemy leaves you ship vulnerable.
***Description***
Much better then the normal Camera Force 1 but still very weak when compared
with other FORCEs available.
Camera FORCE 3 [10]
-------------------
R-9E3 Sweet Luna
Weapons:-
Red: Scout Laser Red HG
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* At last a long range weapon. No more of the nose to nose combat.
Blue: Scout Laser Blue HG
Range: Full Screen Power: Good
Direction: Diagonal Characteristic: Reflecting
Firing Rate: Medium
* This weapons lacks the forward firepower of the reflection laser, which means
you have to attack most enemies at an angle.
Yellow: Scout Laser Yellow HG
Range: Depends of terrain Power: Fair
Direction: Vertical Characteristic: Creeping
Firing Rate: Medium
* Apart from the ascetic changes to the laser it is identical to the Anti-
Ground Laser and should be used in the same way.
Chain FORCE [17]
----------------
R-13T Echidna
Weapons:-
Red: Alpha Laser
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Continuous
* It looks similar to the Gallop FORCE's Laser Beam at a low speed setting.
However the difference in power between the two weapons is astronomical. Alpha
Laser only has a fraction of the power the Laser Beam has. In terms of power it
is probably closer to the Ruby Ray +.
Blue: Beta Laser
Range: Full Screen Power: Fair
Direction: Straight Characteristic: Passive Homing
Firing Rate: Slow
* Singe search laser. It can change direction multiple times to intercept
enemies, but it's low rate of fire and the fact that only one beam at a time is
fired means that it's not as effective as the Standard FORCE type C's version.
Yellow: Gamma Laser
Range: Full Screen Power: Good
Direction: Vertical Characteristic: None
Firing Rate: Intermittent
* Vertical firing laser which sweeps backwards and forwards like a wind screen
wiper. It is quite powerful and is one of the most effective yellow crystal
weapons available.
***Description***
The precursor to the Anchor FORCE. The main difference is it's inability to
latch onto the enemy. As a result it's main offensive ability comes from the
chain which is not very powerful. All things considered the Chain FORCE is not
terrible but it's not that good either.
Claw FORCE [44]
---------------
B-5A Claw Claw
Weapons:-
Red: Screw Laser
Range: Short Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Continuous
* A 'D' shaped blade which sits in front of the FORCE. The blade rotates
whenever your ship moves backwards or forwards, increasing it's power. To
prevent your ship from moving to close to the enemy or too far away while
trying to rotate the blade set it's speed to 1. This weapon is active for a
short time after you release the fire button.
Blue: Arc Laser
Range: Full Screen Power: Good
Direction: Diagonal Characteristic:
Firing Rate: Slow
* Fires two spinning sickles which curl up and down the screen.
Yellow: Laser Claw
Range: Short Power: Good
Direction: Frontal Characteristic: None
Firing Rate: Continuous
* A big yellow claw appears and snaps at your enemies. It has a slightly larger
vertical coverage then the Screw Laser but also has less power.
***Description***
For a FORCE and ship that looks so cool, the Claw FORCE is a real
disappointment. None of it's weapons packs any real punch. Neither do they
offer any variety in there attacks.
When detached the Claw FORCE latches on to the enemy just like the Anchor
FORCE, only without the ribbon. Because it's missing the ribbon, your ship is
more vulnerable with the FORCE detached. With so many cons it's really hard to
recommend this FORCE for any reason other then it's looks.
Cube FORCE [38]
---------------
TP-1 Scope Duck
Weapons:-
Red: Double Fractal Laser
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: Creeping
Firing Rate: Medium
* The anti-aircraft laser with added creeping abilities.
Blue: Slant Fractal Laser
Range: Full Screen Power: Good
Direction: Diagonal Characteristic: Creeping
Firing Rate: Medium
* Fires diagonally up and down. It added creeping abilities makes this weapon
extra effective in confined spaces.
Yellow: Vertical Fractal Laser
Range: Full Screen Power: Good
Direction: Vertical Characteristic: Creeping
Firing Rate: Medium
* Like all of Cube FORCE's weapons the Vertical Fractal laser has creeping
abilities and like all vertical firing weapons it's only useful in certain
sections of the game.
***Description***
It's Square that's a bonus.
Cyclone FORCE [21]
------------------
R-90 Ragnarok II
Weapons:-
Red: Passing Laser
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Powerful, arrowhead shaped laser beams. Looks kind of boring but it one of
the better red weapons.
Blue: Splash Laser
Range: Full Screen Power: Very Good
Direction: 5-Way Characteristic: Splash Damage
Firing Rate: Slow
* Fires a spread of lasers in 5 directions. These lasers explode on contact to
damage anything in the surrounding area. This weapon is deceptively powerful.
Even more so when you move up close to an enemy so more then one beam hits the.
Yellow: Capsule Laser
Range: Full Screen Power: Fair
Direction: Straight Characteristic: Shoot Lasers
Firing Rate: Very slow for the FORCE, very fast for the capsules.
* The FORCE deposits a yellow capsule, which fires very rapid shots in the
direction the FORCE was facing when the capsule was deposited. The shots
themselves are very week but the capsule fires for quite a bit of time. This
can actually be a disadvantage especially if you deposit the capsule in the
wrong place. Which, if you use the rapid fire button, you'll be doing a lot of.
I'm sure there may be some way of using this weapon effectively. It's just that
I've never found it.
***Description***
This FORCE behaves in quite an unique way when detached from your ship. It
enlarges itself and causes major damage to any enemy that makes contact with
it. It's movement is similar to those of the Standard FORCE, it will always try
to remain horizontal to your ship and on the opposite side of the screen.
Knowing this you can move it into the appropriate position to attack the enemy.
There one other special thing about this FORCE; when the X button is pressed to
recall the FORCE it will move towards your ship just like every other FORCE,
but press the button again and you cancelled the recall and it'll float away.
You can do this as many times as you like. As far as I know this is the only
FORCE where you can cancel the recall operation.
Weapon wise both it's red and blue weapons are quite effective and
powerful. However it's yellow weapon is very difficult to use effectively. The
lack of a proper vertical firing weapon means some sections of the game will
cause you more problems then normal. With the 7 level W. Cannon of the Ragnarok
there small flaws are worth living with.
Defensive FORCE [06]
--------------------
R-9B Strider
R-9B2 Stayer
R-9D Shooting Star
R-9D2 Morning Star
R-9DH Grace Note
R-9DH2 Hot Conductor
R-9DH3 Concert Master
Weapons:-
Red: Twin Laser
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Two straight lasers which crosses over whenever it approaches an enemy. This
can actually make it miss the enemy especially when one of the beams has been
blocked. An example is during the first boss encounter. Try it out, position
yourself in the top part of the screen and block the top beam. You should be
able to get the lower beam to pass over the eye.
Blue: Dispersion Impact Laser
Range: Full Screen Power: Good
Direction: Diagonal Characteristic: Area
Firing Rate: Medium
* Two diagonal beam which releases sparks when ever it makes contact with
enemies or the scenery. The sparks causes additional damage to enemies and can
damage other enemies nearby.
Yellow: Defensive Laser
Range: Full Screen Power: Good
Direction: Straight Characteristic: Release vertical shots
Firing Rate: Slow
* Shoots a small yellow projectile forward. This projectile explodes to release
bullets which travel vertically up and down. The projectile explodes
automatically whenever it nears an enemy or when it makes contact with the
scenery. This weapon is much easier to use then the Anti-Ground Laser and seems
to have greater power.
***Description***
I have no idea why they call this the defensive FORCE. It offers no additional
protection when compared with the standard FORCE. In fact the Tentacle FORCE
and Mirror Shield FORCE offers far better 'Defense'. It is however a very well
rounded FORCE. I feel it's actually slightly easier to use then the Standard
FORCE but is really a matter of opinion. It's also quite a common FORCE, shared
by more the half a dozen ships.
When detached it follows the standard movement pattern but fires
vertically rather then the 5-way shot of the Standard FORCE.
Weapons:-
Red: Twin Laser W
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Twin laser W fires 4 shots at a time, two top and tow bottom. The lower beam
has now become a nice blue colour. Other then that there aren't any real
differences between the Twin laser and the Twin laser W. Power wise it's only
marginally stronger then the normal version.
Blue: Impact Dispersion Laser
Range: Full Screen Power: Good
Direction: Diagonal Characteristic: Area
Firing Rate: Medium
* A much more advanced version of the Dispersion Impact Laser. Now apart of
releasing sparks, the initial laser is capable of reflecting of objects and
enemies.
Yellow: Defensive Laser W
Range: Full Screen Power: Good
Direction: Straight Characteristic: Release vertical shots
Firing Rate: Slow
* Since the name now has a 'W' in it, it must be better right? Well you tell
me.
***Description***
The DX version is not much different from the regular version. The added
reflective power of the Impact Dispersion Laser makes that particular weapon
much more effective. The other two weapons (Red & Yellow) remains very much the
same.
Diamond FORCE [42]
------------------
B-5D Diamond Wedding
Weapons:-
Red: Star Spiral
Range: Short Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Continuous
* A glowing spiral forms in front of your ship, damaging any enemies that makes
contact with it. It's a short range weapon.
Blue: Shooting Star
Range: Full Screen Power: Good
Direction: Forward Characteristic: None
Firing Rate: Slow
* Fires two wide which move straight forwards. It's quite possible for smaller
enemy ships who are directly in between the beams to escape unharmed.
Yellow: Stardust
Range: Full Screen Power: Good / Fair
Direction: Diagonally upwards Characteristic: Rain down particles
Firing Rate: Slow
* Fires a upward moving beam which crawl across the scenery at the top of the
screen. When an enemy moves under it, the beam automatically releases a shower
of bullets to destroy it.
Drill FORCE [36]
----------------
TW-2 Kiwi Berry
Weapons:-
Red: Drill Laser X
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* The drill laser fires quick bursts of cone like laser which is no more
effective or powerful then other red crystal weapons.
Blue: Whirlwind Laser
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Two straight weapons on one FORCE? What is the world coming to? These
Tornados has a relatively slow movement rate so it's best to use then at mid
range.
***Description***
Unique to the Kiwi Berry, the Drill Force is an odd looking thing. It looks
almost like an ice cream cone on it's side.
The Drill FORCE is a distant cosine of the Anchor FORCE. When detached it will
shoot forward and bore into the enemy. This is in fact it's only offensive
ability as it cannot fire when detached. Once it starts drilling you can forget
about it and concentrate on your own ship. Most effective against bosses and
mini bosses.
Fire FORCE [13]
---------------
R-9SK Principalities
Red: Chain Fire
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Fires a crisscrossing trail of flame. Slightly more powerful then the
standard anti-aircraft laser.
Blue: Fire Bomb
Range: Long Power: Good
Direction: 45 degrees from horizontal Characteristic: None
Firing Rate: Slow
* Fires two jets of blue flame. One 45 degrees up the other 45 degrees down.
Surprisingly powerful, their only downside is their slow rate of fire.
Yellow: Fire Barrier
Range: Short Power: Fair
Direction: Curved Characteristic: Special
Firing Rate: Not very fast.
* Creates a wall of flame which curls up and over the ship if the FORCE is on
the front of the ship, or down and under the ship if the FORCE is on the back
of it. It could have been it useful but it's firing rate is just too slow to
cause any real damage to larger enemies.
Flame FORCE [14]
----------------
R-9SK2 Dominion
Weapons:-
Red: Chain Flame
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Fires TWO crisscrossing trail of flame. More powerful then the Chain Fire
(but not by much).
Blue: Angled Flame Thrower
Range: Long Power: Good
Direction: 45 degrees from horizontal Characteristic: Reflective
Firing Rate: Slow
* This new version of the angled Flame Thrower has added reflective properties
to the flame it ejects. A significant improvement over the normal version.
Yellow: Flame wall
Range: Short Power: Fair
Direction: Curved Characteristic: Shoot Fireballs
Firing Rate: Not very fast.
* It has the same curving style of the standard version but now the flames
shoot fireballs out in the direction its facing. However power of the actual
firewall is the same and since this is what you'll be using to attack enemies
most of the time, the MKII version (like the MKI version) isn't really worth
using.
Flexible FORCE [30]
-------------------
RX-12 Cross The Rubicon
Weapons:-
Red: Lightning Tentacle Laser
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Straight firing laser. It's power can be concentrated by closing the
Tentacles in a similar way to the Sting Ray of the Tentacle FORCE.
Blue: Joint Laser
Range: Full Screen Power: Good
Direction: Everywhere Characteristic: Hard to aim
Firing Rate: Medium
* Joint laser so called because they are fired from the joints on the
tentacles. They always fire in the direction the joint is facing. This means
that, in theory, by bending the tentacle you can alter the direction the shots
are fired. However in practice this proves very difficult because the tentacles
don't stay in place like the Tentacle FORCE.
Yellow: Double Snail Laser
Range: Short Power: Good
Direction: Variable Characteristic: None
Firing Rate: Continuous
* A much more powerful version of the Snail Ray. It's superior power means it's
effective against all enemies. It's one of a few yellow crystal weapons to be
truly effective throughout the game.
***Description***
For a company that's so famous for their shoot'em up it's surprising to know
that Irem never actually made that many shooter. Sure there were the 4 R-Types
and then there was Mr. Heli and Image Flight, but what else?
Released in 1989 X-Multiply was in many ways a more advanced version of R-
Type. The innovation came from the two free moving tentacles attached to the
ship. These tentacles could be manipulated to form as shield around the front
or back of the ship, concentrating or spreading out it's firepower. With great
graphics and sound for it's time coupled with classic Irem gameplay it should
have been a hit for Irem. Ironically Irem tripped over it's own success. With
every one still obsessed with R-Type released the previous year, X-multiply
went largely unnoticed and a classic was lost.
For those of you hoping to rekindle memories of the late 80's classic,
Cross the Rubicon disapoints in every way. Sure the tentacles looks similar and
the weapons are pretty close to the originals but the thing just don't play the
same. Because the tentacles are on the FORCE and not on the ship and you can't
'swing' the tentacles like on the original, Cross the Rubicon just has lost
most of the charm of the original.
Having said that the Flexible FORCE is still a very effective device. When
fully extended the tentacles form a huge wall in front (or behind) the ship.
You can't fully cover one side your ship just by closing the tentacles like in
X-multiply so you have to switch the force over if you want to cover a
particular side of your ship. The tentacles can however protect the top or
bottom of you ship quite effectively regardless of which side your FORCE is
attached. When detached it acts in the same way as the Tentacle FORCE but only
fires 3 row of bullets and the reduction in power is just about noticeable.
Flower FORCE [31]
-----------------
B-1A Bydo Seed
B-1A2 Bydo Seed II
B-1A3 Bydo Seed III
Weapons:-
Red: Seed Cannon
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Medium / Slow
* Not a user friendly weapon. When the tentacles are open, a steady stream of
bullets are fired. However when the tentacles are closed the bullets are
trapped behind tentacles and start building up. When the tentacles are opened
again the trapped bullets are releases as one large shot. This weapon is hard
to use because sometimes you just can't help moving backwards and forwards
while avoiding enemy fire and often you'll end up with closed tentacles when
they should be open. Which also means you HAVE to move forwards to fire. It
would have been good if you could build the bullet up to a huge size and
destroy everything with one shot, but sadly you can't. In fact even at full
size the bullet does less damage then a W. Cannon shot, making it rather
pointless.
Blue: Spike Laser
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Fast
* Rapid firing spikes which travel straight forwards. The best weapon of the
three.
Yellow: Flower Swing
Range: Short Power: Fair
Direction: Curved Characteristic: None
Firing Rate: Continuous
* Similar to the Snail Ray of the Tentacle FORCE. The main difference it that
the Flower Swing always wraparound you ship whether the tentacles are opened or
closed. This make it good for defense but poor on the attack.
***Description***
Gallop FORCE [15]
-----------------
R-11A Future World
R-11B Peace Maker
Weapons:-
Red: Laser Beam
Range: Full Screen Power: Very Good - Excellent
Direction: Straight Characteristic: None
Firing Rate: Continuous
* You can change the concentration of the beam by lowering or increasing the
ship's speed. The lower the speed the more concentrated the beam. At full power
and at speed 1 this becomes one of the most powerful standard weapons in the
game. Shifting the speed of your ship at the right time to cause the most
damage is the key to using this weapon.
Blue: Laser Wiper
Range: Full Screen Power: Good
Direction: Variable Characteristic: None
Firing Rate: Continuous
* You can change the angle of the beams of this weapon by changing the ships
speed. The lower the speed the wider the angle. At speed 1 the beams fire
almost vertically and at speed 4 the beams fire straight ahead. Versatility
combined with good firepower makes the Laser Wiper a very effective weapon.
Yellow: Laser Chaser
Range: Full Screen Power: Fair
Direction: Vertical Characteristic: Creeping
Firing Rate: Slow
* Think Anti-Ground Laser, only you can change the angles of the beam by
changing the ship's speed. No matter what angle your at the beams still travels
vertically. This means there is often on need to change the speed of the ship.
Instead repositioning will often allow you to hit the enemies you want.
Gallop FORCE DX [16]
--------------------
R-11S Tropical Angel
R-11S2 No Chaser
Weapons:-
Red: Laser Beam S
Range: Full Screen Power: Very Good - Excellent
Direction: Straight Characteristic: None
Firing Rate: Continuous
* As Gallop FORCE but more powerful.
Blue: Laser Wiper S
Range: Full Screen Power: Good
Direction: Variable Characteristic: None
Firing Rate: Continuous
* As Gallop FORCE but more powerful.
Yellow: Laser Chaser S
Range: Full Screen Power: Fair
Direction: Vertical Characteristic: Creeping
Firing Rate: Slow
* As Gallop FORCE but more powerful.
***Description***
This is a rather sad excuse for another FORCE. The FORCE is totally identical
to the Gallop FORCE only the weapons are slightly more powerful now and with
some minor graphic changes. Whoopy-do!
Gold FORCE [40]
---------------
B-5B Golden Selection
Weapons:-
Red: Golden Arrow
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Straight firing beams of golden energy. Pretty orthodox.
Blue: Golden Spheres
Range: Medium Power: Good
Direction: Straight Characteristic: Hovering
Firing Rate: Medium
* Fires great big golden balls which travels about 3 ship lengths in front of
your ship then hovers around for a moment before disappering. Hardly the most
useful weapon around but you could do worse.
Yellow: Golden Seeker
Range: Full Screen Power: Fair
Direction: Characteristic:
Firing Rate:
*
IVY FORCE [53]
--------------
B-1A Mad Forest
B-1A2 Mad Forest II
B-1A3 Mad Forest III
Weapons:-
Red: Vine Laser
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Similar to the anti-air laser, but covers a slightly wider area.
Blue: Wall laser
Range: Short Power: Fair
Direction: Forwards Characteristic: Parabolic pathway.
Firing Rate: Slow
* Two lasers which travels round the front of the ship in a parabolic fashion.
This results in the beams curing round the top and bottom of the ship forming a
protective barrier. Very hard to use effectively and is not that powerful
making it a substandard weapon.
Yellow: Whip Laser
Range: Long Power: Good
Direction: Variable Characteristic: Whips up and down.
Firing Rate: Continuous
* A long tentacle like beam of energy extends forwards from the FORCE. While
the FORCE is attached to the front of your ship, pressing forwards will cause
the beam to whip upwards and pressing back cause the beam to whip downwards.
The controls are reversed if the FORCE is attached to the back of your ship.
This is quite an effective weapon to us in confined spaces and where enemies
are hard to reach.
Leo FORCE [22]
--------------
R-9Leo Leo
Weapons:-
Red: Claw Laser
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Continuous
* A very powerful laser. It's in the same league as the Shade Alpha and more
powerful with the Psy BITs. The Psy BITs also allows you to fire in both
directions at the same time.
Blue: Mirror Laser
Range: Full Screen Power: Fair
Direction: Diagonal & Straight Characteristic: Reflective
Firing Rate: Quick
* A weaker version of the Reflection laser. The beams are shorter and only the
diagonal beams reflect. The straight beam is more powerful but not capable of
refection. With the Psy BITs two more diagonal lasers are fired. Even with the
BITs the beams weak and isn't really worth using. For once the Yellow weapon is
better then the blue.
Yellow: Search Laser LRG
Range: Full Screen Power: Good
Direction: Straight Characteristic: Bending
Firing Rate: Medium
* Short straight laser beams which can turn by 90 degrees to intercept enemies.
3 beams are fired when powered up and 5 beams with the Psy bits. This weapon
has greater power then the Mirror Laser and with it's homing ability makes it
the weapon of choice throughout most of the stages. The only time you might
want to change to a different weapon is during boss fights, where the superior
power of the Claw Laser might be needed.
***Description***
First this FORCE looks larger then it really is, thanks to the huge rods it
has. It's styled to look like the mane of a lion (use your imagination). The
FORCE on it's own is quite average. However because Leo has quite a weak W.
Cannon it's feels weaker then it really is. Especially when you struggle even
against a mini boss.
Leo FORCE DX [23]
-----------------
R-9Leo Leo II
Weapons:-
Red: Claw Laser DX
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Continuous
* This version is more powerful then the normal Claw Laser however how much of
this extra power comes from the actual FORCE and how much comes from the Psy
BITs 2 is unknown.
Blue: Mirror Laser DX
Range: Full Screen Power: Fair
Direction: Diagonal & Straight Characteristic: Reflective
Firing Rate: Quick
* More powerful version of the Mirror Laser. Again I'm not sure how much of the
power increase comes from the actual FORCE.
Yellow: Search Laser LRG DX
Range: Full Screen Power: Good
Direction: Straight Characteristic: Bending
Firing Rate: Medium
* A upgrade of the normal Search Laser LRG.
***Description***
The Leo FORCE DX has the same movement and firing patterns as the Standard
FORCE.
Life FORCE [46]
---------------
BX-T Dantalion
Weapons:-
Red: Blood Laser
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Firsts a single large bullet straight forward.
Blue: Pulse Laser
Range: Full Screen Power: Very Good
Direction: Diagonal Characteristic: Splits
Firing Rate: Medium
* Diagonal shot, at full power the bullets spits into smaller bullets which
then move a short distance along the scenery.
Yellow: Neuro Laser
Range: Short Power: Very Good
Direction: Vertical Characteristic: None
Firing Rate: Continuous
* Vertical tendrils similar to the tentacle laser only it not as flexible.
***Description***
This cell like FORCE uses variations of the standard FORCE's weapons. In fact
many of the B-Class vessels has the same weapon as the R-9A only with slightly
different graphics. The Life FORCE itself fires vertically at level 1, X like
at level 2 and 6-way (3 up, 3 down) at full power.
Love FORCE [49]
------------------
BX-2 Platonic Love
Weapons:-
Red: Heart Attack
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Attacks in the same way as the Anti-aircraft laser except it fires hearts
instead of leasers.
Blue: Heart Break
Range: Full Screen Power: Very Good
Direction: Diagonal Characteristic: None
Firing Rate: Medium
* Fires hearts diagonally up and down.
Yellow: Heart Beat
Range: Full Screen Power: Very Good
Direction: Vertical Characteristic: None
Firing Rate: Medium
* Fires hearts vertically up and down.
***Description***
This FORCE doesn't fire when detached, instead when fire button is pressed it
emits a heart shaped energy field around it which will damage any enemies near
it. A useful FORCE but the whole idea of shooting hearts at the Bydo just don't
seem right to me.
Metallic FORCE [48]
-------------------
R-9B Metallic Dawn
R-9B2 Metallic Dawn II
Weapons:-
Red: Lance Metal
Range: Short Power: Fair
Direction: Straight Characteristic: None
Firing Rate: Continuous
* A bubble like growths will emerge from the FORCE. It has a range of about 2
ship lengths. Simply smash it against enemies to damage them. However this will
cause the bubbles to burst and it requires a short time to grow again.
Blue: V Metal
Range: Short Power: Fair
Direction: Diagonal Characteristic: None
Firing Rate: Continuous.
* Same as the Lance metal except the are two growths now one diaginally upwards
the other diagonally downwards.
Yellow: I Metal
Range: Short Power: Fair
Direction: Vertical Characteristic: None
Firing Rate: Continuous.
* Same as the Lance metal except the are two growths now one upwards the other
downwards.
***Description***
The metallic for looks like an floating blob of mercury. When detached it
morphs into another ship. This ship is capable of firing the same time as you
do, it even fires W. Cannons the same time you do. The metallic FORCE also
follows the standard movement pattern.
Mirror Shield FORCE [51]
------------------------
TL-1B Asklepios
Weapons:-
Red: Laser Lance
Range: Short Power: Good
Direction: Straight Characteristic: None
Firing Rate: Continuous (sort of)
* Creates a swirling wall of energy around the front of the ship. Because the
range is so short you would inevitably have to get up close and personal to the
enemy. In such situations it's vital to have the enemy in front of you to
avoid stay shots from the enemy passing over your FORCE. For this reason and
because it's the more powerful of the 3 weapon. The laser lance should be the
only weapon you use while using the Shield FORCE.
Blue: Laser Blade
Range: Short Power: Fair
Direction: Diagonal Characteristic: None
Firing Rate: Continuous (sort of)
* Like the laser lance but because the beams are now separated, it's power has
been diluted. This make the laser blade useful only when the enemy cannot be
reached with the laser lance.
Yellow: Laser Shield
Range: Short Power: Fair
Direction: Vertical Characteristic: None
Firing Rate:
* There are absolutely no reasons why you should pick this weapon over the
other two.
***Description**
The weapons of the Mirror Shield FORCE is identical to the Shield FORCE. The
difference between the two FORCES is that the Mirror Shield FORCE is capable of
reflecting enemy bullet back towards the enemy. This only happens when the
FORCE is at full spin (by holding down the rapid fire button). This is a very
cool feature but is of limited use during battle.
Mist FORCE [47]
---------------
B-3A Misty Lady
B-3A2 Misty Lady II
Weapons:-
Red: Sun Beam
Range: Full Screen Power: Fair
Direction: Downwards Characteristic: Variable angle
Firing Rate: Continuous
* Any of you ever tried setting fire to things using nothing but a big
magnifying glass and the power of the sun? Any of you spend hours in the back
garden frying ants while badly damaging your retinas at the same time through
the miracle of focused light? If so then this weapon is for you, it's just as
pointless and just as stupid.
Blue: Rain Beam
Range: Full Screen Power: Fair
Direction: Downwards Characteristic: Variable angle
Firing Rate: Rapid
* The graphics make it look like there's thousands of bullets raining down on
your enemy, but there really only 3 or 4 'hit' there.
Yellow: Storm Beam
Range: Full Screen Power: Fair
Direction: Downwards Characteristic: None
Firing Rate: Medium
* Contrary to popular myth that lightning comes straight down, lightning
actually moves upwards from earth on the point of impact in order to complete
the circuit.
Mr. Heli FORCE [37]
-------------------
TP-3 Mr. Heli
Weapons:-
Red: Power Up Shot
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Small direct firing bullets, an effective no-thrills weapon.
Blue: 2 Way Shot
Range: Long Power: Good
Direction: Diagonal Characteristic: None
Firing Rate: Medium
* Diagonally moving bullets. Somewhat less effective due to it's limited range.
Yellow: Propeller Laser
Range: Short Power: Fair
Direction: Vertical Characteristic: None
Firing Rate: Continuous
* A very short range weapon. Use it the same way you use the Laser Shields on
the Shield FORCE, with caution.
Needle FORCE [34]
-----------------
TP-2 Pow Armor
Weapons:-
Red: Wavy Laser
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* This weapon fires an ECG like pulse across the screen. Its power is equal to
that of the anti-aircraft laser of the R9-A but has a wider range
Blue: 3-Way Reflect Laser
Range: Full Screen Power: Good
Direction: Diagonal Characteristic: Reflective
Firing Rate: Medium
* Fires 6 reflective lasers at the same time! 3 diagonally upwards and 3
diagonally downwards. The lasers are shorter then the R9-A's and only reflect
once.
Yellow: Bouncing Laser
Range: Full Screen Power: Fair
Direction: Vertical Characteristic: Bouncing
Firing Rate: Slow
* Fires a bouncing orb which leaves a trial of running fire behind it. Similar
to the R9-A's Anti-Ground Laser but with more erratic movement.
***Description***
The Needle FORCE was called the Bydo FORCE in delta which makes things a little
confusing. The best thing about the Needle FORCE must be the 360 degree shower
of bullets it produces when detached from it's ship. It makes certain section
of the game 100% easier. A great example is stage 6.1, the all round fire
destroy most of the balls produced by the giant slug AND damaged the boss at
the same time, allowing you to concentrate on maneuvering your ship.
Needle FORCE DX [35]
--------------------
TP-2H Pow Armor II
Weapons:-
Red: Wavy Laser DX
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Another Anti-Air weapon. One would presume it will have more power then the
normal Wavy Laser but I didn't notice any difference.
Blue: Rainbow Laser
Range: Full Screen Power: Fair
Direction: Diagonal Characteristic: Reflective
Firing Rate: Medium
* Fires two laser beams diagonally. There beams splits into a number of
different colour beams whenever they touch an enemy or part of the scenery.
Yellow: Irregular Laser
Range: Full Screen Power: Fair
Direction: Vertical Characteristic: Bouncing
Firing Rate: Slow
* More bouncy version of the Bouncing laser, with a more erratic bounce.
***Description***
Most of what's said about the Needle FORCE is true for the Needle FORCE DX.
However the DX version's Rainbow Laser and Irregular Laser are actually
inferior to the 3 Way Reflect Laser and Bouncing Laser in my opinion.
OF FORCE [24]
-------------
OF-1 Daedalus
Weapons:-
Red: Drill Laser
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Fires two beam of blue and red lasers. The OF equivalent of the Anti-air
laser.
Blue: V Ball Laser
Range: Full Screen Power: Good
Direction: Diagonal Characteristic: None
Firing Rate: Fast
* V ball? That must be the worst name for a weapon I've ever heard, hardly
fills you with fear does it? In the Forums I've heard it called the V Vulcan
which is quite cool. Fire 'balls' diagonally up and down, if low power is
offset by it's above average firing rate.
Yellow: Side Laser
Range: Full Screen Power: Fair
Direction: Vertical Characteristic: None
Firing Rate: Medium
* Shoot blue bullets directly upwards and downwards from your ship. The bullets
expands as the get further from your ship. Whether or not this increases it's
power is as yet unknown.
***Description***
OF FORCE II [25]
----------------
OFX-2 Valkyrie
Weapons:-
Red: Ring Laser
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Fire rings of energy in all sorts of direction your FORCE is facing. This
weapon has the novelty of being the Red weapon with the widest range. It has
good power too.
Blue: Rebound Ball
Range: Full Screen Power: Good
Direction: Diagonal Characteristic: Rebound
Firing Rate: Fast
* An upgraded version of the V ball weapon from OF-1. The balls are now able to
bounce of scenery. Bounce baby bounce!!!
Yellow: Search Laser LRB
Range: Full Screen Power: Good
Direction: Straight (tuning) Characteristic: Homing (90 degrees)
Firing Rate: Medium
* Fires twin lasers which can turn by 90 degrees to intercept enemies. This is
quite a versatile weapon, however it does leave the front of your ship somewhat
exposed.
***Description***
OF FORCE III [26]
-----------------
OF-3 Garuda
Weapons:-
Red: Wipe Laser
Range: Full screen Power: Fair
Direction: Straight Characteristic: Stays in front of ship
Firing Rate: Medium
* Would have been another forward firing leaser weapon if its in for the fact
that it's shots always stay in front of your ship. There is no practical
application for this characteristic, so it's basically just a gimmick.
Blue: Plasma Flames
Range: Short Power: Poor
Direction: Variable Characteristic: None
Firing Rate: Continuous
* A short range weapon. The direction of the two columns of flame can be
changed by moving your ship. However unlike the Snail Ray of the tentacle FORCE
it's not just the horizontal movements that effects it direction, vertical
movement also effect it. Since your ship never stays still for very long,
especially when using a short-range weapon where you are constantly correcting
your ship's position to compensate for your targets movement, the Plasma Flame
weapon can become incredibly unwieldy.
Yellow: Multi Barrier
Range: Short / Full Screen Power: Very Good
Direction: Diagonal Characteristic: Difficult
Firing Rate: Continuous / Slow
* By holding down the fire button you will projects two round circles next to
the FORCE. There Circles will stick to the FORCE acting like an extra barrier
until such time as you release the fire button. When you release the fire
button the two circles fly off and damage enemies coming into contact with
them. Uniquely it doesn't matter which fire button you hold down. Which means
you can have constant fire or a charge W. cannon it's up to you. While stuck to
the FORCE the circles are quite weak but once released they do good damage.
All thing considered this is a useless weapon.
***Description***
OF FORCE IV [27]
----------------
OFX-4 Songoku
Weapons:-
Red: Thunder Ball
Range: Full Screen Power: Fair
Direction: Straight Characteristic: None
Firing Rate: Slow
* Fires a slow moving bolt of energy which don't actually seem to be that
powerful. Coupled with it's slow rate of fire and you have a rather useless
weapon.
Blue: Homing Missile
Range: Full Screen Power: Fair
Direction: Straight Characteristic: Homing
Firing Rate: Medium
* Fires a bunch of big fat homing missiles. Big and fat but not very powerful.
To me a FORCE firing missiles just don't seem right.
Yellow: Grand Missile
Range: Full Screen Power: Fair
Direction: Vertical Characteristic: Creeping
Firing Rate: Medium
* Fires the same type of missiles as the Blue weapon only this time their
launched vertically. When they make contact with the scenery, they'll move
along it just like the Anti-Groundmissile sub-weapon.
***Description***
OF FORCE V [28]
---------------
OF-5 Kaguya
Weapons:-
Red: Speed Cannon
Range: Full Screen Power: Fair
Direction: Straight Characteristic: None
Firing Rate: Fast
* Fast moving small red bullets that travels straight ahead. Does exactly what
it say's on the tin.
Blue: 7 Way Vulcan
Range: Long Power: Fair
Direction: 7 Way Spread Characteristic: None
Firing Rate: Slow
* Fires a spread of 7 Bullet. You can only have 7 bullets on the screen at any
one time.
Yellow: Barrier
Range: Short Power: Fair
Direction: Front Characteristic: None
Firing Rate:
* creates two round circles around your FORCE device, similar to the Multi
Barrier, only without the ability to release them. You can change the size of
the circles by altering your ship's speed. The faster the ship the smaller the
circles, the slower the ship the larger the circles. The Barrier is only really
effective when the circle is large. Even then the damage inflicted is quite
low, you'll be far better off using one of the other two weapons. Just like the
Multi Barrier you can charge the Barrier using either fire button.
History: Originally, in Image Flight where the OF ships comes from, there was
no FORCE device so the Multi Barrier act as a poor replica allowing the OF-
ships to ram the enemy.
Platinum FORCE [41]
-------------------
B-5C Platinum Heart
Weapons:-
Red: Horizontal Beam
Range: Full Screen Power: Excellent
Direction: Straight Characteristic: None
Firing Rate: Continuous
* Emits a shinny laser beams that travels in a straight line.
Blue: Chase Laser
Range: Full Screen Power: Excellent
Direction: Forward Characteristic: Homing
Firing Rate: Medium - Fast
* Fires two blue laser beams that homes-in on the nearest enemy. This must be
one of the most powerful homing weapons in the game, much better then the
search beta, Highly recommended.
Yellow: Vertical Laser
Range: Full Screen Power: Very Good
Direction: Vertical Characteristic: Shoot Fireballs
Firing Rate: Continuous
* A vertical version of the Horizontal beam, hence the name: Vertical Laser.
Because the beam is so narrow and travels straight up and down it's quite
difficult to use effectively.
***Description***
Rodless FORCE [33]
------------------
R-9F Andromalius
Weapons:-
Red: Fractal Laser
Range: Full Screen Power: Very Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Direct firing Anti-air laser, basic yet effective.
Blue: Thunder Laser
Range: Long Power: Good
Direction: Characteristic:
Firing Rate: Slow
* This is cool. This weapon launches a lightning bolt into the air which then
bounces of top of the screen (or any enemy or scenery) and come back down
again. It moves quickly so your ship is never left vulnerable. The only problem
is trying to hit enemies on the other side of the screen.
Yellow: Tentacle Laser Prototype
Range: Short Power: Good
Direction: Variable Characteristic: None
Firing Rate: Continuous
* A flexible beam of energy, it responds to both your ship's horizontal and
vertical movements. Its more of a fun novelty weapon the anything else.
***Description***
One of the first FORCE you'll have access to. The Rodless FORCE is quite a
departure from the Standard FORCE and it's variants. Firstly it's weapons are
new and original, secondly this is the first "automatic" FORCE that you would
have come across.
Scale FORCE [43]
----------------
BX-4 Arvanche
Weapons:-
Red: Scale Shot
Range: Medium / Long Power: Good
Direction: Straight Characteristic: None
Firing Rate: Fast
* Shoots red scales straight in front of the ship. The firing rate is high but
it's range is limited.
Blue: Scale Blaster
Range: Full Screen Power: Good
Direction: Diagonal (Spread) Characteristic: None
Firing Rate: Medium
* Fires a spread of blue scales (a 6 way shot at full power). An effective
weapon if somewhat boring.
Yellow: Scale Launcher
Range: Full Screen Power: Good
Direction: Diagonal Characteristic: Impaling
Firing Rate: Medium
* A very unique weapon, it fires lance like projectile that impales themselves
in the scenery. They stay there for quite a while and any enemy that touches
them gets damage. You can only have 6 shots on the screen at any one time.
While it is a very original weapon it not very effective.
***Description***
An ugly FORCE that's for sure, to make matters worst it's attached to a giant
king prawn. It's weapons are OK, their certainly nothing to write home about.
When detached it acts just like the Standard FORCE.
Sexy FORCE [45]
---------------
B-C3 Sexy Dynamite
B-C32 Sexy Dynamite II
Weapons:-
Red: Lipstick Ray
Range: Full Screen Power: Very Good
Direction: Variable Characteristic: Reflective
Firing Rate: Continuous
* Fires a continuous pink laser beam from the tip of it's tentacles. The angle
of the beams can be altered through the ships horizontal movement much like the
Tentacle FORCE. The beams also have a reflective property giving it an edge
over similar weapons.
Blue: Eye Shadow Ray
Range: Short Power: Very Good
Direction: Variable Characteristic: None
Firing Rate: Continuous
* Powerful energy blades appear at the tip of tentacles. You can change the
angle of the blades though your horizontal movement but it really doesn't make
much difference.
Yellow: Mascara Ray
Range: Full Screen Power: Good
Direction: Diagonal Characteristic: None
Firing Rate: Medium
* Fires large yellow bullets that curl up and downwards. Again the firing angel
can be changed via your movement but the difference is negligible.
***Description***
One of the best FORCEs in the game. Not only are it's basic weaponry highly
effective and powerful, it's Delta weapon charges up like mad. You can get 3 or
4 charges just from the crab mini-boss in stage one alone.
When detached it doesn't fire, instead it extends all 4 of its tentacles to
increase it's size and just rams the enemy. It's movement pattern is more like
the Tentacle FORCE then the standard FORCE although it does seem to have less
of a homing ability.
Shadow FORCE [20]
-----------------
R-90 Ragnarok
Weapons:-
Red: Reverse Laser
Range: Full Screen Power: Good
Direction: Straight forwards & behind Characteristic: None
Firing Rate: Slow
* Fire 4 lasers, two of which travels straight forward, the other two travels
diagonally up and down for a very short distance before heading in the opposite
direction in a straight line. Not really that useful.
Blue: All Range Laser
Range: Full Screen Power: Good
Direction: Straight & variable Characteristic: None
Firing Rate: Slow
* This weapon causes both the FORCE and the miniature turrets fire short blue
laser beams. Beams fired from the FORCE travels in a straight forward while the
direction of the beams fired from the turrets can be altered by moving the ship
about. This is a reasonably powerful weapon but the turrets are often difficult
to aim.
Yellow: Guild Laser
Range: Full Screen Power: Fair
Direction: Straight & Vertical Characteristic: Creeping
Firing Rate: Medium
* Fires lasers straight forward and also vertically up and down. This beams of
energy will creep across and scenery it contacts. Because it also fires
forwards it much more effective then the Anti-Ground Laser.
***Description***
One of my favorite FORCEs. Not too powerful, in fact quite challenging to use.
What's more it's green and it big! When detached it acts like a poor man's
Tactical FORCE, It has no homing ability but it angle of fire can be changed.
Misc info.
Rolled on in 2243 AD
Generates 3.76 Bydo
Shield FORCE [50]
-----------------
TL-T Chiron
TL-1A Iason
Weapons:-
Red: Laser Lance
Range: Short Power: Good
Direction: Straight Characteristic: None
Firing Rate: Continuous (sort of)
* Creates a swirling wall of energy around the front of the ship. Because the
range is so short you would inevitably have to get up close and personal to the
enemy. In such situations it's vital to have the enemy in front of you to
avoid stay shots from the enemy passing over your FORCE. For this reason and
because it's the more powerful of the 3 weapon. The laser lance should be the
only weapon you use while using the Shield FORCE.
Blue: Laser Blade
Range: Short Power: Fair
Direction: Diagonal Characteristic: None
Firing Rate: Continuous (sort of)
* Like the laser lance but because the beams are now separated, it's power has
been diluted. This make the laser blade useful only when the enemy cannot be
reached with the laser lance.
Yellow: Laser Shield
Range: Short Power: Fair
Direction: Vertical Characteristic: None
Firing Rate:
* There are absolutely no reasons why you should pick this weapon over the
other two.
***Description***
A close rage FORCE. I suppose it had to happen. The main 'gimmick' of the
Shield FORCE is that acts like a fly wheel. Requiring time to reach full speed
and power. Once it's at full spin the rods on the FORCE open up and acts kind
of like a shield (hence the name). Even at full spin the area the 'shield'
covers is tiny compared with the Tentacle FORCE with it's tentacles open. To
make matters worse the thing doesn't do anything when detached. This severely
limits your options during combat.
Spherical Radome FORCE [11]
---------------------------
R-9ER Powered Silence
Weapons:-
Red: Ruby Ray
Range: Full Screen Power: Fair
Direction: Straight Characteristic: None
Firing Rate: Continuous
* A thin red line going across the screen. If you hoping for high power
compressed energy from this weapon then you'll be deeply disappointed.
Blue: Sapphire Ray
Range: Full Screen Power: Fair
Direction: Diagonal Characteristic: None
Firing Rate: Continuous
* Suffers from the same lack of power as the Ruby Ray.
Yellow: Topaz Ray
Range: Full Screen Power: Fair
Direction: Vertical Characteristic: None
Firing Rate: Continuous
* Nice looking vertical lasers.
***Description***
The lasers on this FORCE looks rather nice but all it's weapons are very weak.
Add to this the fact that it doesn't fire when detached and you have a very
poor FORCE. The only thing it can do when detached is scan for enemies with
it's radar enabling you to lock onto the with the R-9E's W. Cannon. This would
have been half useful if the W. Cannon could travel round to hit enemies behind
the ship, but sadly this isn't the case. The only positive aspect of this FORCE
is that only one ship uses it, which means you won't have to.
Spherical Radome FORCE DX [12]
------------------------------
R-9ER2 Unchained Silence
Weapons:-
Red: Ruby Ray +
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Continuous
* The thin red line has been joined by another. This theoretically doubles it's
firepower. However I'm not sure this is true.
Blue: Sapphire Ray +
Range: Full Screen Power: Good
Direction: Diagonal Characteristic: None
Firing Rate: Continuous
* It's extra power finally make it's half useful.
Yellow: Topaz Ray +
Range: Full Screen Power: Good
Direction: Vertical Characteristic: None
Firing Rate: Continuous
* This weapon can form a nice wall for weaker enemies to commit suicide on.
***Description***
With the extra power the improved DX model has, the Spherical Radome FORCE
finally become a half decent FORCE. In fact it makes the Unchained Silence
probably the best ship in the R-9E category. Having said that it's still miles
behind the competition. Try the thing in R-Typer mode for a real challenge.
Standard FORCE [01] (Also called the Round FORCE)
-------------------
R-9A Arrow Head
R-9A2 Delta
Weapons:-
Red: Counter-Air Laser
Range: Full Screen Power: Good
Direction: Straight Characteristic: None.
Firing Rate: Medium
* The classic crisscross Laser. A trademark of the R-type series.
Blue: Rebound Laser
Range: Full Screen Power: Fair
Direction: 3-way Characteristic: Reflective
Firing Rate: Slow
* A laser beam which reflects of any solid object. A single laser beam can
reflect up to 4 times and fires in 3 direction simultaneously.
Yellow: Counter-Ground Laser
Range: Depends of terrain Power: Fair
Direction: Vertical up + down Characteristic: Creeping
Firing Rate: Slow
* Two Trails of running fire are launched up and down from the fighter. They
move in the direction the FORCE is facing and will travels along any solid
object, include some enemies! A weapon not to be under estimated.
***Description***
The standard FORCE has been in use for many years now. It is the most reliable
and of all the FORCE units the standard force and has the most combat data.
When detached the FORCE it shoots outwards and has a range of about 3/4 of the
length of the screen. It doesn't move about much. If there's no enemy or object
pushing it, it'll normally just float about 1/5 screen length from the edge of
the screen. It will however try to remain horizontal to the R9. So if the R9
moves down the FORCE will also move down. One final note the FORCE has a
attraction towards the R9. If the ship moves within one and a half ship length
of the FORCE, the FORCE will move towards the it.
Standard FORCE Type C [02]
--------------------------
R-9C War Head
Red: Shotgun Laser
Range: Quarter Screen Power: Very Good
Direction: Straight Characteristic: Spread
Firing Rate: Medium
* Fires large warheads which explodes not far from the ship causing damage to
nearby enemies.
Blue: Search Laser L45
Range: Full Screen Power: Fair
Direction: Straight Characteristic: Passive Homing
Firing Rate: Slow
* This laser can bend direction by 45 degrees to target enemies. The upper beam
only ever bend upwards and the lower beam downwards. After they bend they can
straighten out again, but that's it, they won't bend a second time.
Yellow: Anti-Ground Laser
Range: Depends of terrain Power: Good
Direction: Vertical up + down Characteristic: Running
Firing Rate: Slow
* Exactly the same as Standard FORCE's version.
***Description***
An enhanced version of the standard FORCE. This FORCE is unique to the R-9C. It
packs a great punch thanks to it's shotgun charge. The Search Beam is extremely
effective against groups of fighters.
Standard FORCE DX [04]
----------------------
R-9A3 Ladylove
R-9A4 Wave Master
Weapons:-
Red: Anti-Air Laser DX
Range: Full Screen Power: Good
Direction: Straight Characteristic: None.
Firing Rate: Medium
* Slightly more powerful version of the standard anti-aircraft laser.
Blue: Reflection Laser DX
Range: Full Screen Power: Fair
Direction: 3-way Characteristic: Reflective / Spread
Firing Rate: Slow
* Same as the normal version except with sparkly bits round the beam. This
version also makes a small shockwave whenever it reflects of an object. The
shockwave can cause slight damage to enemies.
Yellow: Anti-Ground Laser DX
Range: Depends of terrain Power: Fair
Direction: Vertical up + down Characteristic: Creeping
Firing Rate: Slow
* This version of the Anti-Ground Laser is tilted away from the front of the
ship. As a result it fires vertically but also slightly backwards. This can
cause problems when aiming. Apart from making life difficult, this version of
the Anti-Ground Laser appears to have no actual benefits over the standard
(Counter-Ground) version.
***Description***
An slightly improved version of the Standard FORCE. DX offers greater firepower
while keeping to the same tried and tested formula. Apart form the changes to
the main weapons everything else about the FORCE remains the same. This ensures
that most of the tactics employed using the Standard FORCE will still work with
DX.
Standard Force H [05]
---------------------
R-9AX Delicatessen
R-9AX2 Dinner Bell
R-9W Wiseman
R-9WB Happy Days
R-9WF Sweet Memories
R-9WZ Disaster Report
Red: Anti-Air Laser H
Range: Full Screen Power: Good
Direction: Straight Characteristic: None
Firing Rate: Medium
* Fires a mesh of hexagons which travels in a straight line. The hexagons are
capable of passing through weaker enemies.
Blue: Search Laser H
Range: Full Screen Power: Good
Direction: 3-way (ish) Characteristic: Slight Homing
Firing Rate: Medium
* Fires a row of blue hexagons diagonally up, straight, and diagonally down in
sequence. They have a very slight homing ability. When compared with Search
Laser L45, H is more effective since it does a little bit more damage and
because the hexagons cover a wider area it makes up for it's weaker homing
abilities.
Yellow: Vertical Laser H.
Range: Full Screen Power: Good
Direction: Vertical Characteristic: None
Firing Rate: Medium
* Launches hexagons directly up and down. It seems more powerful then normal
yellow weapons.
***Description***
The H is the next true next step up from the standard FORCE. This is the latest
version of the FORCE device and is said to be superior to the previous version
in every way. Providing greater firepower and defense.
One of the most commonly used FORCEs in the game (used by 6 ships no less)
it's a good thing that it's actually quite good. The Anti-Air Laser H and the
Search Laser H in particular are very effective in any situation.
Standard FORCE Type K [03]
--------------------------
R-9K Sunday Strike
Weapons:-
Red: Shotgun Laser K
Range: Half Screen Power: Very Good
Direction: Straight Characteristic: Spread
Firing Rate: Slow
* Similar to the shotgun Charge of the R-9C only this time it also releases of
360 degree spread of bullets. Also the rate of fire has been greatly reduced.
Blue: Spread Laser K
Range: Full Screen Power: Good
Direction: Straight (wide area) Characteristic: Slight Homing
Firing Rate: Slow
* Fires a spread of bullets in from of the ship. The bullets quickly spread out
to cover a large area before moving straight forward. They have a very slight
homing ability and are drawn towards enemies.
Yellow: Anti-Ground Laser
Range: Full Screen Power: Good
Direction: Vertical Characteristic: Creeping
Firing Rate: Slow
* Similar to the R-9A's version.
***Description***
In many ways the Type K is both a step forward and a step back from the Type C.
Both it Blue and Red Crystal weapons has a very slow firing rate leaving your
ship vulnerable to attack. While they maybe slightly more powerful, Type C's
versions are more effective in combat. When detached it acts just like a
standard FORCE.
Tentacle FORCE [29]
-------------------
RX-10 Albatross
TX-1 Eclipse
Weapons:-
Red: Sting Ray
Range: Full Screen Power: Good - Very Good
Direction: Straight Characteristic: None
Firing Rate: Continuous
*Can be concentrated or dispersed depending on weather the tentacles are open
or closed.
Blue: Hound Ray
Range: Full Screen Power: Fair
Direction: Variable Characteristic: Locking
Firing Rate: Continuous
*A blue laser beam which lock onto any enemies which aren't instantly destroyed
by it. It's actually quite weak.
Yellow: Snail Ray
Range: Short Power: Weak
Direction: Variable Characteristic: Flexible
Firing Rate: Continuous
*Acts like an extension to the tentacles. Can be opened and closed reaching 360
degrees around the force. Not as powerful as other yellow crystal weapons. What
more the power seems to have been toned down since delta.
***Description***
The Tentacle FORCE could be quite difficult use effectively if your just a
beginner. Difficulty arise from the moving tentacles them selves. They respond
to your fighters horizontal (left and right) movement. Moving your fighter in
the opposite direction to the way the FORCE is facing will result in the
tentacles closing together. If you move in the same direction to the way the
FORCE is facing then the tentacles will spread apart. Because all it's weapons
act differently when the tentacles are open or closed, you'll find yourself
constantly moving backwards and forward, trying to get the weapons to fire the
way you want them to. The vertical (up or down) movement of the ship has no
effect on the tentacles.
The tentacles FORCE behaves in a rather unique way when detached from your
fighter. It will automatically turn to face the strongest or closest enemy,
slowly floating towards it. When your ship fires and only when you fire, the
FORCE will also fire a concentrated stream of bullets. If there are no enemies
around it will become inactive and follow the standard movement pattern.
If you press the detach button again then it will move towards your ship (as
all FORCEs do). However now it will only fire straight ahead. This makes it a
very good drone. When fully powered up it will fire 4 streams of bullets
directly ahead, providing you with greater firepower then if you're using the
blue or yellow weapon. Many bosses can be destroyed quite easily by simply
firing the FORCE straight next to their weak spot and holding down the O
button. The stage 3.5, 5.0 and 6.0 are examples where this FORCE proves super
effective.
Trivia: When detached, look closely at it. It looks a lot like Pac-man the way
it constantly opening and closing it's 'mouth'.
-------------------------------------------------------------------------------
6.2 BITS
-------------------------------------------------------------------------------
BITS are much like their bigger cousins the FORCE. Instead on an embryo the bit
contains a piece of Bydo flesh partly incased in a shell. The shell acts in the
same way as the Rods of the FORCE device. 'Feeding' the piece of flash energy.
However due to the limited variety of cells in the flesh the original BIT
(round) only reacted to one specific energy frequency and therefore only emits
one type of beam. Over the years new a types of BITs has been invented which
can perform a much wider range of functions. A maximum of two BITS can be
equipped on any one ship, one above and one below. Most ships are only
compatible with 2 or 3 types of BITs.
[A] The Round BIT
-----------------
This is the same BIT that has appeared in all the previous R-Type games. It
fires in the same direction as the FORCE and ONLY fires when using the RED
power crystal. You can use it to destroy enemies by touching the enemy with it.
You can also block most type of bullets with it in much the same way. However
because of its size this isn't always easy.
[B] Blue Pod
------------
Shoot two streams of bullets straight forward.
When the detach button is pressed they fly out to damage enemies. You can use
this as a secondary weapon.
[C] Camera BIT
--------------
It doesn't seem to do much. My theory is that certain images in the Bydo lab
can only be unlocked by playing a level through using the camera bit but who
knows.
[D] Shadow BIT
--------------
This BIT generates a trail of light or 'shadow' behind it which can damage
enemies.
[E] Eyeball BIT
---------------
Acts in the same way as the round BIT but reacts to different energy crystals
depending on the ship. Only B series ships uses these type of BITs.
[G] Green Pod
-------------
Nice green pod that fires in opposing directions, that angle of which could be
altered by moving you ship. Like all pod they can "launch attack". The best pod
/ bit in the game? Maybe.
[M] Mr. Heli BIT
----------------
Cut little helicopters. They face the same direction as your horizontal
movement. So if you move right it will face right. They fire standard shot
regardless of which type of energy crystal your using. Only Mr. Heli uses there
BITs.
[P] Psy BIT
-----------
This BIT can only be used with the R-9Leo. It fires different weapons depending
on which weapon crystal your currently using. If the FORCE is detached then it
will fire standard shots. Psy BITs always fire in the opposite direct to your
ships horizontal movement. By this I mean if you move to the left it will fire
to the right and if you move to the right it will fire to the left.
Whenever your ship fires it's W. Cannon at level 1 or more the BITs will
fly off and home in of the nearest enemy, ramming them for substantial damage.
This greatly improve the effectiveness of the R-9Leo's wave cannon making it
seem more powerful then it really is. It also allows you to hit enemies
normally out of you line of fire.
To top it all off you get two BITs from just one BIT crystal. Instantly
giving you protection top and bottom. How that!
[R] Red Pod
-----------
Shoot two streams of bullets in the opposite direction to your ships movement.
When the detach button is pressed they fly out to damage enemies just like the
Blue pod.
[S] Shield BIT
--------------
Bigger them most BIT devices. The Shield BIT is just that, it's used to shield
the R9 against enemy bullets and ships.
[Y] Yellow Pod
--------------
This Pod doesn't fire instead it inflict extra damage when it's launched (by
pressing the detach button). The problem with using the pods "launch attack" is
that you always end up with your FORECE detached from your ship or causes a
detached FORCE it to move back towards your ship. This really screws up any
well made plans you might have had.
[Z] Psy BIT +
-------------
Used with Leo II. There is no real differences between the Psy BIT as Psy Bit
+.
-------------------------------------------------------------------------------
MISSLES
-------------------------------------------------------------------------------
With so much emphasis put on the FORCE device it's sometimes easy to forget the
humble missile. Hard working and ever reliable, missiles can hit enemies
hidings in hard to reach places and is the only weapon that fires when charging
the wave cannon.
There are 10 different types of missiles.
[A] 4 Way Homing Missile (4-Way Missile)
-----------------
Homing missile, only you can fire up to 4 at a time. You need to collect 2
missile powerups first though. Most transformers can use these missiles.
[B] 6 Way Homing Missile (6-Way Missile)
------------------------
Homing missile, only now you can fire up to 6 at a time. Requires 2 missile
powerups.
[D] Enhanced Homing Missile (Homing Missile 2)
---------------------------
Much like the standard homing missile, only this version can destroy multiple
enemies. You can knock out whole waves of small enemy fighters with just a
single missile. On of the best missiles around. Pow Armour and their kin can
use this type of missiles.
[E] Eyeball Homing Missile (Eyeball Missile)
--------------------------
This missile acts just like the normal homing missile only it has 2 levels of
power. Collect another Missile crystal to increase it's size and strength. It
CANNOT pass through multiple enemies like the Enhanced Homing Missile.
[F] Scatter Bomb (Spread Bomb)
----------------
Dropped downwards and bursts on contact with any enemy or solid object. On
impact is creates an explosive trail that travels forwards, causing more
damage. This weapon is quite powerful but hard to aim and is only effective
against ground based enemies.
[G] Anti-Ground Missile (Creeping Missile)
-----------------------
When dropped it will move along the topography of the landscape until it comes
into contact with an enemy.
[H] Homing Missile
------------------
Two Homing missiles fire at once, each are capable of homing in on different
targets. Not the most powerful but it's a fire and forget weapon.
[T] Photon Missile (Torpedo)
------------------
A single missile that fires straight forward. More powerful then the Homing
Missile but only has limited homing function.
[U] Vertical Missile / Depth Bomb (Missile Bomb)
------------------------------------------------
Used by Mr. Heli, this weapon fires a spread of missiles vertically. While this
weapon is quite effective in open space it can be blocked easily by scenery
when fighting in confined areas.
[V] Depth Bombs (Bombs)
---------------
Drops straight down and causes a nice explosion. The blast radius around the
bomb damages any enemies too close to it. Not as powerful as you would have
thought powerful and very hard to use effectively. On some levels you find it
completely useless as there are so few ground based enemies.
6.2 Delta Weapon
------------
First seen in R-Type delta, the delta weapon is basically a 'smart bomb' which
cause great damage to all enemies on screen. You can only use the delta weapon
when you have 100% dose. Every time the FORCE device absorbs an enemy bullet
it's dose increases slightly. You can charge the dose up even quicker by
destroying enemies with the FORCE device.
There are variations in the appearance of the delta weapon but they all
cause the same amount of damage. Delta Weapons are best used against large
groups of enemies since they are not very effective against bosses.
6.4 R-Type Development History
------------------------------
This is the official timeline for the development of the R-series fighter craft
released by Irem.
Year
2043: Spacecraft planned. Spacecraft development project (called the RX
Project) was started and headed by Dr. Jim Client.
2045: General machine equipped with R-Engine model type 3. Problems with output
inertia control.
2047: Program modified. Machine equipped with 12 rocket motors for stability, 4
motors added. RXT1 Skeleton completed, a simple machine designed for
experiments and not equipped with armor.
2048: RXT1 improved, equipped with armor for test with Japanese Spacecraft
SAKURA.
2051: RXT1, formerly named R1A, begins practical use. R designation used
because of the shape of the canopy, and the original project name.
2055: New, standardized RXT2 enters development.
2063: R1 Class models, R1a through R1j, created by modifying minor parts.
2065: With the unification of the Manned Mobile Unit, R1 series production
ceases.
2067: R2 series (RXT2 Base) enters use. The MMU becomes standardized.
2075: R Twin engine developed. R2 series ends with model R2d. Production of R3
series begins (units interchangeable due to MMU standardization).
2083: R3 models become ready for use, equipping twin engine gives this series
high mobility.
2088: Development of low output model wave cannon begins.
2098: Exploration Spaceship rolled out, development based on a new theory.
2102: FORERUNNER, an exploration craft begins maiden journey, expected return
on June 27, 2120.
2103: Compact R Engine successfully equipped to ship. Low output (RS 3rd engine
E-Unit) completed.
2104: R4 series with E unit engine finished.
2108: Low output wave cannon model completed. Development begins on R5 series
spaceships.
2112: FORERUNNER receives a signal from space of an unusual living body and
energy increase.
2115: R5 series unit equipped with a low output Wave Cannon Asteroid blaster.
Not provided for public use, because of equipped weapon.
2120: FORERUNNER returns with a section of the BYDO, a compact high
energy/living organism.
2121: R series selected for use in the mission against the Bydo Empire.
2122: Production of General Operation models halted with R5F, due to weapon
development.
2123: Development begins on experimental (RX6). No pilot, but has a high output
wave cannon.
2125: Compact, high energy, organic weapons project started in a lab near
Jupiter.
2127: An RX6 is tested with a power release booster attached to the wave
cannon.
2129: When the power booster overloads, causing unstable energy vectoring, a
regulator is added.
2134: Contact with Jupiter lab lost. SKY HOPE spacecraft investigates and finds
3 million meters of space missing. A Bydo fragment is located in the
missing space area that includes the Lab.
2136: Experimental R7 Model, requiring a pilot and equipped with a high output
wave cannon is introduced.
2141: Succeeded in controlling the super compact, high energy organism called
THE FORCE POD.
2143: Experiment combining the Force Pod with the R7 fails. Attaching the Force
Pod to back of R7 causes regulator to overheat when cannon is fired. R7
evaporates. Force Pod retrieved undamaged and unscathed.
2144: Development of Artificial Force (The Force Bit) begins.
2147: Unmanned spacecraft RX8 finished. Equipped three R Engines (Type 4) and
two E-Units.
2151: Results of RX8 wave cannon experiment are good, Force Pod experiments
also completed successfully.
2153: Decided to develop RX8 for a pilot (R9).
2154: High output wave cannon finalized. These are 5.7 times more powerful than
its low output counterparts.
2160: Artificial Force a success though unstable.
2162: PLOT TYPE R9 is introduced, a highly mobile patrol unit with a low output
cannon.
2163: Here begins the first Bydo Mission, an R9 Squadron is assigned, and this
will be the first space battle against the Bydo Empire and for the people
of Earth (Irem's R-Type in 1987).
2164: January. An offensive weapon experiment, using a cyber interface to
receive signals from the pilots nervous system is started.
2164: June. THE SEED OF BYDO affair. Crushed by the PLOT TYPE R9 Group.
2165: The second strike against the Bydo Empire. Confirmation of Bydo's
regeneration received. The R9 Custom Model (Super Power Spacecraft) is
sent to destroy Bydo once and for all (Irem's R-Type II in 1989).
2180*:Development of the Anti-Bydo ultimate weapon started, code name "Last
Dance". (The setting for R-Type Final)
Note that Delta didn't have a specific date. In the manual it mentioned the
date R-9A and the original battle (R-Type I) took place but not when R-Type
delta took place. Some internet sites posted the date 2164 but that would clash
with R-Type II.
*R-Type Final took place 17 years after the original battle so that puts it
around year 2180.
===============================================================================
7.0 CUSTOMIZATION
===============================================================================
A new feature in R-Type final is the ability to customize almost every aspect
of your vessel. There are 4 areas that can be customized. BIT devices,
Missiles, Body Work and Canopy Colour. Of these BIT and Missile selection is
obviously the most important since it has a quite a large effect on the
effectiveness of your ship. However Body Work and Canopy Colour provides the
major feel-good factor of having your ship just the way you want it. So in some
ways they are just as important.
Body Work
---------
You can alter the colour of you ship by simply selecting one of the preset
colour available. In the hanger select a ship then select customisation and
then select colour.
Canopy Colour
-------------
In the same way that the ships body can be customized the canopy colour can
also be changed.
BITS
----
Unlike the FORCE devices which are unique to each ship, you can select which
BIT device you want to use in the customisation screen. There are 10 different
types, however not all of them are compatible with every type of ship.
All the BITs are reasonably effective and which one you chose depend on
you personal taste and playing style but you may find that some BITs compensate
for the weakness of the force device your using more then others.
More information about Bits are in the weapons section.
Missiles
--------
Just like the BIT there are 10 type of Missiles in the game to choose from, and
like the bits most ships are only compatible with some of them.
More information about missiles are in the weapons section.
Wave Cannon & FORCE
-------------------
R-99, R-100 and R-101 can also customize their Wave cannon and FORCE devices.
Select Customize then FORCE or Wave cannon in the Hanger menu to bring up a
list of all the FORCE and Wave cannons available.
WAVE CANNON
---------------------------------------------------------------------------
NUMBER | NAME
---------------------------------------------------------------------------
1. Standard Wave Cannon
2. Standard Wave Cannon II
3. Standard Wave Cannon III
4. Standard Wave Cannon X
5. Standard Wave Cannon XX
6. Standard Wave Cannon Prototype
7. Force Wave Cannon
8. Decoy Wave Cannon
9. Decoy Wave Cannon II
10. Decoy Wave Cannon III
11. Mega Wave Cannon
12. Giga Wave Cannon
13. Photon-Belt Wave Cannon
14. Photon-Belt Wave Cannon II
15. Steady Photon-Belt
16. Steady Photon-Belt II
17. Steady Photon-Belt III
18. Diffusion Wave Cannon
19. Diffusion Wave Cannon Prototype
20. Shock Wave Cannon
21. Shock Wave Cannon II
22. Supernova Wave Cannon
23. Illusion Wave Cannon
24. Lightning Wave Cannon
25. Lightning Wave Cannon Test
26. Bounce Lightning Wave Cannon
27. Bydo Cannon
28. Hyper Wave Cannon
29. Cataclysm Wave Cannon
30. Nanomachine Wave Cannon
31. Split Wave Cannon
32. Goliath
33. Bubble Wave Cannon
34. Crystal Wave Cannon
35 Mini Burst Wave Cannon
36. Shower Cannon
37. Gold Rush Cannon
38. Prism Rhythm Cannon
39. Claw Wave Cannon
40. Dantalion Flute
41. Scale Wave Cannon
42. Pile Bunker
43. Tesla Pile Bunker
44. Hyper Tesla Pile Bunker
45. Photon Vulcan
46. Photon Vulcan II
47. Recon Wave Cannon
48. Recon Wave Cannon EX
49. Seizure Wave Cannon
50. Lock-On Wave Cannon
51. Lock-On Wave Cannon II
52. Lock-On Wave Cannon III
53. Bydo Spirit Cannon
54. Bydo Spirit Cannon II
55. Bydo Spirit Cannon III
56. Ivy Rod
57. Thorn Ivy
58. Princess Ivy
59. Devil Wave
60. Devil Wave II
61. Devil Wave III
62. Acid Spray
63. Nitro Spray
64. SEXY Wave Cannon
65. SEXY Wave Cannon II
66. Force Wave Cannon LM
67. Force Wave Cannon LM2
68. Bydo Seed Gun
69. Bydo Seed Gun II
70. Bydo Seed Gun III
71. Flame Wave Cannon
72. Flame Wave Cannon II
73. Barrier Wave Cannon
74. Barrier Wave Cannon II
75. Diffusion Test / Shock Wave Cannon
76. Diffusion / Mini Burst Wave Cannon
77. Split / Mini Burst Wave Cannon
78. Standard / Shock Wave Cannon
79. Standard II / Shock II Wave Cannon
80. Standard / Lightning Wave Cannon
81. Standard II / Bounce Lightning Wave Cannon
82. Carnival Wave Cannon
83. Carnival Wave Cannon II
84. Love Sign Wave Cannon
FORCE DEVICES
---------------------------------------------------------------------------
NUMBER | NAME
---------------------------------------------------------------------------
1. Standard Force
2. Standard Force C
3. Standard Force K
4. Standard Force DX
5. Standard Force H
6. Defensive Force
7. Defense Force DX
8. Camera Force 1
9. Camera Force 2
10. Camera Force 3
11. Spherical Radome Force
12. Spherical Radome Force DX
13. Fire Force
14. Flame Force
15. Gallop Force
16. Gallop Force DX
17. Chain Force
18. Anchor Force
19. Anchor Force DX
20. Shadow Force
21. Cyclone Force
22. Leo Force
23. Leo Force DX
24. OF Force
25. OF Force II
26. OF Force III
27. OF Force IV
28. OF Force V
29. Tentacle Force
30. Flexible Force
31. Flower Force
32. Beast Force
33. Rodless Force
34. Needle Force
35. Needle Force DX
36. Drill Force
37. Mr. Heli Force
38. Cube Force
39. Bydo Force
40. Gold Force
41. Platnium Force
42. Diamond Force
43. Scale Force
44. Claw Force
45. Sexy Force
46. Life Force
47. Mist Force
48. Metallic Force
49. Love Force
50. Shield Force
51. Mirror Shield Force
52. Beam Saber Force
53. Ivy Force
===============================================================================
8.0 THE STAGES
===============================================================================
But before that lets take a look at the differences the difficulty setting
makes:
------------------------------------------------------------------------------
Difficulty |start w/ | Enemy | Extra | Enemy | Dose Charge |
|FORCE | HP | Enemies | Firing Rate | Rate
------------------------------------------------------------------------------
Baby | Yes | V.Low | No | Very Low | Quick |
| No | Low | No | Low | Normal |
Human | No | Normal| No | Normal | Normal |
Bydo | No | High | No | High | Slower |
R-Typer | No | V.High| Yes | Very High | Very Slow |
------------------------------------------------------------------------------
I order to complete your war record you will have to finish the game in all 5
difficulty setting.
This stage is just so easy.
After the intro of your ship flying low, 3 waves of Meltcraft will appear
from the right of the screen one after another followed by a POW.
They are followed by 2 Strabalt which spew junk at you. The junk can be
destroyed. Next comes:
..............................................................................
MINI-BOSS: S1-A1-#1
NAME: Gains
TIME: 0m 30s
HP: 4
TOUGHNESS: Jelly
Just like R-type delta your first mini boss is a giant mech-robat. Gains
is a little tougher them the delta version with a bigger variety of attacks.
Even so it's very slow so there really shouldn't be any problems. It attacks
first directly with it's cannon. Then it will try to shoulder barge your ship.
Then it'll try the cannon again. All it's attacks can easily be avoided. Just
hit it a few times with the wave cannon and it should be over quick.
..............................................................................
After the mini boss a POW and two more waves of R-9's will appear. The screen
will then flip and you'll be attacked by enemies from above. 3 Simakronger will
approach from the upper left of the screen. The missile they fire can easily be
destroyed. Make sure not to run into the POW's which appear from the left.
Get ready for mini boss no.2.
..............................................................................
MINI-BOSS: S1-A1-#2
NAME: Gironika
TIME: 1m 40s
HP: 5
TOUGHNESS: Marshmallow
This mini boss certainly looks very impressive, but like so many boxers it's
all looks and no punch. In fact this thing only has one attack and one that
is not that hard to handle. It shoots bubbles from its main body, they bounce
off the bottom of the screen and move back upwards. The bubbles can be shot, try
to destroy them before they bounce. When the POW Armour containing a BIT appears
that's your cue to switch your FORCE over to the rear of your ship and move to
the right of the screen or else you risk being crushed by the crab. A few more
shots and it should all be over.
..............................................................................
Depending on how fast you defeated Gironika you will fight between 1 and 3
waves of Simakrongers but the only real danger is remembering not to run into
the Meltcrafts coming up from the bottom left of the screen.
The final part of the level consist of more R-9 and assault vessels before the
approach to the level boss.
*******************************************************************************
LEVEL BOSS:
NAME: Xelf-16
TIME: 4m 15s
HP: 5
TOUGHNESS: Egg
This boss appears to be a giant ball of liquid mercury that can morph into
different shapes much like the T-1000 from terminator 2. It has 3 basic attacks
patterns. 1) The giant laser-beam-of-death, 2) Spikes from the top and bottom
of the screen and 3) falling / rising orbs which morph into R-9s.
As soon as it's eye pop out blast it with a full charged W. Cannon. Then
retreat to the upper left hand corner (1). This will allow you to avoid the
giant laser beam. At the same time you should be charging a second W. Cannon.
As soon as the eye finish firing move in and blast it again. Then move the ship
into the bottom right or left (2) to avoid the spikes (B) which are actually
the pillars elongated. You will always know when the spikes are coming because
the pillars will sparkle. Watch out for the two spikes at the back of the
screen as the curl round towards you. If you move to the bottom right you could
sneak in a third W. Cannon by moving in between the two spikes while the eye is
exposed. Before its 3rd attack the lower part of the boss will melt away giving
you more room to manoeuvre and the eye will appear again allowing you to get a
few more hits in. Liquid orbs will fall from the from the ceiling (A) and then
morph into R-9s and fly towards you. They fall straight down an could easily be
avoided by keeping to the left of the screen. If you have the FORCE you can use
it to destroy the orbs / Ships. If boss is still alive at this point the lower
part of the boss will reappear and the pattern repeats itself. The only
exception is that the orbs will appear from the bottom of the screen this time
round.
*******************************************************************************
-------------------------------------------------------------------------------
STAGE 2
Twisted Ecology
-------------------------------------------------------------------------------
The are 5 different versions of stage 2. Which one you go to depends on which
switch you press while fighting the stage 2 boss. If you press the Red button
the next time you play the game this stage will be hotter. If you press the
blue button the next time you the game this stage will be wetter (and colder).
STAGE 2.0: Desert
-----------------
The first thing you meet on this stage are some Keets. They are easy to
deal with now but they'll be back to cause you more problems later on. Next
comes some Surges, their flight path are fixed an they pose no real
threat.
The first real enemy you meet are giant flying reptile which called Yorks.
They carry a bio bomb. When these are dropped they burst open after a short
period of time, releasing spores in all direction. The spores can easily be
avoided or blocked with the FORCE. Next you will find a hole in the ground where
a updraft is blowing. Tarans - small bug like creatures will crawl out of it.
These bugs are capable of firing bullets so watch out.
When you see an overhead branch that's your cue to put your FORCE on the
back of your ship. This is because Yorks will approach from the left side of
the screen. After you destroy the Yorks turn your attention back to the
right side of the screen. Keets will appear just in front of an wall. Move over
the wall and you'll notice a round thing on the ground spewing things out of
it. This "Birashins Bulb" can take quite a bit of punishment so use your W.
Cannon. Destroying the pod quickly allows you to concentrate on the Yorks
which are approaching or else you'll have to concentrate on two things at once.
A second Birashins Bulb awaits you further on.
Next you'll come to a building. You will get this building in all 5
versions of stage 2 but depending on the stage you will meet different enemies
and enter from a different window. For this stage you have to enter through the
upper window. There "Creeper nests" on to the right and on below. They will let
of a large number of Tarans. One column of Tarans will move across the top
of the screen while a second come up from bottom left. A third column will move
across the bottom of the screen. The safest option is to keep to the left, just
in front of the window you entered through. Wait for the Tarans on the bottom
of the screen to move of to the right then follow them. When you are in the
second chamber of the building, Tarans will appear from the left. More
Tarans will come from the right. If you don't have sufficient firepower then
exit the building as soon as possible and dodge the bullets. Make sure you
don't crash into the POW armours that approach from the right.
Now it's onto the boss.
STAGE 2.1: Forest
-----------------
A much greener stage 2, the Forest stage looks a lot different but there are
many similarities in it's layout. At the start of the stage you are greeted by
POW Armours and some Keets. The Keets are coming from a creature on the
Ground called a Keet Colonian. It's totally immobile but continually spew out
more Keets. Just behind the nest is a Yorkmingo, it's only means of attack is
to launch spike out from it's back. So long as you stay in front of it you will
be safe. It's does have high HP however so fly under it if you don't think you
can destroy it.
Just like the desert stage you will come to a branch hanging overhead. In
front, Birashins Sprouts will appear above and below you ship. Surges will
approach from behind to make matters more complicated. If you have an bit you
can keep the FORCE in front of you ship and use the BIT to destroy the Surges by
positioning it in their flight path. If you don't you should stick the
FORCE on the back of you ship and just let the Fighters crash into it. Be
careful of the Keet Colonian in the ditch. After the last Surges has been
destroyed switch the FORCE back to the front of you ship and blowup the
remaining Birashins Sprout.
Once you go over the wall you'll be faced with another Yorkmingo. You will
also have to contend with more Green Fighter both from the left and right hand
side of the screen. Birashins Sprout and Birashins Bulbs will also try to ruin
your day but they pose no real threat. Yorks and another Yorkmingo are the last
enemies you meet before entering the building.
This time round you go in through the opening at the bottom of the screen.
The are two Keet Colonian on in the to half of the building.
If you have a vertically firing weapon then this it's easy to destroy the top
nest. If you don't have a vertically firing weapon then the best thing to do is
to fire the FORCE into the top half of the building. The Keets, attracted to
the light will follow the FORCE and ignore you. There is a cutoff point were
the nest will no longer spit out Keets, wait for this point then quickly move
across to the next room. When you enter the next room, keep left to avoid
crashing into the Birashins Sprouts. When dealing with the Keet Colonians at the
bottom of the screen, don't be afraid to poke them with your FORCE. Spore pod
will materialize at the end of the small corridor. They are followed by Surge
Fighters so keep your FORCE in front.
Once your through the corridor it's onto the boss.
STAGE 2.2: Swamp
----------------
This version of stage 2 has some sections where you are able to dive
underwater. This doesn't effect the handling of your ship in any way but it
will make it difficult to see dangers above water.
To start off this stage, your greeted by 3 waves of Surges. Followed by
a Yorkmingo and some Keets. So far so good. When you reach the branch, spore pod
will appear on the to and bottom of the screen. To make life more difficult for
you Surges will approach from behind. Use your FORCE to destroy the
fighters while charging your W. Cannon. Its helpful to have a fully charged W.
Cannon because as you move further on a Yorkmingo will block your path. Quickly
switch the FORCE back to the front of your ship. The Yorkmingo only pose a small
threat. After this more spore pod will appear above and below you ship. Stay in
the middle of the screen to avoid crashing into them when the appear. Next
you'll stumble across another Yorkmingo but this time it's backed up by some
Surges which fly in from the bottom and top right of the screen. They can be
troublesome especially on higher difficulty levels where they fire more.
Once you get pass the wall, you will see a Birashins Bulb floating on the water.
Dive under the water to destroy the Marine Keets. Try to stay underwater and
use a wide angle weapon to hit enemies above. When you reach the waterfall
Watch out for the POW armour which falls from it.
The entrance to the building is guarded by a number of Keet Colonians. It
is very important, especially if your is not fully powered up, to move into the
water in the bottom half of the room as soon as possible. A string of Nulaylaf
will approach from the bottom right and double back when they hit the wall on
the left. If you are not underwater by the time they appear it will be very
difficult to reach the next room. Use your W. Cannon to off the first two Keet
Colonians then dive underwater. Only destroy the 3rd if you are sure you can do
so before the Nulaylaf appear. Once you are underwater keep the FORCE in front
and prevent any Nulaylafs from passing you. Keep an eye on the POW Armour behind
you, make sure you don't crash into it.
When in the second room, use your vertical weapon to destroy the Keet
Colonians on the top and left of the room. You should have gotten a yellow
powerup crystal from the POW armour in the previous room. If your ship don't
have a vertical weapon then detach your FORCE to lure the Keets away from your
ship.
The corridor contains a number of Birashins Sprouts so remember to stay out
of it until they are destroyed. Surges will appear just beyond the corridor
but they shouldn't pose any threat unless you don't have a force.
Restarting this section is a nightmare in R-Typer mode. Without the FORCE the
Surges bullets will overwhelm you. Plus there's no room to manoeuvre in
the corridor. It's not so bad if you have a good W. Cannon and you can destroy
the Birashins Sprouts before the Surges appear. Then it's simply a matter of
staying in top of the corridor and firing. However if you don't have a good W.
Cannon then you'll have a problem.
Knockout the fighters and prepare yourself for the boss.
STAGE 2.3: Ocean
----------------
I was very disappointed to find that the sound didn't change when your
underwater like it did in R-Type Delta. This just shows a lack of attention to
detail from the programmers.
Anyway, this stage is pretty straight forward. The first enemy you meet are
Nulaylafs. They are the same ones from stage 2.2 and are very easy to kill. Next
2 big Yorkon will appear. These things look like the flying Yorks from 2.0
and 2.1 except they have no wings, instead they have a large segmented tail.
Yorkons can take as much damage as a York. When they die their tails fall off
and float to the surface so take care not to run into it's tail segments when it
dies.
After the Yorkons you'll meet another new enemy which has a large
protruding tongue called the Birashin shoot. The Root fires bubbles which bounce
off the floor and float to the top of the screen. They can take quite a bit of
damage too. Luckily they can't move from their spot making them easy targets.
Just be careful of their shots as they float back up to the surface. Moving on
you'll meet the parent of the Birashin shoots the Birashin Root, it moves slowly
across the screen releasing bubbles which can be destroyed. You can't miss the
thing so just keep shooting until it blows up.
Once again you will have to complete the building section. This time
Nulaylafs will swim down from the top right corner of the screen, blocking your
route. There is also a Yorkon in the top left of the screen. More Yorkons will
follow the Nulaylafs. It is important to reach the top right of the screen
before the screen scrolls too far to the right, but don't be hasty, let the
Yorkon on the left swim away first. Once you reach the right side of the
building it should be clear sailing to the boss with only a few Yourkons to deal
with.
STAGE 2.4: Glacier
------------------
It's too cold for a swim so stay in your R-Type. Loads of over friendly
Nulaylafs will greet you at the start of the stage, but there should be no
problems in despatching them and their Yorkon friends. A big Yorkgon will appear
first behind you, then another one in front then another one from behind. Attach
the FORCE as necessary to deal with them. Only their head is vulnerable and when
they die their body segments will float to the surface. These segments seem to
be invincible so be careful not to run into them. More Nulaylaf and Yorkgon
follows as you pass the wall. Some annoying Marine Keets will creep across the
top of the screen but poses no real threat.
In the next section you'll meet a Birashin Root and an Yorkgon which comes
from behind. Between then they'll try to give you the squeeze, but you should be
able to defeat one or the other with time to spare. More Marine Keet will attack
from above but again they should be no real threat.
As you enter the building Nulaylaf will swim up from below and Marine Keets
will approach you from behind. This could cause problems if your not careful or
your playing in R-Typer mode. Attach the FORCE to the rear of your ship and move
to the fare right where you'll have some breathing space. As soon as you see an
opening move into the lower chamber of the building. Watch out for any stray
bullets coming from the Marine Keets if you failed to destroy them all. Now all
that's left are some Birashin Shoots and the boss.
*******************************************************************************
LEVEL BOSS:
NAME: Negus O Shin
TIME: 4m 30s
HP: 5
TOUGHNESS: Sponge
Taking the form of a giant Aubergine this boss a few simple attack patterns. Its
main offence is to grow branches containing a number of nodes. These node, if
not destroyed, will shoot bullets out (which the FORCE can block). The best way
to deal with the nodes is to memories the path the branch takes and then stick
the FORCE next to it path. As the branch moves on so the nodes passes through
the FORCE getting instantly destroyed. You could just try shooting the nodes but
if you miss one it could cost you.
It's weak spot it the big yellow light bulb that can appear on either
side. Once it appears on one side it will stay on that side until it gets hit
enough times. Whack it with the W. Cannon a few time and it should all be over.
Try not to use normal weapons as this might encourage it to switch sides.
If it appears on the right hand side you have 3 options.
1) Attach the FORCE to the rear of your ship and move under the boss to reach
the right hand side of the screen. The downside is the bulb could switch
side again and move to the left of the screen.
2) Just send the FORCE over. This works best if you FORCE fires vertically.
Remember your FORCE will always try to stay horizontal to your ship. Move
you ship level with the bulb and your FORCE fly into it. Causing it to
retreat and hopefully reappear on the left side of the screen. You can
destroy the node on the left using just your normal weapon. I find this
method works very well for me.
3) If you have a Burst type W. Cannon like the one on the Albatross. Fully
charge it then move right up to the boss and fire. The resulting shockwave
should pass through the boss and hit the bulb.
-------------------------------------------------------------------------------
STAGE 3
Battleship Raid
-------------------------------------------------------------------------------
You approach the behemoth from below. Take out the first two thrusters with
some wave cannon shots. A Glam will appear from the right (2 if your in R-Typer
mode). These gunships can take a bit of punishment. The thing to remember is
that their bullets can be destroyed. A fully charged W. Cannon should take out
the gunship. Now go back for the remaining thrusters. The screen will scroll to
the rear of the battleship. Attack the main thrusters then move to the top of
the screen. Take out the two turrets and collect what the POW's leave behind
then work on the main thrusters some more. The main thrusters can take a lot of
damage so use your W. Cannon or a continuous weapon.
The screen will then rotate so you'll view the action top down (this has no
effect on the gameplay). Move to the bottom of the screen and destroy the first
few turrets. Use the wave cannon on the Glam and the next few turrets.
There are two more turrets coming up but they are in an indent on the battle
ship. If you are not sufficiently powered up then you'll have to move right up
next to them to destroy them. Keep the force on the front of your ship and avoid
colliding with the battle ship. Watch out for the round shot from the side
cannon (brabam). The shots can be destroyed but will become a real problem if
you get too close. For this reason should destroy the Brabam as soon as
possible, preferably before the second Glam starts firing. Quikly attack your
FORCE to the back of your ship. For a moment your path will be blocked by a
turbine thing, however it's easily destroyed. A Glam will emerge from a hanger
door behind you, this is why you should have your FORCE on the back of your
ship. Don't wonder too far to the right as you might collide with the POW armour
coming towards you. Still keeping your FORCE on the rear of your ship take out
the Lancers (laser beam cannon). Whatever you do don't fly directly in front of
them, you should be able to take them out from an angle, even with the red
crystal weapon.
Next you will see the Planet Buster Wave Cannon (PBWC), the screen will
pass over it once, where you will see a Lancer just above it, then move back
down again. Just before the cannon fires it will suck in the surrounding air and
you too if your not careful.
There will be a Pow armour coming from the top right of the screen before this
thought, giving you a Red weapon crystal. Position your ship level with the
bottom of the PBWC and fly to the far right, as shown in the crappy ASCII art.
This allows you to keep firing on the cannon while avoiding the Surges that gets
sucked into the cannon! Regardless of whether your able to destroy the cannon or
not you'll move on to the Grants, those tubes that fire yellow colour Depth
Bombs. A good Red crystal weapon will easily deal with them. Directly below the
Grants is a big Gemini turret. The Gemini turret only has a 180 degree firing
arch, so if you fly below or in this case above it's line of sight it will be
unable to hit you. As soon as you can switch the FORCE back to the front of your
ship and move to the top left of the screen. Here you can shoot at the Gemini
turret without fear of reprisals. If you have a FORCE that fires it may be
easier to shoot the FORCE into the turret and use rapid fire to destroy it
instead of a W. Cannon, this is especially true if you have a weak wave cannon.
Ideally you should have destroyed the turret before the Surges appear. The
buildings on the right can be destroyed for extras points. As the battleship
S.l.o.w.l.y turns, be prepared foe a mini-boss fight.
..............................................................................
MINI-BOSS:
NAME: Land Gains
TIME: 1 min 30 sec
HP: 4
TOUGHNESS: Soft putty
The key to this boss is stillness. During the first part of the fight stay in
the upper left of the screen and destroy the turret first before moving on the
Gains itself. If your armed with a firing FORCE just shoot the FORCE into Gains
stomach, move back to the upper left of the screen and keep firing. However if
your FORCE doesn't fire then you'll have to brave the bullets and attack the
Land Gains directly. However since everything is in slow motion (the slow down
in this part of the game is horrid) you should have little problems in avoiding
the bullets. Smack Gains enough a it will retreat back into the battleship.
For the second part of the boss fight Gains returns with a large gatling
gun. Just like the Gemini Turret the Gatling gun only has a 180 degrees firing
arch. By staying below it's line of fire you can attack Gains without fear of
reprisal. If you don't destroy Gains within the time limit it will fly off
making you look stupid.
..............................................................................
With the Land Gains in pieces you can now turn your attention to the two Pulsar
turret and Gemini turret behind it. The Pulsar turrets are easy to deal with but
the Gemini turret need a little bit more work. To complicate matters a Glam will
try to take advantage of the situation. You must destroy one of the two quickly.
Most of the time the Glam seems to be the better choices. It has lower HP and by
destroying it first allows you to concentrate on the Gemini turret.
For the final stretch of this stage attach the FORCE to the rear of your
ship. Reevos will appear first from the right and then from the left of the
screen. Next you have two sets of Bolts. The ore only vulnerable when they are
activated and are only activated when they are all on screen. Two on the right
and three on the left, stay close to the one on the bottom left and destroy it
with your FORCE. Simultaneously use your normal fire to destroy the on the
right. Repeat for the ones above it. Alls that between you and the boss now is a
turbine and the outer casing of the battleship. Don't worry if you missed some
of the ships outer casing they will explode when the boss fight starts.
This boss has 3 areas of interest. ONE: the two indestructible mortar cannon of
the left. TWO: the attacking cylinder which emerges from the tube on the left
and fires a spread of bullets upwards. THREE: The core, the red thing which
emerges from the tube on the right and scatters bullets everywhere. The bullets
from the cannons and the core can be blocked but the shot from the attacking
cylinder cannot.
This boss only has a single attack pattern. It always attack with the cylinder
first then the core then finally the cannons. Your target here is the core.
Lower your speed to 3, maybe even 2 and position your ship directly between the
two gun ports on the cylinder. Keep the ship low as possible and only make
small adjustments when moving your ship to keep yourself from crashing into
either the wall of bullets or the cylinder itself. The cylinder will more to
the right then back again. Use this time to charge your W. Cannon. When half of
the cylinder is back in the tube the core will emerge. You must wait for the
cylinder to stop firing first. As soon as it does, quick as you can move in
front of the core and blast it with your W. Cannon. Use your FORCE to block
it's shots. As soon as the core retreats switch the FORCE to the back of you
ship and start firing to destroy the shots from the cannon. If you can get
close enough you can block all the cannons shot with your FORCE. If you can't
there is a relatively safe place in the upper right of the screen, under the
damaged ceiling. As soon as the cannons stop firing move the FORCE back to the
front of you ship and get ready for the cylinder to appear again. This attack
pattern will repeat itself over and over again, so once you know what your
doing it should be a push over.
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STAGE 4
Deserted Lab
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A lab stage, reminiscent of the lab stage in R-Type Delta. Personally I fell
that the Delta's version is far superior. That not to say that Final's version
isn't without it's charm.
At the start of the stage charge your W. Cannon to destroy the three Geelas that
blocks your path. The Allens and the Relic behind the Geelas are easily dealt
with. A convoy of Surge emerges from a hatch that opens, don't spend too much
time on them because you got some Allens to deal with too as they all from the
top of the screen.
*******************************************************************************
LEVEL BOSS:
NAME:
TIME: PART 1: 3m 40s
PART 2: 9m 40s
HP: Medium
TOUGHNESS: Frozen Butter
This boss battle is split into 2 parts. The first part involes battling it's
head while in the second part you have to fight what looks like it's heart.
PART 1: Variations of this boss has appeared in almost every R-type game and R-
Type final is no exception. Approach this boss with the FORCE on the front of
your ship. Two POW armor will appear from the right of the screen, giving you
the options of either the red or blue power up crystals. Select the weapon with
the highest firepower, for most ships this will be the Red power up crystal.
This boss has 3 forms of attack; 1) shooting spawns from it's 'heart', 2
shooting spawns from it's 'tongue' which also happens to be it's weak spot, and
3) whipping it tail in from the left of the screen.
It will always attack heart first then tongue. Use your FORCE to destroy the
spawns from the 'heart' by moving right up next to it, do this while charging
up your W. Cannon. When it's 'tongue' appears from it's mouth look out for the
glowing core at it's tip. That's it's weak spot, it is also where the next
batch of spawns will be launched. Again, use your FORCE to destroy the spawns
by moving right up next to the core, make sure the FORCE is actually touching
the core and wait until the last moment before the 'tongue' retracts to fire
your W. Cannon. Do this a few time and the head will fall off! Move to the
bottom left of the screen as the head falls, look out for the stray spawns
coming from above and zoom to the bottom right before you get trapped. Watch
out for the odd spawn swimming up from the bottom left of the screen and
prepare your self for the Boss Fight Part II: Attack of the Beating Heart!
PART 2: The 'heart' is protected by a outer shell made up of little bits. It
only form of attack is to shoot bit of it's shell towards you. Some of the bit
travel quite fast and they will bounce off the edge of the screen to stick back
onto the 'heart' after a while. Luckily the bit of shell can be destroyed, what
more missing parts of the shell reveals the 'heart's vulnerable fleshy insides.
I find the best way to tackle this boss is by fixing the FORCE to the
front of the ship and holding down the rapid fire button. Charging the W.
Cannon will leave your ship far too exposed. Concentrate on manoeuvring the
ship to safety and whenever you have clear air move in to get a few shot onto
the heart. Your stay shots will destroy the bits of the shell and eventually
the 'heart' will be very exposed. However don't take too long as the shell will
regenerate after a while.
With 2 of the boss in the game remakes from previous games you have to wonder
if Irem are running out of ideas. Depending of which ship your using this boss
is either ridiculously easy or stupidly hard.
-------------------------------------------------------------------------------
STAGE 6.1
Beautiful Erasure
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STAGE 6.1
Also known as the washing machine stage. The whole stage takes place inside an
rotating tube. Here you are trapped with nothing except an giant slug for
company. The stage itself is split into two parts, the first part involves you
avoiding various sized balls which are released from the giant slug's behind.
The second part of the stage is the boss fight which is actually a lot easier
then the first part of the stage. As far as I can tell when the boss fight
starts is not time dependent, instead it hinges on how much damage the slug
takes during the first part of the stage.
The most important thing to do in this stage is to concentrate on avoiding
the falling balls. Every thing else like shooting the slug and picking up
power-ups takes second stage. Don't use your W. Cannon, to stop firing is to
leave yourself open to attack. The only time you need to charge the wave cannon
is when your targeting the POW armours right at the start of the stage, other
then that you should only use your normal weapons. If you have a choice, favour
blue and red weapons over yellow. Try to keep to the left of the screen, the
balls tends to fall to the right of the screen making it hazardous.
There are three main tactics for getting through this stage. However their
dependent on the type of ship or weapon your using.
If your using a POW armour with one of those FORCEs that fires in all
direction, keep it detached, keep firing and the only thing you have to do is
avoid the balls, avoid the boss and proceed to the next stage. By far the
easiest method.
If your using a powerful concentrated weapon like the anti-aircraft laser,
attach the FORCE to the rear of your ship. This way you can destroy most of the
balls before they have a chance of reaching the to of the screen and falling on
your head. Keep as far to the left as possible to maximize your firing rate.
If your using a blue weapon like the reflective laser then keep the FORCE
on the front of the ship and move as far left as possible. Leave just enougth
room for one of those big white crystal bass to pass and concentrate on moving
you ship up and down to avoid the falling balls and the giant slug. Remember to
keep you thumb on the firing button.