Taiyou no Yuusha Fighbird GB
Game Boy
Developer: Biox Publisher: Irem
By: GammaBetaAlpha
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Table of Contents
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How to Play [HELP]
Walkthrough [WALK]
Contact Info [CONT]
Credits [CRED]
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How to Play
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[HELP]
Taiyou no Yusha Fighbird is technically a vertically scrolling
shoot'em'up game by design, though the in-game representation differs a bit from
normal as you take control of a mech that can fire off energy blades. It is
based off a TV show, and is one of two Fighbird games ever released, the other
being another shmup game for the Famicom.
The game does not really do anything unique gameplay wise, with three
power-ups present, a health bar instead of one-hit-you're-dead type of games,
and five stages with a boss battle at the end of each level. The game also
includes a scoring system.
Ostensibly, there is a difficulty level difference where choosing
'Kenta' at the game start gives you an easier mode than 'Katori', possibly
increasing the amount of power-up opportunities you are given and reducing the
number of hits it takes to kill bosses.
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CONTROLS
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These are default controls, with no way to change them.
A - Change Weapons on your menu bar (when you have at least two)
B - Fire Energy Waves
Hold + Release - Charge up and release powered-up energy waves
Start - Pause and unpause your game
D-Pad - Move around
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ITEMS
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'1' - Restores one bar of health
'P' - Fully restores all health and gives an extra life
'?' - Either destroys or freezes in place for several seconds all
on-screen enemies
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POWER-UPS
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Power-ups are obtained by grabbing one of the three item drops that
sometimes show up on a stage. If you lose a life, you lose your power-ups along
with them. The power-ups do not affect your single attack, merely your charged
attack.
DYNA BUSTER
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Indicated by a wing-like shape with an F and reverse F on it, and is the
leftmost out of the three options on your menu bar. The charged attack sends
three small and one large projectile in a concentrated wave north.
MISSILE PODS
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The power-up has the letter G on it, and is the middle of the three
options on the screen. A charged attack shoots one large projectile straight
north of your mech unit, and two smaller projectiles going north from the left
and right side of your mech.
FLAME CANNON
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This power-up does not have any letter on it to indicate it when you
pick it up. A fully charged flame cannon sends one large and two small
projectiles straight north, and a projectile directly left, right and at 45
degree angles northwest and northeast from your mech unit, useful for sniping
off enemies hanging around at your sides.
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Walkthrough
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[WALK]
•Send out some sword strikes at the very first wave of enemies. Once
they are done, however, start charging your attack up. Gun turrets foes will
start popping up from the ground and shooting out missiles, the projectiles of
which can be destroyed with a charged sword wave.
•Once you start getting into the industrial area, be sure to grab the
first ? Mark item that comes floating your way, which has the side-effect of
destroying all enemies on-screen whenever you grab one, then the shape with an F
and reverse F for the Dyna Buster power up.
•More gun turrets will come out of the ground in the industrial area, as
well as the regular flying enemies. However, at the same time you will need to
watch out for flames coming out of the walls in the industrial area.
Later on, getting near the end of the level, you will run into several
subsequent rows of flames. The timing is very precise to get past these, and to
be honest you will probably get hit at least twice, once with good reflexes, so
do not sweat it if you still have three full bars of health.
•Exiting the industrial park, grab another ? Mark to destroy the enemies
that pop up before taking on the boss of the area.
STAGE ONE BOSS
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•The boss, which has an antlion theme, causes the sand to shift towards
it. Press and hold the Down button on the D-Pad during the duration of the
battle to keep from getting close to the Antlion.
•That said, the Antlion's only attack is to swing out with each of its
claws, one at a time. For a first boss, the Antlion is ridiculously easy as, so
long as you stay moving downwards on the screen, the claws will never actually
be in range to attack you, so all you have to keep doing is moving down while
firing at the boss.
STAGE TWO
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•At the start, there will be small volcanoes on the left and right side
of the map. Most of then will spit out small projectiles. A few will have small
spaceships fly out as you approach, so be ready and keep a charged projectile on
hand to incinerate the ships.
•As you get into the industrial section, you will have a couple of waves
of enemies, nothing that another charged sword attack cannot easily deal with.
After that, however, you will run into laser wall perimeters that turn on and
off on an intermittent basis. Move up-screen before the scrolling pushes you up
to give yourself plenty of time to slip by when the laser walls deactivate
•You will encounter a few waves of enemies while navigating through the
laser-guarded facility. Some will come from the lower right side of the screen,
looping around in a clockwise fashion to the top of the screen where you can
finally destroy them. A few will just come straight from the top of the screen.
•When they appear, be certain to grab the ? Marks as well as the F and G
items (for Dyna Buster and Missile Pods), though you can ignore the F if you
picked up the same power-up from the previous stage. Following the '1' item,
which restores some of your health, you will get a few more top-down waves of
enemies, followed up by the stage boss.
STAGE TWO BOSS
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•This stage's boss resembles a lobster, complete with lobster claws.
Unlike the antlion, the lobster's attacks can actually strike you in the form of
three projectiles fired at a 90 degree spread, so you will have to move left and
right this time while firing back at the lobster. Fortunately, there is a large
amount of room to slip in between the projectiles.
•The other big thing in this battle is the field itself - on either side
of the screen, there are two blocks. Two of the blocks will start charging a
full panel in front of it, before sending an energy wave directly horizontally
across the screen. You need to move your unit before this into one of the rows
of blocks that does not have a charge to avoid taking damage, all while avoiding
the lobster's projectiles. In general, stick towards the back when you can, as
the further away you are from the lobster, the further apart the projectiles
spread by the time they reach you, giving you more room in between each
projectile to avoid taking damage.
•Finally, it should be noted that the lobster boss actually is only
vulnerable on a small part of its body - its 'head' area. Its shells typically
block a lot of shots that come its way, so you will need to get centred with the
head before firing. Charging up a full shot to send three large projectiles
typically is best - when you actually land a hit, the screen will flash.
STAGE THREE
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•The stage starts off with a bang with multiple enemies swarming you to
start, including subterranean drills that will resurface and propel themselves
at you, so be prepared to fend them off with regular and charged attacks. If you
missed picking up the 'G' power-up from the stage prior that gave you the
Missile Pods, grab it when you see it come on-screen. Recall that walking over
the holes after destroying enemies coming out of them will damage your unit, so
avoid walking over them.
•Although it feels like there should be something with the first area of
buildings you come into, there will be nothing but a single enemy along with a
1-bar recovery item before your walking space narrows. From there, you will
encounter enemies at a normal pace. If you missed the F-mark power-up in the
prior stages, then you can again obtain it here.
•Once you see a sort of bird-like enemy on the left side flying up and
down between walls, destroy the bird, and then touch the item coming down on
that side of the screen (though it does look like an enemy) for the Flame Cannon
power-up.
•Afterwards, continue for a short bit longer, killing a few more enemies
including the birds before you come to the boss battle. Be prepared to dodge
multiple bullets before the bosses even appear on-screen.
STAGE THREE BOSS
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•In this battle, you will have to face off against two UFOs. The two fly
around in synchronised movements equal and opposite each other, and the bullets
they let fly always match up, though sometimes one will shoot in an up direction
and the other in a down direction. However, this also gives them a movement
pattern that repeats, so after the first round you should have an easier time of
predicting where to go to dodge attacks.
•It does not matter which UFO you attack, as damage to either (or both)
counts towards a common damage counter - attacking just one UFO during the
entire battle will still result in the destruction of the both of them at the
same time.
STAGE FOUR
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•You will get enemies popping out of several portholes at the start, so
be prepared to kill them quickly. Once you come up to where the path narrows, be
quick to get in on one of the two sides before the screen scrolling forces you
up, or else if you do not fit in time your unit can be destroyed instantly.
•Once you exit back out into open space again, a few enemies will come
out from the side firing at you. Watch out for them, and grab the G-letter
power-up to again grab the Missile Pods if you do not have them on-hand.
•There will start to be several laser walls again, so move up to stay
ahead of the screen scrolling. Once you get into the section with missiles being
fired around from the stationary blocks, keep your eyes for a P-item on the left
side of the screen - this shall give you a full life up if you manage to snag
it.
•There are some enemies that move around in silhouetted holes,
occasionally popping out. Try to focus on these above all other enemies as they
can be a nuisance and hang around with you even as the screen continues to
scroll up.
•After getting past a double set of energy walls, you will also have a
chance to get a Flame Cannon power-up once more before being swarmed upon by
moving enemies and immobile missile-firing statues. Stay calm and shoot off
charged attacks to destroy the missiles before they hit you along with the
flying enemies, and grab the 1-item that appears to restore a bar of health, as
well as a couple of ? items to destroy all on-screen foes, including a pair of
robots after the last ? item. A final 1-item will come before the boss battle.
STAGE FOUR BOSS
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•The Japanese Wikipedia page for this game calls the boss the Control
Room, so let us go with that. The boss is split into three separate pods that go
around on two different tracks, so they have very fixed movement patterns.
•The pods do not have any actual attacks, and instead just move around.
As a result, much like the stage one boss, so long as you stand outside of the
railtrack area and fire with charged attacks, it is simply a matter of time
before you destroy all three pods and win the first part of the boss battle.
•After the three pods are destroyed, the wall opens up and four laser
guns will appear. If you stand in the middle or far west or east and towards the
south end, you can avoid all four laser shots (the inner two lasers only fire
right down, while the outer two can fire diagonally, so you need to stay way
down to avoid getting hit there). Fire charged shots at the outside two, then
pick off the inner two lasers, which will be destroyed at the same time after
taking sufficient cumulative damage.
STAGE FIVE
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•The start of the stage will consist of a few waves of the four-packs of
quick, small enemies you have been encountering since Stage One, along with a
few enemies that hang around driftlessly and are easily picked off. As you go
through the rocky area, however, some of the bird enemies from the stage prior
will also appear.
•Once you get into the building area, charge up a sword blast to let
loose at the larger robots you come across to take them out before they can
become a nuisance, and grab an F-for-Dyna Buster power-up if you do not have one
on hand. Make your way around some laser walls right after.
•After getting past the laser traps, watch out for the floor tiles with
a pointed triangles, as gun turrets will come out of them (and even a couple of
spots without triangles), and these turrets literally infest the rest of the
stage. Be on the ready to fire once a gun turret comes out, and grab the P-item
for a life-up on the left side when it appears. A little later, a Flame Cannon
item will also appear, along with another Life Up afterwards.
•After you get past some more gun turrets, hole monsters and robots you
will come up to the final boss.
STAGE FIVE BOSS
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•In a rather disappointing final boss, you do not actually get to fight
the giant mech that appears. It will fire off a single spray of bullets and then
disappear.
•You will fight three smaller bosses in order from the north, west and
east pillars. If you do not destroy a boss entirely when it makes its trip
around, it will go back to its pillar, and rotate around through the remaining
animal bosses. All three bosses will spit out projectiles, three at a time as
their singular attack.
•The first animal boss is the Death Eagle from the north side, which has
the tendency to fly around a lot, but is pretty quick and easy to destroy.
•The second animal boss is the Death Tiger from the west, which leaps
and jumps around the perimeter for a while before also returning to the pillar
if it is not yet slain.
•The final and easily most frustrating boss is the Death Dragon from the
east. Although it has a slow movement, the Death Dragon very rarely goes far up
enough to be hit with any attack besides a charged Flame Cannon that sends
projectiles to the side as well as above. You can still hit it with the other
two attacks, but you take an increased chance of getting hit by a projectile
attack in return.
•After all three animal bosses are killed, the other mech makes a brief
return and then you get your ending.
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Contact Info
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[CONT]
Although I believe I have found everything there is to find in this
game, there is occasionally the possibility of some super secret level in an
obscure game that was never found because it was too obscure, or the like. If
you have anything that you feel needs to be includes, feel free to email me at
gammabetaalphafaqs AT gmail DOT com
If you have any other information to contribute or notice any errors,
again, shoot me a notice at gammabetaalphafaqs AT gmail DOT com
If you wish to host this guide, or use information from it, consider the
FAQ semi-public domain: you can host it without asking and derive information
from it word-for-word if you wish, but keep the document unchanged if hosting it
and give credit where due if using information
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Credits
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[CRED]
Thanks to Blame the Control Pad for information on this game (and
other Game Boy shooters):
http://www.blamethecontrolpad.com/gbshooters/gbshooters5.htm
Thanks to this atwiki page for a little bit of information as well:
http://www14.atwiki.jp/gball/pages/386.html
Thanks to this nicovideo user and videos that I used to follow along at
some points of the game for reference:
http://www.nicovideo.jp/user/2804764
http://www.nicovideo.jp/watch/sm13655607
http://www.nicovideo.jp/watch/sm13649765
http://www.nicovideo.jp/watch/sm13655683
Thanks to the various editors of the Japanese wikipedia page for this
game, which I got some names of bosses and weapons from:
http://tinyurl.com/kxanq38
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©2014 GammaBetaAlpha FAQs