Legality:
This Guide is Copyright, 2005, Matthew McIntyre
This guide may not be used on a website or in any public forum
where it is protected by copyright without the consent of the author.
To contact me: entropiclobo(at)yahoo(dot)ca or chaos(dot)wolf(at)gmail(dot)com
Websites with permission to use this Guide:
www.GameFAQS.com
www.neoseeker.com
faqs.IGN.com
www.1up.com
Game by Taito
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* Table of Contents *
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*To jump to a section, hold the Control Key and press F, then type in the
section number as it appears (ie type S1)
S1: Intro
S2: GamePlay
S3: Power-Up Paths
S4: Walkthrough
S4.1: Q&A
SAGA: Zone A
SAGB: Zone B
SAGC: Zone C
SAGD: Zone D
SAGE: Zone E
SAGF: Zone F
SAGG: Zone G
SAGH: Zone H
SAGI: Zone I
SAGJ: Zone J
SAGK: Zone K
SAGL: Zone L
S5: Enemies
S6: Credits
SAGAIA is rated "D' for "Darius." It contains scenes of large mechanical fish
and molluscs. Player discretion is advised.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
| S1: Intro |
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"Ooooh, fishy, fishy, fishy fish!"
-Monty Python and the Meaning of Life
Ah Taito, I've buttered you up so much in past FAQs, I'm _almost_ hesitant to
do it again... Alas, I am but a poor guide cobbler not possessed of much will
power or shame. So I beseech you Taito, shine the light of DARIUS upon us!
Heh, Darius is a favourite series of mine. In the realm of shoot-em-ups, it has
my favourite bosses. Large, robotic enemies most often based off Sea Creatures.
The games are a blast too, from G-Darius to Sagaia. Sagaia is otherwise known
as Darius 2. On the Master System, it provides a great space shooter experience
with ample difficulty.
Now, I don't mean to sound tough - I want you to play and enjoy this game to
its fullest capacity but there is a certain amount that only _you_ can provide
when it comes to beating a shmup. You develop a certain finesse after playing
for a while. Good luck!
Button 1 fires the primary and secondary weapons.
Button 2 fires the bomb.
You can fire both at once and this is generally recommended.
In each level fight your way to the end and defeat the boss enemy. You can play
this on easy, normal, or hard. Your ship, the Silver Hawk will be destroyed in
one hit if you do not have a shield. If you are destroyed, you lose a life and
are stripped of powerups.
You can choose your path along the way, and after you reach the end of your
path you can watch an ending.
Powerups include:
Red: Primary weapon: bullets and beams that fire forward.
Yellow: Secondary weapon: Lasers that fire at different angles for cover.
Blue: Shields.
Green: Bombs: Fire down (later up).
1up: An extra life.
You may adjust the following in options:
Difficulty: Easy, Normal, Hard
Player Stock: Max of Five
Button A: Manual or Auto
Button B: Manual or Auto
Player: Proco Jr or Tiat Young
Finally, here is your screen:
+----------------------------------+
|SCORE [L] [ZONE] |
| |
+----------------------------------+ <---- Silver Hawk can only go up so far.
| |
| | [L] is lives
| |
| | [ZONE] is your current stage
| |
| |
| |
| |
| |
| |
+----------------------------------+
Tiat Young starts with more than Proco Jr - he starts with two bombs, double
laser, and vertical laser.
Blue
-Shield, Blue Shield, Gold Shield
*The initial shield is green. Keep getting shields to get stronger shields of
different colours. The blue shield is the second step. Gold is the next.
--You need multiple shields to change colour.
Green
-Bomb (start), Double bomb, Double bomb fast, Double traveler, Power, Power 2
*The bomb drops a small bomb in front of you. The double bomb drops a small
bomb in front of and behind you. Double bomb fast is the double bomb except
very fast. Double traveler are slower than the double fast, but travel across
surfaces. Power is a faster double traveller with better surface navigation.
Power 2 lets you fire a double upwards.
Red
-Forward Shot (start), double forward shot, double forward shot 2, Cone, Cone 2
Cone 3, Cone 4, Cone 5, Cone 6
*The forward shot is a single laser shot forward, the double is two one a top
the other. The double forward shot 2 is a thicker double forward shot. The cone
adds two diagonal streams of bullets to your double shot creating a "cone." The
Cone two adds two more streams of bullets and increased speed. Cone 3 replaces
the double forward with a ball of light. Cone 4 elongates the ball into an
ellipse. Cone 5 stretches the light further. Cone 6 is faster.
Yellow
-Vertical Lasers, diagonal lasers, four-way diagonal, six way, forward, forward
2
*The initial vertical lasers fires one above and one below the ship. The next
fires two lasers forward and up/down. The fourway diagonal adds two diagonal
lasers firing from behind. Six way combines the four way and vertical lasers.
The forward makes the two front diagonal lasers travel diagonal but then go on
a horizontal. Forward 2 makes two horizontal lasers instead of the one.
**THIS GUIDE IS WRITTEN WITH THE NORMAL MODE IN MIND**
-It is also written using Proco Jr, as Tiat Young gets the easier game.
-The only official names I use are provided in the game.
*********
S4.1: Q&A
*********
Q: The game is broken down into paths, can I get a map?
A: Sure, Zones are broken down in the following path:
J
/
B E H
/ \ / \ / \
A D G K
\ / \ / \ /
C F I
\
L
A takes place on the Sun.
B and C are around Mercury.
D is Venus.
E and F are the Earth's moon.
G is the Earth
H and I are Mars.
J,K, and L are Jupiter.
Q: What path is recommended?
A: Any path can be successful, in fact even the powerups usually stay roughly
the same in total. In the case of splits, the bosses are the same for B and C,
E and F, and H and I. If you want to go to J, you must take H and if you want
to go to L you must take I.
Q: How about an easy path?
A: The only stages that have a real disparity in difficulty would be B and C.
C is quite a bit harder than B. After that, it's personal perference.
Q: So, what's different about J,K, and L?
A: They are completely different stages and have their own unique boss enemies.
Q: Okay, but do I have to beat every boss?
A: No, but each boss has a different ending for those enterprising enough to
complete the game three times.
Q: I just want to beat the game, what boss do I fight?
A: The boss in L is not the easiest of the three, it's a midway boss. However
the level is by far the easiest of J,K,L.
Q: What's the difference between the players?
A: Tiat gets more upgrades to start with than Proco and they have different G
bosses. Tiat is overall easier to win with because he has more than Proco after
dieing.
Q: I just can't cope with this wave, what do I do?
A: Do not be afraid of dieing. Yes, you will lose powerups. Sometimes, it can't
be helped so just don't get frustrated.
------------------------------------------------------------------------------
Zone A
------------------------------------------------------------------------------
SAGA
Ah, you start in a firey area... the sun! Now, take it from me that this stage
is a very difficult first stage. You may get overwhelmed so try not to get too
frustrated.
The stage starts and these little shuttles come flying in towards you. Simple
enemy, they fly and shoot forward. However, du to the background you may miss
their shots if you aren't accustomed to this game or other shooters. However,
you should be able to take them out before they do you any great harm.
Next up, these pods with rotating legs. These powerpods bestow an item when you
destroy all of a group. This group brings a Red (weapon) power-up. While you
are shooting these, some little ships come in firing at you while moving in a
sinusoid. They look like the Lambda class shuttles from Star Wars: one "wing"
straight up and two down at angles. So I'll refer to them as lambdas. There
are three of them before the next group of powerpods. This group contains a
blue power-up which is a shield. Try to preserve this as best you can.
Next come the loopers. They move wildly across the screen and it may be hard to
predict them. Try to stay inside their curves and blast them as they pass. The
shuttles will make a return as some powerpods loop in from behind. Destroy them
for a yellow pod, secondary attack. Afterwards some meteors fly across the
screen. These are not overly difficult to defeat just don't be taken by
surprise.
The loopers return next. There are a few leaping flames from the surface of the
Sun. It is best to go over these rather than between.
********
Miniboss
********
A flaming Coelacanth! It flies around the screen stoping to fire two bursts of
shots. This is a fourway spread, but if you line yourself up with the miniboss'
face you should go between the shots. Indeed, if you want to defeat him keep
firing and stay between the shots.
After the miniboss, you will come across many small flaming fish. They just
leap out of the sun at you, and connecting with your ship is the only risk.
Keep on firing, they can jump at various heights. Please note that a bomb is
great at this point.
Okay get ready for a trio of enemies that will come from the top right corner.
Start firing on them from when they appear. Not only do these take many hits,
they also fire on you. They're nasty, but if you can take them out quickly it
will make things less complicated. During this time, another group of powerpods
will appear with a green power up - bombs.
More Trios will appear and also these fast moving rods. While the rods do not
linger on teh screen, their speed, thin structure, and colour makes them hard
to see. They appear on the right side of the screen so stick to the left.
This is wher ethe stage gets left. I honestly find doing this easier if you
stick to the bottom until you get past those leaping flames. The loopers head
towards the top of the screen and if you've defeated some of the Trios it will
be a huge boon. Head up to the top of the screen now about 75% of the way
across.
At this point there will be a new kind of looper - the leaper. It leaps up and
fires. Normally, only two will fire at once. What you do is stay at a basically
safe area and move when the leapers fire. Of course, you can try to destroy the
leapers before they fire. Bombs help.
Destroy the next group of powerpods for a red power-up and head backwards
avoiding the leaping flames. This is where things get extremely messy. There
will be two waves of lambdas fromt he right, the leaping flames, and the
leapers. What can I say? This one is up to how apt you are at shmups, keep an
eye on the enemies. The leapers only jump two at a time so they are dodge-
possible. Do NOT stay to the left of the screen. That will get you pinned in by
fire. Try to stay relatively high, adjusting your position away from shots.
You _can_ eventually make your way over to the right and take out many of the
lambdas as they come. There are two waves of these lambdas, and two rows each
time. After the second wave, don't get comfortable because there are still a
few leapers. During this whole ordeal, the absolute worst place to be is the
centre of the screen. There's two much enemy fire and the leaping fires. Look:
if you have to die to get through this part, do _not_ sweat it. It is rough.
Okay, are you ready for the ultimate kick in the teeth? There are powerpods
right after this section and they give a shield power-up!
Okay, your first boss and the dude is easier than the rest of the stage! Hyper
sting appears to be a Scorpion or Lion Fish. Anyways that pod that appears does
heavy damage to him if you blow it up. As for Hyper Sting, it opens its mouth
to fire a laser and small shot at you. The laser has pentrating power but only
travels laterally. The shot has a slight diagonal path. Shoot its open mouth.
At times during the battle, it will retreat to the other side of the screen.
Your ship will turn when this happens. Keep it up and Hyper Sting should go
down with few problems.
------------------------------------------------------------------------------
Zone B
------------------------------------------------------------------------------
SAGB
You're in what looks like a mechanical base. Alright you should see a turret.
Don't go after it - stay closer to the top to take on the flappers as they
arrive. These odd enemies don't have much range but if you're over trying to
destroy the turret they can get a few shots in.
Move slightly forward. As those blade ships come in at you, move backwards
while firing/bombing. This should take care of some of them, and moving back
will help avoid most lasers. Get those powerpods for a green power-up and then
shoot the shuttles.
Head a bit up and destroy those drillers. They will likely strike you if you
try passing them. As you are destroying them some blade ships come from behind,
get down and handle them as you did the previous wave. Now, these blue crystal
enemies will form and launch white rods in four diagonal directions. (90 degree
angles between consequitive trajectories.) Fine and dandy, there's a nice bit
of fighting going between you and the crystals and the different green turrets
when you spot a pod on the ground (like the one seen with Hyper Sting). Blow
this up to wipe the screen clear of enemies and give yourself a small breather.
********
Miniboss
********
A seahorse, a very deadly seahorse. It will spread out and launch some lasers
and missiles. You can shoot the missiles. Then it will curl up and spin around
the screen. When it goes for the far left, it fires off shots in six directions
twice and a few missiles to boot. Then again when it unfurls at the right, sans
the missiles. I find it best to stick to the right side while it is on the left
then move back to the left. On its second curl, it will not shoot missiles, but
will escape after firing off a few shots.
The next powerpods give you a yellow powerup. Then a few shuttles and turrets,
nothing hard but there is a slight risk of congesting the screen. While firing
at the drills, take note that blade ships come from the left and then flappers
from the right. Try to make it close to the right side of the screen, then when
the two lines of blades come in you can pull back on them.
The next powerpods you spy have a blue powerup, nice. There are also these rods
that poke in and out of the ground. Take on the shuttles then go after the
drillers. Those powerpods give you a red. The blue crystals appear all over the
screen, and while this does complicate things it shouldn't get too bad. Keep on
fighting past the blues and eventually you will get to some powrpods which give
a one up. There's a screen-clearing pod up next so destroy it to clear out the
blade ships that will be coming from the rear.
Next are some drills and some flappers. Then powerpods with a shield powerup.
Continue right as you shoot blue crystals.
Yep, an alloy lantern. How will we cope? Well, the thing is pretty darn big.
First of all, it's angler light shoots bullets at you. Destroy this first. Next
it will open its mouth to shoot lasers, hit it when it does so. It doesn't
take much to defeat it and enter the mouth. There's also a pod to destroy if
you need.
You fight this fish inside the Alloy Lantern. Shoot it in the face to damage it
and then get out of the way of its shots. Its standard shots cannot go down.
It will soon be 'destroyed' and start to fall. Don't drop your guard! It will
coem on back up to the centre of the screen, then split down the middle and
open up to reveal a battery of missiles! VERY COOL! Dodge the missiles and
continue to pound the face off of it. It will open again if you give it the
chance.
"B" Zone is Over!
------------------------------------------------------------------------------
Zone C
------------------------------------------------------------------------------
SAGC
This level is much harder than if you choose B. It does get rough pretty quick.
Ok, those heads are pretty tough but you can either destroy or avoid them for
the most part. Two groups of powerpods will enter the cave at odd directions.
One is a red powerup the other blue. Both are usefull. That tank, listen for
the sound of its shots then dodge them. It is the single biggest enemy threat
here because its shots are quick and level out with your ship. There's also the
matter of those long spikes jabbing in and out of the floor and ceiling! There
is little you can do but evade them.
********
Miniboss
********
A seahorse, a very deadly seahorse. It will spread out and launch some lasers
and missiles. You can shoot the missiles. Then it will curl up and spin around
the screen. When it goes for the far left, it fires off shots in six directions
twice and a few missiles to boot. Then again when it unfurls at the right, sans
the missiles. I find it best to stick to the right side while it is on the left
then move back to the left. On its second curl, it will not shoot missiles, but
will escape after firing off a few shots.
Next up: some shuttles and these odd Flapper enemies. The flappers shoot a
spread of three but the diagonal shots aren't a large threat. You can destroy
their shots. Up next are some powerpods that release a yellow powerup. Then
these ships with green cockpits will spread down the screen and try to ram you
as more fly form the ceiling. The green rammers aren't too big a threat, and
after them you'll fight a few flappers.
The heads that are coming will loop back at you, but the tank should be your
priority when you see it. Leaving this area is a driller, you probably can't
hit this one so quickly fly past it. There's some powerpods giving you a bomb
powerup. An enemy you may have encountered are these minipods, they start to
make loops and fire as they approach. They've not been a huge threat yet but
they are coming in greater numbers now. Watch out again for the spikes.
Flappers, shuttles, then green rammers from above and below. Afterwards, some
powerpods giving a 1up.
Yep, an alloy lantern. How will we cope? Well, the thing is pretty darn big.
First of all, it's angler light shoots bullets at you. Destroy this first. Next
it will open its mouth to shoot lasers, hit it when it does so. It doesn't
take much to defeat it and enter the mouth. There's also a pod to destroy if
you need.
You fight this fish inside the Alloy Lantern. Shoot it in the face to damage it
and then get out of the way of its shots. Its standard shots cannot go down.
It will soon be 'destroyed' and start to fall. Don't drop your guard! It will
coem on back up to the centre of the screen, then split down the middle and
open up to reveal a battery of missiles! VERY COOL! Dodge the missiles and
continue to pound the face off of it. It will open again if you give it the
chance.
"C" Zone is Over!
------------------------------------------------------------------------------
Zone D
------------------------------------------------------------------------------
SAGD
Ah Venus. Your spacey background entrances me with love...
The actions starts very quickly with these little looping enemies quickly
firing on you. Not to mention all of these green missiles. They're best to be
avoided. Try to take out the little loopers as they come.
Get those powerpods for a green powerup, then be prepared to fight our old pals
the Trio! Some rods follow in their stead though not nearly as random as in
Zone A. Pass a few more old enemies like the lamdas. The next powerpods give
red. Then you will fight soem Blue Knights. Well, they look like knights. These
tough enemies shoot fireballs at you while moving up and down. However, they
will go down eventually so just concentrate on evasion and firing. There _is_
a pod nearby if you want to use that to help you.
********
Miniboss
********
A clown fish. It launches a spread of bullets and mini clown fish which you can
basically avoid by being in the centre. Its movement around the screen is not
too complicated and you should be able to avoid it. Following this, you get a
shield from the powerpods.
Fly into that ring of sattelites and watch out as they fire on you. Get out as
soon as you can but watch out for those Trios and lambdas! Okay look out when
you come to the rods, two blue knights are approaching fast from behind. The
little loopers up ahead are a threat, but the Trios are moreso.
Ok the next set of powerpods gives a red. More green missiles then two Blue
Knights from the left.
Drio Sawm is an interesting boss. It will change sides of the screen, launch
missiles when it stops and charge at you. It's like a long eel or worm, but
don't worry because if you concentrate on its head it is soon defeated. When
you blow Drio Sawm up, it launches all of its body segments. Don't get hit!
"D" Zone is Over!
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Zone E
------------------------------------------------------------------------------
SAGE
You're flying over the moon, the ground is appropriately craterous! Alright, it
starts off with some Green Rammers and floating walls. The walls just float in
place, pump em' full of lasers. The metal clam behind these launches bubbles
(which may be destroyed). Take it out then take out the powerpods for a red
powerup.
However there is a red missile turret here which fires teh same missiles the
Tanks of Zone C did - it levels out with your ship. This is a priority enemy.
Now, take on the walls and minipods. In one of the big craters some green
ships wait. They dash out firing at you when you close in. Avoid them or
shoot them if you can.
Get ready for a pretty dangerous part: spikes from the ground, dashers and the
red turrets. Right on, just keep adjusting your altitude to avoid the onslaught
and bomb the turrets if you can. There's some minipods and green rammers up
next. Then some dashers.
Alright, at the walls you will also find powerpods that give a blue powerup.
There are also red stars here, which make quick loops on screen to fire shots
and missiles. Get out of their line of fire if you are unable to destroy them.
They're followed by some rammers.
********
Miniboss
********
A squid. Fire on it to defeat the tentacles so it can't fire shots at you. It
can fire small lasers from the smallest tentacles/mouth, however. If you can't
defeat it before it leaves it will launch a spreadshot as it goes. Overall easy
for being such a big target.
Now, there's rammers, then blue turrets which tire three shots forward, dashers
and then minipods. Next look out for the red turret and red stars. Rods, spikes
from the ground, minipods, then powerpods giving an elusive yellow.
Dashers, minipods, spikes from the ground, a screen clearing pod, and red stars
coem next. Get the impression that this Zone is enemy after enemy? When you're
at the next section of walls you can get a red powerup. After the minipods and
red turret there's more powerpods giving a shield.
WARNING!
A HUGE BATTLESHIP
******************************************************************************
RED CRAB
******************************************************************************
IS APPROACHING FAST!
One my personal favourites from the game. Begin by staying to the left so it
doesn't crush you. Fly up and over the bubbles it launches (you can also bust
them) then when you're facing left, shoot at its legs (but not the bottom).
Alright, dodge it as it comes to the right and take off the left legs. Now,
destroy the big claw. Wait for Red Crab to be at one extreme of the screen
before you do so. This is so it will be to one side when you destroy the little
legs. If the Crab ends up in the middle, you may have trouble. It will begin
to fire multiple small shots on curved paths. You can dodge these more easily
if you're on the opposite side of the room as him. Also, yellow and green
abilities work well against this form if you dare get close enough.
"E" Zone is Over!
------------------------------------------------------------------------------
Zone F
------------------------------------------------------------------------------
SAGF
Sail away to the other Moon zone. Alright the action picks up as soon as it
starts with these green dashers. They align themselves with you and fly forward
firing. Change your altitude. Watch out for spikes poking up and down and take
out the shuttles.
Past a few spikes and shortly after the first green turret are a few flappers.
Next up: powerpods with a red powerup. Then some drillers which I really do
recommend destroying in thess cramped quarters. I mean if you tried to go
through you could make it but you'd stand a good chance of being hit. Major
bummer, thummer down!
As you fight the shuttles following these drills, a new enemy that is red and
looks like a spikey round object will fly onto the screen in a looping form and
with its chums fire off shots. They aren't to be taken on head-on as you'll
likely die. Get out of their range of fire.
********
Miniboss
********
A squid. Fire on it to defeat the tentacles so it can't fire shots at you. It
can fire small lasers from the smallest tentacles/mouth, however. If you can't
defeat it before it leaves it will launch a spreadshot as it goes. Overall easy
for being such a big target.
After the squid you'll fight a few dashers then some shuttles. Then some more
dashers. Alright, there are many dashers in each wave so you _must_ change
altitude with consistency and care. Some shuttles and flappers follow.
Okay, those spikes are acting like a door. Be careful as our old friends from
Zone A, the loopers, are back. When you get a clear chance, go through the door
and under the next spike.
There's some shuttles and flappers and red stars then a blue powerup from the
next powerpods. Next up, get ready for two drillers. Then some dashers and a
red turret which fires missiles. These missiles level with your altitude so
be careful. There's an odd pod on the ground ahead, if you shoot it it bursts
into a three way vertical spread of shots. At the next powerpods you can get
a red powerup but watch out for the red turret.
The next two drillers should be taken out qucikly, as there are some loopers
and dashers (a 'yikes' combo) up ahead. To make this combo a la mode, there is
a red missile turret at the end. A few more enemies, and powerpods giving a
green powerup.
WARNING!
A HUGE BATTLESHIP
******************************************************************************
RED CRAB
******************************************************************************
IS APPROACHING FAST!
One my personal favourites from the game. Begin by staying to the left so it
doesn't crush you. Fly up and over the bubbles it launches (you can also bust
them) then when you're facing left, shoot at its legs (but not the bottom).
Alright, dodge it as it comes to the right and take off the left legs. Now,
destroy the big claw. Wait for Red Crab to be at one extreme of the screen
before you do so. This is so it will be to one side when you destroy the little
legs. If the Crab ends up in the middle, you may have trouble. It will begin
to fire multiple small shots on curved paths. You can dodge these more easily
if you're on the opposite side of the room as him. Also, yellow and green
abilities work well against this form if you dare get close enough.
"F" Zone is Over!
------------------------------------------------------------------------------
Zone G
------------------------------------------------------------------------------
SAGG
Earth at last! Alright it starts you next to a blue turret and some powerpods
granting a red powerup.
********
Miniboss
********
Tyes, this soon. It's a sea turtle. It will stop fire missiles and poke its
head out to shoot a threeway spread. Hit it when it opens its mouth.
Alright, see that little boat down there on the ground? Okay, this is just
plain enormously awesome! It is actually a hermit crab that moves when you
near and fires at you. Thummer up! After the little crab, there'll be some
powerpods coming from behind. Get a blue powerup from them. Watch out now as
heads come form the right. You will want to destroy as many as possible so
that fewer loop back on you. A trio and hermit crab await just before the
floating walls.
Fight on, there will be these ships with red fins coming in from behind. Go
under them. They launch a shoot backwards and a missile with minimal tracking
capabilities. You will be taken out of the water and up on land.
The city in which you emerge is in ruins. You must watch out for the heads from
behind and in front, but also there are some powerpods with a green powerup to
worry about. Ok now there are these Helicopter which slighlty chase you around
the screen. Destroy them because they do persist. Get the powerpods and get the
red powerup next.
Now it is just a matter of fighting your way beyond heads, minipods, walls, and
hermit crabs.
What's this? An old wrecked battleship? Yes, that's what it is. Fly over it
destroying the turrets.
But wait! That's not all, the truly awesome aspect of this boss is revealed
now. Remember those hermit crabs? Well, the middle segment of the Yamato jumps
out to reveal that it is a hermit crab! Awesome!
Fire at the battleship part as the crab shoots shots and airplanes at you. When
it blows up, Yamato gets a little more challenging. It can scuttle across the
floor and launch these orange balls which fly towards your direction. Dodge em'
and concetrate on the small grey shell to win. It's an easy - but awesomely
conceived - boss.
Tiat's fight isn't as cool as Proco's. Conceptwise, that is. It is a better
boss fight overall. Attack the tentacles (tube feet I guess) of the urchin and
watch out if they come your way. However you should be out of range or be able
to get out of range quickly because they have poor reach. Also look at the
flashing spikes of the urchin. These will fire out.
It now releases its shell to either side of the screen (top and bottom). Watch
out because the shell can smash together, defeating the Silver Hawk with ease.
So, attack the brain. It has these pulsing shots. It's a radial attack that
spreads out, comes back in, spreads out again.
Okay, after destroying that form the shell gets destroyed and the urchin's true
innards are revealed. Pleasant! Keep firing as it keeps firing the radial pulse
attack. It will eventually take too much punishment, fling its body segments
and be destroyed.
"G" Zone is Over!
------------------------------------------------------------------------------
Zone H
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SAGH
The red planet! You are assaulted by split meteors - meteors which split when
shot. Take them out and get ready for a Trio. Keep an eye out for the radar
turrets on the ground - they shoot a long laser at a diagonal. Right around the
first you can blast some powerpods for a green powerup.
Fight on through the split meteors, heads, and a green pod which launches spore
projectiles. These align themselves on your altitude and travel forward. After
this, you will come across nothing for a long time.
********
Miniboss
********
Well, not really since it leaves so soon. The octopus lifts up a tentacle to
fire a large energy wave, and also fires a five way spread towards you. You
will most likely be dodging most of the time.
Next up you'll face a few waves of heads, some burst pods, and get a blue
powerup from some powerpods. You'll fight some Lambdas, shuttles, and a
green pod. There'll be a long line formation of rods and at the next group
of powerpods you can get a Yellow powerup.
Entering the next meteor storm, keep an eye on the lower left. Some green
hoppers will appear. Now, they take a few hits and you should mainly bomb it.
Fromt he back, a few powerpods will come. They grant a 1up. Then some more:
green. Then some more: blue. Some rammers and you're taken down inside Mars.
Yeah, you can see some drillers right off the bat eh? Take them out asap.
As you approach the cave, some Blue Crystals will materialize. Take them out as
they appear. Look out for that radar laser over there. Your secondary attack or
bomb will suffice. Another radar and the floor gives away.
Out here, you'll fight some rods and a green turret. Then when the floor starts
up again, be prepared for a Trio. Fight on pasta few more enemies, but after a
gap in the ceiling be prepared for another Trio. Keep on down the passage...
WARNING!
A HUGE BATTLESHIP
******************************************************************************
GRAND OCTOPUS
******************************************************************************
IS APPROACHING FAST!
Its pretty cool. Shoot at the tentacles - the segments it launches at you _can_
be destroyed so it shouldn't be that big of a threat. If you must - because the
arms do reach across the stage - use bombs from above in alteration with shots
from the left. Destroy the tentacles. Now, it launches mini octopi from a hatch
in its body. Shoot the open hatch and the octopi so they don't fire at you.
Keep it up and it'll be destroyed.
------------------------------------------------------------------------------
Zone I
------------------------------------------------------------------------------
SAGI
This level kind of starts out hard, it throws dasher then loopers at you. The
powerpods show up fairly early though, and will give you a yellow power up.
Look out up ahead for lambdas, red turret, and shuttles.
It gets kind of hairy again when the Red Fins arrive. They fly across the
screen and do their normal fire of a shot and a missile. Alright, there's a
green hoppin enemy as well, which hops along the ground and fires shots at you.
They do take a few hits, but you should be able to hit it with a few bombs
prior to attacking it with your primary weapon.
Up next, some more of our pals the loopers. When you come to a large gap in the
ground, you are taken to the interior of Mars. As you approach the caves, you
will be attacked by loopers. Afterwards there is this blue tentacle reaching
out for you. Shoot it to keep it at bay but it will extend again if you let it.
Watch out for the Dashers and defeat the powerpods for a red powerup. Stick to
the right of the screen for now:
********
Miniboss
********
Well, not really since it leaves so soon. The octopus lifts up a tentacle to
fire a large energy wave, and also fires a five way spread towards you. You
will most likely be dodging most of the time.
Next up are soem shuttles and a blue tentacle. As you fight the shuttles beyond
the tentacle watch out for the green hopper behind you! It's not as tough here
because the screen isn't as congested as it was on the surface. Some powerpods
approach from the left get a shield out of them. There's some flappers another
blue tentacle, then there's no floor or ceiling.
WARNING!
A HUGE BATTLESHIP
******************************************************************************
GRAND OCTOPUS
******************************************************************************
IS APPROACHING FAST!
Its pretty cool. Shoot at the tentacles - the segments it launches at you _can_
be destroyed so it shouldn't be that big of a threat. If you must - because the
arms do reach across the stage - use bombs from above in alteration with shots
from the left. Destroy the tentacles. Now, it launches mini octopi from a hatch
in its body. Shoot the open hatch and the octopi so they don't fire at you.
Keep it up and it'll be destroyed.
"I" Zone is Over!
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Zone J
------------------------------------------------------------------------------
SAGJ
*The shifting red clouds make seeing bullets difficult at times, know your
enemies!
Your final stop, the top of the routes. Ok, J starts by throwing four Blue
Knights at you from behind. Dispatch them asap. There's some little loopers and
two groups of powerpods resulting in red and blue powerups. There's these white
missiles that split into multiples. Avoid them.
-You get attacked by the Octopus miniboss, you can more or less avoid it.
As you enter into an area with little loopers, get ready for laser missiles.
These are those same white missiles except they follow you up and down firing
lasers. Keep firing on them to destroy them but watch out for the other enemies
like dashers. Try to incorporate your altitude shifts with both sets of enemies
to maximize your reapage.
Afterwards there's a few red stars, then a Trio. After the second Trio arrives,
keep an eye on the left side of the screen for some red fins. When you reach
the floating walls, you can get a green power up from the powerpods.
Coming out of the walls, watch out our for the red stars they have a wide path
here. Stick near the bottom so you can also deal with the laser missiles as
they arrive.
-You get attacked by the Clown Fish miniboss. Deal with it as you did earlier.
Remember that in front of its face is a _relative_ safepoint.
Afterwards, watch out for the little loopers and green missiles. The loopers
may be a problem if they get a chance to loop back. The next group of little
loopers: take out one full row and avoid the other. There's dashers next.
This is one of the most difficult parts of the game: Dashers and green
missiles. It is absolutely heinous. Try to stay away from the very bottom of
the screen if you can help it. If you can get two dashers at the same altitude
as you then thummer up: you can avoid a nice chunk of shots for the price of
one. After the dashers the green missiles persist and there'll be some little
loopers. They should take tight curve near the right side of the screen.
After this there are four Blue Knights coming from the left. Get them as much
as possible with your secondary attack and bombs. Alright, at the walls two
lines of little loopers will be arriving. Again, take out one and try to evade
the other. After this passes, another two Blue Knights arrive from the left.
There's a ton of Dashers now, try to start form one side of the screen. They
merge directly into two waves of red stars. There will be some powerpods from
the left - these give a yellow.
WARNING!
A HUGE BATTLESHIP
******************************************************************************
BIO STRONG
******************************************************************************
IS APPROACHING FAST!
Kind of a disappointment, Bio Strong is a group of cells, one with what appears
to be an embryo inside. All of those cells can fly at you but you can destroy
them. Fire at cells and dodge them as they fly towards you. On occasion, one
cell will swell up to show Bio Strong, exploit the easy target but remember -
this is an attack that _could_ take you by surprise. Keep firing at Bio Strong
and dodging the cells it should be destroyed soon.
FINAL ZONE IS OVER
------------------------------------------------------------------------------
Zone K
------------------------------------------------------------------------------
SAGK
*The shifting red clouds make seeing bullets difficult at times, know your
enemies!
The middle of the three righthand Zones. The stage takes place just over the
clouds and teh background is really nice. It starts off with split meteors and
little loopers. Nothing too fancy yet.
As you progress, some blade ships come from the left. You can lead them as you
pilot your craft backwards if you want. Some lambdas from the right, blades to
the left, and a satellite ring right in your way. When you pass this you can
get a blue powerup from the powerpod group.
You will pass another ring and these white missiles will fly down to meet you.
They stay roughly at the same altitude as you and fire lasers. Destroy them,
and learn how they shoot. Right, there'll be a few little loopers the two Blue
Knights from the left, then a bunch of lambdas from the right.
Some blade ships will come from the left and in there wake will be powerpods
bearing a red powerup. These might be difficult to defeat with the blades there
so use your discretion how to handle this. You want to lead the blades back so
you may not necessarily get the item.
-The flame Coelacanth attacks now. Remember, stay in front of its mouth.
Next up: Rods, little loopers, lambdas, then plenty of blade ships from the
left. Alright, now some little loopers will loop around you, be careful as the
shots may be hard to see. Afterwards get those powerpods for a yellow powerup.
Shoot through the split meteors, tehn take on a couple of laser missiles. Get
up and right.
-The squid miniboss attacks. Handle him like you did earlier - it's actually
easier this time because you have more evasion room.
You'll enter a split meteor storm, then fight some Lambdas. Get the green
powerup from the powerpods, then take out those two Blue Knights coming from
the left. Another two come from the left, so watch out for the little loopers
to the right as they could complicate matters. Some blade ships come in from
the left next. Keep on going...
Okay okay. Now this is decidedly awesome! Mother Hawk is a giant Silver Hawk!
It attacks with an upgraded weapon, a laser ball from the centre with two
diagonal bullet sprays. You can sneak in between the ball/wall of light and
the spray of shots. The dorsal fin? When the Mother Hawk stops look out as it
will throw the fin at you! It will return to her later like a boomerand so
never let your guard down. When she releases a stream of yellow shots, they
snake around the screen. Just dodge them or stay inside the loop. Keep firing
on her, she's totally vulnerable, and you will walk away the victor.
FINAL ZONE IS OVER
------------------------------------------------------------------------------
Zone L
------------------------------------------------------------------------------
SAGL
Okay, this one takes you to space ala Venus. There are blue crystals and little
loopers appearing onscreen almost immediately. You'll soon encounter some
powerpods which will net you a green powerup.
-The sea turtle miniboss attacks. It's in the best interest of survival to
evade it. But not in the interest of points. Your discretion.
Afterwards, there are a few minipods. They move in strange patterns, not all
totally as a formation. When you come to the floating walls, get ready for the
red fins. You can get red powerup after the first wave, but there will be
another close behind.
After the walls, there will be a large formation of heads. Try to take out
enough to offer yourself some breathing room. you'll come to one of those
satellite rings. Watch out for minipods as you pass through and after passing
through. For the second ring, get the blue powerup from the powerpods.
Afterwards, you'll face a few little loopers but also a new enemy - large grey
objects that burst into three shots towards you when ruptured. These Bursters
can just be navigated around. When they end, the biggest threat is heads and a
group of red fins. Pass through the next ring.
-You fight the Seahorse miniboss. You can destroy it very quickly if you have a
a lot of firepower, otherwise avoid it.
After a short time, you'll come to some powerpods and they'll give you a yellow
powerup. Enter the next ring fend off the little loopers here and as you exit.
You can get a red powerup soon and then you must look out for the blue crystals
appearing on the screen. Keep on going...
This guy's not as tough as he should be but he's pretty cool. Steel Spine is a
porcupine fish and he has this large shield surrounding him. You have to blast
though the shield to the fish within. He fires this radial spread of shots. It
isn't terribly hard to dodge, but he does fire missiles as well. So what's a
Silver Hawk to do? Shoot the missiles. When his shield is depeleted enough, he
will fire lasers from his mouth. All of his attacks are easy to dodge so just
cocentrate fire on him for an easy win.
**********************
Introduced at the Sun:
**********************
*Flaming Fish: Jump out from the surface of the sun.
*Lambdas:
| They would look like this from behind. Grey ships with red cockpits. They
/ \ travel in a sinusoid and fire shots at you.
Well, I like to think they would =). They look as such in game:
____
\\
/ \
\\
----
*Leapers: Loop like loopers. Jump up, fire then return to where they came from.
*Loopers: Move wildly across the screen taking curves. They also fire, making
for a very dangerous enemy.
/|-|\
/ | | \ They look kind of like this, A cross with blades and a red dome.
| |
| |
*Meteors: Fly in a given direction only.
*PowerPods: Destroy them all for a power-up.
*Rods: Fast moving small enemies that quickly leave the screen.
*Shuttles: Fly Forward and shoot.
*Trio: Three enemies that spin in unison and shoot in unison. Takes a pounding.
**********************
Introduced at Mercury:
**********************
*Blade Ships: Look like spikes. Curve in after you and also fire.
*Blue Crystal: Forms and fires destroyable shots on four diagonals.
*Driller: launches destroyable drills vertically when you attempt to pass.
*Flappers: Launch a burst of white projectiles. The don't have much range but
is a spread shot. When I say not much range, they fire at too steep a diagonal
to be a huge threat. The forward shot has long range but all of they shots can
be destroyed.
*Green Turret: shoots shots at you. They can be spreads (ie two, three). The
longer turrets shoot shots closer together, the plumper seem to give a better
spread.
--
*Green Rammer: Flies on a straight line, tries to ram you. It has a green
cockpit.
*"Heads:" Fly forward launching attacks.
*Minipod: Small grey enemy that makes turns and fires.
*Tank: Launches shots that level with your ship and fly forward.
********************
Introduced at Venus:
********************
*Blue Knight: Launches fireballs. Takes a number of hits, but with proper
evasion it isn't that big of a threat. The biggest threat is an attack in
groups.
*Green Missile: flies up from the bottom of the screen. Best to avoid or fire
on from the side.
*Little looper: Fast grey enemy that taskes quick turns and fires on you.
**********************
Introduced at the Moon:
**********************
*Blue Turret: Fires a three-way shot forward.
*Burst Pod: Fires threeway spread when destroyed.
*Dasher: Flies up to your level then rushes across, firing.
*Floating Wall: Floats in place spinning.
*Metal Clam: Releases destructible bubbles.
*Red Missile Turret: Shoots missiles.
*Red Star: Loops onto the screen firing shots and missiles. Avoid if you can't
defeat it fast enough. Not stars in the traditional five appendaged sense. More
like a spikey round thing.
********************
Introduced at Earth:
********************
*Helicopter: Flies around after you (follows to some degree).
*Hermit Crab: Wears a boat on its back. Moves when you near and fires.
*Red Fin: Launch a missile and a shot backwards.
*******************
Introduced at Mars:
*******************
*Blue Tentacle: Reaches out for the player. Shoot it to keep it at bay.
*Green Pod: Launches spores which fly forward once reaching your altitude.
*Hopper: Hops along the ground, firing at times.
*Radar Beam Turret: Shoots a long laser diagonally up.
*Split Meteor: Splits into smaller pieces when destroyed. These don't normally
come towards you.
*********************
Introduced at Jupiter:
*********************
*Laser Missile: Fires lasers while tracking your altitude.
*Spread Missile: Splits into multiple missiles. Avoid.