_/_/_/ _/_/_/_/_/ _/ _/ _/ _/ _/ _/_/_/ _/_/ _/_/_/ _/_/_/_/_/ _/ _/ _/ _/ _/ _/_/_/_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/_/ _/_/_/ _/_/_/ _/ _/ _/_/ _/ _/_/_/_/ _/ _/ _/ _/_/_/ _/_/_/ _/ _/_/_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/_/_/ _/ R-Type Final FAQ Copyright 2004-2005 Jason Kowell This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Version 3.31 (Final) - March 26, 2005 =================== Table of Contents =================== 1.Intro 2.Walkthrough -RTF Game Map -RTF Stages -Alt. Paths 3.Boss Strategies 4.VS. AI Mode 5.Score Attack 6.Data & Gallery -R-Museum --Ships --Wave Cannons --Forces --Bits --Missiles -Bydo Lab -War Chronicles -Awards -Gallery 7.Cheat Codes 8.Questions 9.Misc. Info -Other Sources -Credits -Contact Info =================== Intro =================== When you begin R-Type Final you will be asked to log in to a specific profile. Each memory card can have up to three profiles, and the menu will display the pilot name, total play time, and number of ships unlocked. If you do not have a profile, you can create one here by signing into an empty slot. It will prompt you for your name and then create your profile. Once you are logged in, you are at the main menu. Your options are: -Start Game (the normal game - see the Walkthrough section) -VS AI Mode (challenge the computer in 1 on 1 battles against other fighters) -Score Attack (replay completed levels and try to earn a high score) -Data & Gallery (info about the game and unlocked rewards - see section) -Options (configure the gameplay) -Save Data (save your game) -Select Pilot (choose another profile) -Tutorial (learn the basics through training videos) -Title (return to the main screen) NOTE: There is no auto-save feature so you MUST SAVE MANUALLY AT THE MENU each time before you turn the PS2 off, or you will lose your progress. ---------------------------------------- Options SOUND: Either Mono (one speaker) or Stereo (two speakers) VIBRATION: Force-feedback on the controller can be enabled or disabled BUTTON CONFIG: Charged (Normal) shot, Rapid shot, Force throw, Dose, and speed can be set to O, X, [], ^, L1, L2, L3, R1, R2, R3 buttons, or reset to the default settings. SCREEN: Manually move the screen so it fits perfectly onto your TV display BRIGHTNESS: Displays a color palette so you can adjust your TV settings After you change any of the settings, be sure to save your game. ---------------------------------------- Tutorial Operation, Power Up, Wave Cannon, Force, Special Weapon, and Fighter's Entry videos can be viewed here. If you are unfamiliar with the R-Type series you might want to watch these. =================== Walkthrough =================== To begin the game, select Start Game in the menu. You will be taken to the Hanger, where you can select your fighter. There are eight positions available however the first time through you only have three ships, and they are already in the hanger. Once you get more ships you can add them by selecting a blank slot and choosing Entry, which will take you to the R-Museum. You can also go to the museum either by selecting the option below the 8 slots or in the Data & Gallery option on the menu. Choose the ship you want and hit X. You now have the option to start the game, customize the ship, delete it from the Hanger, or to move it to another slot in the hanger. Customizations -Color Select: There are eight colors to paint the body and canopy. -Missile Select: Equip the ship with one of ten missiles -Bit Select: Equip the ship with one of twelve bits NOTE: Only the final three ships can equip any missile or bit, the others are limited. See the Ship Listing in this document for compatibility. The final three ships have two more options: -Force Select: Equip the ship with one of 53 Forces -W. Cannon Select: Equip the ship with one of 84 Wave Cannons Once your ship is selected and configured, select start game. Five difficulty options will appear, the easiest is first, and the hardest is last. =================== RTF Game Map =================== .----2.0----. .----6.0----F-A |----2.1----| | 1.0---2.2---3.0----4.0----5.0---6.1----F-B |----2.3----| \ | | .----2.4----. \--3.5 .----6.2----F-C You always start in 1.0, and then go to one of five versions of 2.X, depending On how you fought the boss of 2.X last time through. From there you will Always go to 3.0. After 3.0 you will either go to 3.5, which leads to 4.0, or directly to 4.0. Stage 4.0 always leads to 5.0, and depending on how you fight the boss, you will go to one of three version of 6.X. See the section right after the walkthrough for more details. =================== RTF Stages =================== NOTE: These are walkthroughs for the Normal (Human) difficulty. Other settings are basically the same, however there are different amounts of enemies and firing patterns are different. NOTE: Due to the fact that you are generally moving through the level while you are fighting the mini-bosses, the exact time and number of enemies/POWs that appear may not be exact. NOTE: The phrase "easier said than done" accurately describes this game. There is no "best" way to fight the enemies. The strategies are the ones that work best for me, but if you have a better way, use it. NOTE: The letter in parenthesis after the POW (i.e. POW(Y)) refers to the color of the power up you get from it, or (M) for Missiles and (B) for Bit. Stage 1.0 - Metropolis Quietus Basking in the summer sun, I greeted the seabirds. But then.... I entered the demon's den. -From Ship Archives- Enemies: Meltcraft, Simakranger, Strabalt Bosses: Gains, Gironika, Xelf-16 You'll start out flying along a body of water and soon be attacked by a bunch of Meltcraft. In the middle of the wave of enemies is a POW(R) to get your Force. After the Meltcraft you begin to move up and to the right and are attacked by two Strabalts. Then as you resume flying right you'll run into two more Strabalts and a POW(B). Continuing past then you find the first mini-boss, Gaines. Gains is a giant mech with a giant gun; beat him by dodging him and his shots while hitting him charged attacks. Two level 2 charges should be enough. As Gains explodes, or during the fight if it takes too long, a POW(R) will come by. Grab it to have a fully charged Force. Flying up and to the right you'll pass two lines of Meltcraft, then the level will turn so you're flying up and to the left. Take out the two Simakrangers and get the POW(B) or POW(Y) if you want. Continuing onward you'll find a POW(m). At this point you should charge your beam to max, since the second mini-boss, Gironika, will soon emerge. When it begins to fire blast it with your beam, then finish it off while avoiding it's fire. The first time Gironika is horizontal, a POW(b) will pass by. Grab it since the bit is great for blocking Gironika's fire. Near the end of the fight a POW(R) will fly by. After the fight move your Force to the front and continue on past the Simakrangers and Meltcraft and then a wave of Meltcraft from both sides. Continuing on after the break in combat you'll pass by a Strabalt and POW(B), two lines of Meltcraft and a POW(R), three Strabalts, and finally you'll approach the boss, Xelf-16. Avoid the spikes, stay along the top when the laser fires (it's the massive laser you saw firing in the background as you went through the level), and fire a charged beam when the core is exposed. After destroying Xelf-16 you'll proceed to one of five versions of Stage 2. If this is you're first time through you'll be going to Stage 2.2, the Jungle version. ---------------------------------------- "The genetic structure of the strange lifeforms known as "Bydo" remain a mystery. The fact that their DNA has the same double helix structure as ours has however been demonstrated...." -Excerpt from "The Bydo Body"- There are five different versions of Stage 2, which one depends on how you fought the boss the last time you finished Stage 2. See the next section "Alt. Stages" for how to unlock the different versions. The basic layout of the Stage remains the same, with only a few changes in how you get through (since your ship moves through air and water exactly the same way I'm not counting Stages 2.3 and 2.4 as radically different designs). What is different is the types, formations, and number of enemies. The basic layout is this: You fly left to right, starting off outside. After a little ways you will enter a sort of tunnel underneath a giant root structure, and there will be a metal trench system below you. You will fly through a high opening back outside for a little ways until you encounter a second structure. You enter the structure on either the top or bottom level, depending on what version you're playing through. Inside the structure are two floors (you can see both on the screen at once; they are very small rooms), then after those is a tall, but narrow room. You fly through a narrow tunnel (about as high as your ship) back outside, where the boss hangs from a hook on the ceiling. ---------------------------------------- Stage 2.0 - Twisted Ecology (Desert) Enemies: Birashins Bulb, Keet, Sand Taran, Surge, Taran Colony, York Boss: Negus O Shim As you start the stage flying to the right you'll encounter a swarm of Keet, a line of Surge, and two Yorks. Try and destroy the Yorks before they drop their pods and grab the POW(B) if you need it. After that wave comes another line of Surge, and then Sand Tarans will begin emerging from a hole in the ground while two more Yorks attack from the right. As you fly over the structure on the ground you find a POW(m) at the entrance, and then a POW(B) a second later as six Yorks attack from the left, so move your Force to the rear. Continuing on you'll encounter several swarms of Keet, and then two Yorks and outside of the structure, a Birashins Bulb. Take the Yorks out first then keep firing on the Bulb until it is destroyed, stopping only to grab the POW(B) if you want it. Sand Tarans emerge from the remains of the Bulb, while a wave of twelve Yorks attack from the right, and finally another Birashins Bulb outside of the second structure. Fly into the upper half of the structure and destroy the Taran Colony on the ceiling and grabbing the POW(Y) if you want. Switch your Force to the rear and fly down and destroy the Taran Colony in the alcove. There is also a POW(B) walking along the floor in front of you. As you fly along, through the narrow tunnel, you'll be attacked on both sides by Sand Tarans. After then tunnel there is a POW(Y) and a POW(B), and then the boss, Negus O Shim. Hit the blue prong if you want, and then take out the glowing orb that sticks out of the sac. ---------------------------------------- Stage 2.1 - Twisted Ecology (Swamp) Enemies: Birashins Sprout, Keet, Keet Colonian, Surge, York, Yorkmingo Boss: Negus O Shim You'll start off with a Keet Colonian on the ground spewing Keets, so take out the Colonian before going after the Keets. Try to destroy the Colonian before the two Yorks show up. After than a POW(B) will fly by, so grab the power-up if you want before taking on the next Keet Colonian and the first Yorkmingo. Continuing on you'll flying into a tunnel with roots above you and a structure below you. At the entrance is a POW(m) and a ton of Birashins Sprouts on the floors and ceilings. Throughout the entire tunnel you'll be attacked by Surges from behind and Sprouts on the walls and ceilings. In one trench is another Keet Colonian. Near the end of the tunnel is a POW(Y) and a whole lot more sprouts. As you exit the tunnel you'll encounter a wave of Surge and a Yorkmingo in front of you. Hit the Yorkmingo with a charged beam and let the Surge fly into your Force. Continuing along outside you pass more Sprouts and then a Birashins Bulb, followed by two Yorks and a Yorkmingo standing outside of the second structure. Fly into the bottom of the structure taking out the Keet Colonian and POW(Y). Head upward and take out the Keet Colonians behind you on the floor and another on the ceiling in front of you. A POW(B) will be above three Birashins Sprouts as you fly into a tall room with three Keet Colonians on the ground and four Sprouts on the ceiling. Fly through the tunnel while fighting off Sprouts and Surges, and then grab the POW(R) or POW(B) before the boss, Negus O Shim. Hit either prong if you want, and then take out the glowing orb that sticks out of the sac. ---------------------------------------- Stage 2.2 - Twisted Ecology (Jungle) Enemies: Briashins Bulb, Birashins Sprout, Keet, Keet Colonian, Nulaylaf, Surge, Yorkmingo Boss: Negus O Shim This level being with three lines of surge and a POW(Y) appearing right after the second line appears on screen. After that there is a Yorkmingo and a swarm of Keet at the Birashins Sprout infested entrance of the tunnel. Inside the tunnel you will find a POW(m), more Keet, and Surge will begin attacking from your rear. As you approach the water filled trench a Yorkmingo will emerge, so it helps to have your Force in back to block the Surge and your beam charged. Further on down the tunnel are more Keet, Sprouts, and a Yorkmingo. As you fly out of the tunnel you will be attacked by another line of Surge from the front. Immediately outside of the tunnel is a POW(B), quickly followed by a Birashins Bulb and a rear attack by Surge. Chase the Bulb down, destroying it as quickly as possible so it's out of the way when you get to the Yorkmingo at the entrance to the structure. It is possible to fly underwater at this point, however the river is infested with Nulaylaf and you can still be hit by the surface enemies. Past the Yorkmingo, a POW(Y) will fall down the waterfall (the waterfall will push you downward, so be careful not to accidentally fly into the wall of the structure). Fly into the top of the structure, destroying the three Keet Colonians. Drop into the water when there is a break in the Nulaylaf school and continue to the right. A POW(Y) is underwater for you to get, and vertical fire can help since there are three Keet Colonians on the ceiling when you get into the next room. Defeat the Colonians and head through the tunnel, avoiding the Sprouts that will emerge. On the other side are two more lines of surge, a POW(R), a POW(B), and finally the boss, Negus O Shim. Hit either prong if you want, and then take out the glowing orb that sticks out of the sac. ---------------------------------------- Stage 2.3 - Twisted Ecology (Underwater) Enemies: Birashins Root, Birashins Shoot, Keet, Keet Colonian, Nulaylaf, Yorkon Boss: Negus O Shim You are completely underwater at this point, however your ship will still handle exactly the same way as it does in the air. You will immediately run into a POW(Y) and a school of Nulaylaf. After dealing with them, or while if you aren't fast enough, you will run into two Yorkons, a Birashins Shoot, and a POW(Y). A Keet Colonian sits outside the tunnel spawning Marine Keet, so deal with it first, then its offspring. Four more Colonians and a Yorkon stand between you and a POW(B). After than defeat the next two Colonians and then fly out of the tunnel straight into the three Yorkons and three Shoots. After than you will find a Birashins Root, which is large and has a high defense, but is not particularly hard survive. Plus, there is a POW(B) to help you out. After the Root there are several lines of Nulaylaf, but they can be ignored for the most part since your Force can destroy them upon impact. Fly into the lower section of the structure, past the infinite number of Nulaylaf and the three Yorkons on the top section. There is a POW(Y) on the bottom half and a POW(B) on the top, so take what you want before going into the next room with even more Nulayaf and four Yorkons. Try to stay back in the upper left corner as you fire, and to enter the room with a charged beam. Fly through the tunnel, past the three Yorkons, the POW(B), and the POW(Y) to get to the boss, Negus O Shim. Hit either prong if you want, and then take out the glowing orb that sticks out of the sac. ---------------------------------------- Stage 2.4 - Twisted Ecology (Frozen Lake) Enemies: Aqua Taran, Birashins Root, Nulaylaf, Yorkgorn, Yorkon Boss: Negus O Shim This level is also completely underwater, except now large ice formations make the passages much more narrow. The level starts off with a POW(Y) and a school of Nulaylaf with four Yorkons swimming among them. The passage is very narrow because of the ice block, so hit the Yorkons fast and hard. As the ice begins to thin out a Yorkgorn will approach from the rear, so keep your Force in the back and hit it quickly. You are now inside the tunnel, which is strangely empty. As soon as you see the POW(B), however, Yorkgorns will approach from both sides. Hit the front one with a charged beam to kill it and allow the rear one to swim over you and away. Continue out of the tunnel into another school of Nulaylaf and a Yorkgorn blocking a POW(B). Charge your beam and hit the upcoming Birashins Root to kill it quickly before dealing with the Aqua Tarans. It's important to kill the Root quickly because a Yorkgorn will soon approach from behind. The Yorkgorn will not follow, but if the Root is alive you won't have much room to navigate. After that, continue past some more Nalaylaf and Aqua Tarans into the top half of the structure. Inside the structure you will run into Nulaylafs in front and Aqua Tarans from behind. There is a POW(B) on the top half and a POW(Y) and Yorkgorn on the lower half. In the next room are two Birashin Shoots on the left side of the tunnel and one on the right side. After the Shoots are a POW(B), a POW(R), and the boss, Negus O Shim. Hit the red prong if you want, and then take out the glowing orb that sticks out of the sac. ---------------------------------------- Stage 3.0 - Battleship Raid A massive shadow threatens the city. This used to be our only refuge. Enemies: Bolt, Brabam, E320, E321, Gemini, Glam, Grant, Lancer, Pulsar, Reevo, Surge Boss: Planet Buster Wave Cannon, Land Gains, Wave Core You start off underneath the ship being attacked by a Glam. Past the Glam are the small E320 boosters, which can be destroyed, though the jets will absorb weapon fire. There are three groups of two, as well as a POW(R). After then are destroyed you will fly backwards and then up until you are above the large E321 Warship Engine, two Pulsars and a POW(b). The Engine can be destroyed, but takes a lot of firepower and is easy to ignore. Afterwards you will head back down below the ship. Technically it's the right side of the ship, but the camera turns so you are below the ship on the screen. Anyway, you are immediately greeted by another Glam and eight Pulsars. After a few seconds break you'll find a POW(R), a line of Surge, two Pulsars, and a Brabam cannon. Try to take all of these out as quickly as possible, and then destroy another Glam and a non-firing turbine along the bottom of the screen. Switch your Force to the ream because a Glam will attack from behind when you're in the narrowest section. Beyond that are four Lancers, so keep your Force in the rear to attack and be aware that the lasers can penetrate your Force. Grab the POW(R) if you want, though vertical/diagonal lasers are much better against the Planet Buster Wave Cannon, which will now appear on screen. The PBWC fires a laser similar to your charged beam, just a few thousand times larger and more powerful. When it powers the beam you can be sucked into it, so carefully stay along the bottom or top while attacking it. As you move from the beneath it to above, a POW(B) will appear. You will then encounter another Lancer and a POW(R), then fly back downward while being attacked by two lines of Surge. Underneath the PBWC are four Grants and a Gemini Cannon. Destroy them as quickly as possible and grab either the POW(B) or POW(R) if you want. Move your Force back to the front in order to fight the Surge coming from the upper right. The buildings on the right side can be destroyed, but there is no real need to bother, and you should be charging your wave cannon anyway. After you pass by the buildings Land Gains will drop down in front of you and a Pulsar will open up. Unload your cannon onto Gains, take out the Pulsar, then finish off Gains. Behind Gains are a couple of crates that you can hold your Force against to charge your Dose, which is an opportunity that should never be passed up. Recharge your wave cannon since as you fly upward you will be attacked by Gains again, as well as a Bolt. Hit the Bolt and Gains at the same time, then finish off Gains with normal fire or recharge your wave cannon. As you watch the Land Gains fall off the ship, a Gemini will open up on you from the right. Since there is nothing else around yet, charge your wave cannon and hit it as soon as it appears. A POW(m) will appear shortly, as will a Glam and two Pulsars. As the ship rotates and you begin your final approach on the reactor, a line of Revo will approach from the right. Soon another line will attack from the back as a POW(B) appears, so keep your Force in the rear. Following them, five Bolts will open up below you. Get in the middle, use your Force on the rear ones and a wave cannon burst on the ones in front. A POW(Y) will appear on the right, and another non-firing turbine will on the left, and then a POW(B) on the right. Five plates block the path to the reactor, so use whatever you have, preferably vertical lasers, to clear a path. Charge you wave cannon and wait for the boss to appear. There are two sections to the Wave Core, but only the one on the right is vulnerable. Stay in the middle of the two yellow laser columns, then when the red lasers fire either unleash your wave cannon on the side of the right shaft, or use your Dose. When the weak spot retracts, recharge your wave cannon and wait for the cycle to begin again. ---------------------------------------- Stage 3.5 - Forest Watchdog Once he was a fearless hero, now a forest watchdog. What evil keeps him leashed here? -Epitaph in the R Museum- Enemies: Wright Boss: Glaise, R-13 Cerberus This is a very simple and straight-forward level, literally. It is strictly left to right movement and the only enemies you have to worry about are Wights and the snake, Glaise. The hardest thing about Glaise is actually hitting it, avoiding the fire is fairly easy. See the bosses' section for strategies. Things will start out easy enough, with a single Wight appearing from the right firing energy balls at you. The energy balls cannot be blocked by your Force so avoid them. Take out the next two Wights and grab the POW(B) if you need it. Next, another Wight and a POW(B) will appear as a tree near the right side falls down. Stay on the back half of the screen and you can avoid it, and most of the other trees in this level. After the tree another Wight appears, then a short break before Glaise shows up. If you have the right weapons take it out now, otherwise just avoid it. It'll fire off a few volleys then leave as two more Wights and a POW(Y) appear. Glaise will then fire from the ceiling as two more Wights appear from the right. After that a POW(B) appears surrounded by a pair of Wights. There will be a short break before a POW(R) and two Wights appear, then two more Wights, a tree on the left will fall, and Glaise will fire again. Two trees will begin to fall, so get in between them and avoid the two Wights until you have a clear shot at them. Following that, two more Wights will begin firing as Glaise moves perpendicular to you along the bottom of the screen. Then four Wights and a POW(B) will appear. Take them out before the trees begin to fall so you have enough room to maneuver. First the outer two will fall then the middle one will fall as three more Wights appear. After that you will get swarmed by at least ten Wights in three groups and a falling tree. There is a POW(Y) and a POW(R) in that mess, so get them if you don't have your laser at full power yet. The boss is coming next, and generally a red laser is your best bet. There will be a short pause before the boss appears, so charge your beam and go in shooting. ---------------------------------------- Stage 4.0 - Deserted Lab "The most effective in this war? The Bydo have it, and they control it." -Bydo Lab Chief's Speech- Enemies: Allene, Geela, Reevo, Relic, Surge Boss: Cattepigard, Dobkeratops As soon as you start out charge your beam weapon to level one. Take out the Geela and immediately recharge and take out the next one. Repeat for the third one, aiming low so you can hit the Allene. After that grab the POW(B) and kill the Relic before it becomes a problem. As you continue onward the floor will open up and Surge will come out and arc to the right. Clear them or just ignore, and move on. Allenes will begin dropping in two columns in front of you as a swarm of Reevos comes from the right. In the mist of all of this is another POW(B). Two lines of Geelas will come at you from the left, along the floor, and the right along the ceiling. Switch your Force to the rear, using lasers on the left ones and beam weapons on the front ones. If you have reflective lasers, you can take out both sides with very little effort. A few more Reevos and a line of Surge attack before a POW(Y) appears. As the next line of Surge advances you will see the back end of this stage's miniboss, the Cattepigard. This isn't a particularly hard boss; the biggest problem is the narrow areas you have to move around it. Pound the crap out of the back three guns, ignore the Allenes, and hit the Geelas with a rear laser. The head is a lot harder, and the Reevos don't help, but keep your Force in the rear and blast away. Another POW(Y) awaits you after the Reevos. Continuing on, you come across a short line of Surge, and then a really long one, with a POW(R) in the middle of it. A floor will pop open letting more Surge out with Reevos attack from the right. If your red laser is a continuous beam, this is the time to use it. After that Geelas will come out of the floor while Allenes drop down in front of you. With a strong laser and the Force absorbing the shots, this isn't too difficult. When there is a break in the Allenes (i.e. once you kill a few) fly through them and take out the Relic on the other side. Reevos will fly and Allenes will walk towards you from the right. The Reevos will be flying up and down, shooting at angles, so be careful or one shot might fly past your Force and hit you. Another POW(R) is available, and for most Forces, you'll want the red lasers against the boss. Once you reach the top of the lab you'll fly into Dobkeratops's tank were you can get a POW(R) or POW(B) before the fight begins. At first avoid the swimming creatures and hit the glowing spot when he sticks it out (the lower the difficulty, the easier this is to do). A good tactic is to charge your beam when he isn't vulnerable, allowing your Force to block the creatures, then unleash it on his weak point. Once the body is destroyed, avoid it by flying to the lower right when it falls on you. Charge your beam to max as you wait for the next section to break free. Once it begins firing at you, it's vulnerable, so unleash your weapons on it. The actual boss is beneath the red orbs, so they have to be cleared to make a path. Clear enough (your Dose attack is very good at this), then just hit it with everything you have. ---------------------------------------- Stage 5.0 - Dimension 26 The humans of the 26 century abandoned a horrible weapon in space. That mistake has come back to haunt us in the form of the Bydo Empire. -From Recruiting Manual Introduction- Enemies: Cancer, McCarron Class, Photon Dorney, Strabalt Bomber, Surge Boss: Gains, Fine Motion The first thing you'll notice about this stage is that it is very distorted, almost as if the screen is being projected onto a curved surface. How curved it is depends on your speed; at Speed 1 it is smooth, at 4 it is extremely distorted. You will have to keep your speed up to avoid things, so try at keep it at 3 and adapt to the distortions. When you begin you will see a POW(R), which will be immediately followed by a Strabalt Bomber. After that two more Bombers appear on the top and bottom. Clear one out before the POW(B) appears and ignore the other one. Switch your Force to the rear and fire away at the McCarron Class as it appears from behind. If your Force laser is not a full power it will take a while to take out the body, but the guns can be destroyed easily with a diagonally firing laser. Switch your Force back to the front and take out the three Bombers that appear in front of you. Take out the middle one first then go after the outer ones. A POW(R) will appear, which you should get if it gives you a continuous laser beam, or you need a fully charged Force. A McCarron will appear from the upper left corner, so take out the lower guns before the body is in range. It is possible to destroy the entire thing before it appears completely on screen. A POW(Y) will appear in the lower right a second or so later, and a POW(B) will follow in a moment. Two Bombers will appear in the upper and middle positions, which can be dealt with easily enough. A POW(m) will precede a McCarron in the lower right corner. Either take out the guns and ignore the body, or destroy the body starting on the left as it appears. Try and take it out quickly because two more Bombers will appear soon. After the fight two more Bombers and a POW(b) will appear. Surge will appear from behind in two rows, and then the miniboss from Stage 1.0, Gains will return. He is exactly the same, though Cancers will begin appearing from both sides. Try and take Gains out before the screen becomes swamped with Cancers. After Gains is destroyed a few more Cancers and then a POW(R) will show up. Then, a new enemy, the Photon Dorney will appear along with a POW(B). The Dorney's lasers can make one 90 degree curve towards you, similar to some yellow lasers. Move your Force to the back because two more Dorneys will appear right after the blue power-up. Once they're gone, a McCarron will appear from the upper left and a few seconds later another one in the lower right. Try to take out the first one before the second appears, otherwise you will be surrounded by a lot of firepower. Two lines of Surges will appear from behind and cause problems as you try to take out the second battle cruiser, and a POW(R) will appear on the right. After that mess you will face a sequence of: two Bombers, a Bomber and two lines of Surge, two Dorneys, another Bomber, two more lines of Surge, two Dorneys and a POW(B), a POW(R) with a Bomber surrounded by two Dorneys, and finally a Dorney surrounded by two Bombers and a POW(Y). None of these are particularly hard if you have a good red laser and charge your beam weapon when you have a break in combat. After that, the boss, Fine Motion will appear from behind. This is the boss that gives a lot of new players the most difficulty and also determines what version of Stage 6 you go to. Consult the Bosses section for specific combat strategies, but you basically need to destroy the two orbs on the right side while avoiding the reflect lasers and magnetic fields it creates. ---------------------------------------- Stage 6.0 - Floating Graves I'm space sick again and dead tired... but it looks like Operation Last Dance has entered the final phase. -From Recovered Voice Recorder- Enemies: Allene, Asteroid Taran, Cancer, Genneim, Nasreil, Outslay, Reevo, Relic Boss: Gomander This is where things start to get difficult, especially if you're still new to this game. You will first see a POW(R), but get it carefully because a Nasreil is right behind it. Duck under it and fly into the cave, where Asteroid Tarans line the floors and ceilings. Past them is a POW(B), which you might want to get since diagonally firing lasers are a big help here. Two more Nasreil follow, so get through them when they aren't firing at you. Stay off of the surfaces since they will be crawling with Tarans. Three more Nasreils will appear, with a POW(m) on the middle one's tail. At this point the Tarans will crawl back into their holes and you will run into the first Genneim. Destroy it quickly, grab the POW(R) if you want, and then take out the next Genneim. More Tarans appear, this time with Allenes and a POW(B). It is going to be very crowded in here, so keep firing as much as possible. Rear firing missiles and reflective lasers are great to have right now. You might need to drop your speed to navigate the narrow passages. Watch out for more Allenes up a head, and for the stream of Nasreils from behind. You can't really fight the Nasreils, so just avoid them. To make your life worse, Tarans will re-emerge, and you will run into more Genneims. There is a POW(R), which can help against the Genneims, but the blue is generally better against the Tarans. Stay low and the Nasreils will pass overhead. Kill them from the back and get through the passage to find a Relic on the other side. Allenes will join the Tarans now, and if you take the lower road around the rock you can get a POW(b), which may just be the most helpful item in the game right now. Another Relic will be on the metal platform on the ground, followed by a POW(R). Take out the Reevos quickly and get to the center of the screen so the Outslay will not hit you. You can't destroy it, but take out the segments on the body very quickly so they can't fire at you. Get away from the pit, since that is where the snake is going. You can get a POW(B) here if you want. You will now have a ton of Allenes on the ground and Reevos in the air, plus the damn Outslay is still around. Destroy as many of the small enemies as you can, and just find the spot on the screen where the snake isn't going. The snake will go away for a short while and you can now get another POW(b). Now you will have Relics on the ground and Reevos in the air. If things get too dangerous, just unleash your Dose as a last resort. Soon Tarans and Cancers will join in, so just do what you have to do to stay alive. You will eventually fly into a huge vertical chamber, with a POW(R) and POW(m) at the top. The camera will shift to an overhead view as you descend. Just avoid/destroy the Cancers coming from the four corners and keep an eye on the new Outslay. Once the Cancers stop coming, the Outslay will be hittable (not to mention able to hit you). Same as before; take out the segments and avoid the body. You can get a POW of any color here, but it can be hazardous with the snake flying around. Once the camera goes back to a side view you're almost done; just one more Outslay. Stay up top until it moves out of the way then head towards the bottom, but stay a few ship's height above the ground so it can do a few figure-eights around you before leaving, clearing the way to the large chamber, into which you will go. In here is the boss, Gomander, which has a large weak spot that drops down and fires at you. When it isn't doing that, there is an Outslay around and occasionally debris will fly at you. Hit the weak spot to make it retract (not to mention damage it) quickly since its fire will regenerate the segments on the Outslay. ---------------------------------------- Stage 6.1 - Beautiful Erasure The drifting specks of light sooth the darkness in my heart. Enough to forget my nightmares. Enemies: None Boss: Nomemayer Welcome to the smallest stage in the game. There is only one screen, which is the fight with the boss, Nomemayer. Hit it hard and fast, since the level will collapse in on you in a few minuets. ---------------------------------------- Stage 6.2 - Anti-Space Even in another dimension, the Bydo retain their terrifying ability to adapt. And their instinct for destruction? That remains unchanged. Enemies: Allene D, Cancer D, Daris, Ralma Boss: Gridlock Enemies in this dimension are wireframe models of previous enemies, and aside from not having a solid color to them, are no different than before. When you start out there is a POW(Y) and then a Ralma creating a boxed in area filled with red Daris. Also inside are a POW(B), a Ralma boxing in blue Daris, and another boxing in more red Daris, which will be released if the Ralma is destroyed. Unlike touching other walls, touching the wall created by a Ralma will kill you, so be careful. At the end is another POW(Y). Slip though when there is an opening to exit the big entrapment. In the second segment of this stage Ralmas will be coming at you from both sides. All of these are long horizontal lines, with a Daris on the end. You will see a POW(R) in the lower right, but since there are so many Ralmas around, reflective lasers can be more useful. A POW(B) will appear soon, right after Allene Ds begin dropping in on both sides of you. It may be best to keep your Force in the back so you have firepower in both directions. A POW(m) will appear in a few seconds, which may help out a great deal, depending on your ship. After the missiles appear, Cancer Ds will begin showing up from the bottom of the screen. Move your ship to the upper half quickly and get the POW(b) when it appears. A POW(Y) will appear on the lower half right after the bit does. Now just keep fighting on past the Cancer Ds and Allene Ds and eventually you will move on to the third layer of the stage. In the third and final section you have to fight the boss Gridlock. There are two pieces to the boss, and both will appear at the same time. Both sections have four prongs that much be destroyed to take out the section. Gridlock releases Daris and Ralmas, so the hardest part is not getting trapped by their walls. The Dose is quite effective here when you are in a really tight spot. A POW(B) will show up at the beginning, which you should get if you have reflective blue lasers available to your ship. POW Ds containing various powerups will be showing up through out the fight, so get which ever weapon you want. ---------------------------------------- Stage F-A - The Bydo... The Bydo are a man-made nightmare. And I cannot wake up. None of us can. The Bydo... -From Recovered Voice Recorder- Enemies: Ayden, Chimass, Genon, Guaneem, Shutom Boss: Bydo In this stage you will only have to face one enemy, which comes in four different varieties. Just remember to take out the red version (Chimass) first if there is one, since killing it will destroy the entire Genon group. When you start out a POW(R) will fly by as three Genons (Chimass in front surrounded by Shutoms) emerge from the liquid background. Shutoms will emerge in a row from above and a row from below and begin to circle around you; try and take them out as quickly as possible since a huge Genon is coming from the right. This group is a few columns of Guaneem in the rear, a column of Aydens in front, and a Chimass in the upper left corner. The Chimass isn't visible at first, so take out as many Aydens as you can then the Chimass as soon as possible. Behind the formation is a POW(B). Chimass-Ayden Genons will begin emerging from all around you, so take them out as quickly as possible. Chimasses are not a major threat so take out either one and don't worry about the other one. After a few of these four Genons (four Shutoms with a Chimass in the middle) will form a circle around you, then another group of four will emerge. This is followed by a POW(R), which will probably come in handy, since a huge wave of Shutoms will fly at you from the right. These cover the entire screen and move in an arc pattern. Just keep firing as you move up and down and you'll be fine, though you can use your Dose to glide through with zero problems. A little while in a POW(b) will appear, and then three POWs, with one of each color will appear at the same time. Right as this happens two rows of Guaneems will fly through. Stay in between them and keep clearing out Shutoms as you did before. When the top row of Guaneems ends, move to the top and keep an eye on the columns of Aydens that are now part of the wave. Once you see the second group of Ayden you're in the clear from this wave. Now you can get a POW(R) before facing the largest Genon in the game. This is a huge spiral of Shutoms and Guaneems, with a Chimass in the center. The spiral will move around you, so simply kill the Shutoms and avoid the Guaneems until you get a shot at the Chimass. There are also a few Aydens in the formation, but they are easy enough to avoid. Once the Chimass is gone you can move back to the center of the screen. Now you have to fight Genon groups emerging from all around you, but this time it is four Aydens with a Chimass in the center. After you fight six Genons at once, move to the left side of the screen, ignoring the POW(B) for now. A huge circle of Shutoms and Guaneems will emerge, with four lines of Aydens connecting the outer circle to a Chimass surrounded by eight Guaneems. The clear shot to the Chimass is in the back, but you can fire in between the Guaneems if you time your shots. If you have a beam weapon such as the Shock Wave Cannon, then you can take it out very easily. After that you can get a POW(R), and then another Genon of the same configuration will appear, except from behind you. Move your Force to the rear and clear out as many of them so you can move around to the back and hit the Chimass. A POW(B) will appear, but if you already have a forward firing laser, don't get it. A wall of Guaneems will slowly move towards you from the right. The only clearing is a narrow passage in the middle. Fly into it, holding down the firing button so you can destroy the Shutoms that are flying into the passage from the right. This part is actually pretty cool, since no matter where you move you'll have an entire screen full of eyeballs watching your ship. Once you exit the passage you are done with the stage, except for the final boss, the Bydo core. When you first see the core it will have various other Bydo enemies circling around it, but ignore them. Fire your Force into the red orb in the middle, and it will get stuck. Now, fire a wave beam at the Force (any level will do). The Bydo will not like this, and after a slight animation it will begin throwing Forces at you, which are invincible, so avoid them. You'll notice that your wave beam is now broken, but you can still charge it. Charge it to max (this will take 45 seconds) and let it go. After the longest 45 seconds of the game you can unleash a weapon which is basically a level 7 Giga Wave Cannon shot. After the Bydo is destroyed, sit back and enjoy the ending (with music by the Blue Man Group) and if this is your first time beating the game, you can now get to the second versions of stages 6 and 7. ---------------------------------------- Stage F-B - Summer Night Familiar faces... Familiar places... But... ...Why? Enemies: Meltcraft, R-9B, R-9D, R-9DH, R-9F, R-9W Boss: R-9A Arrowhead When you begin you will first notice that your ship has been transformed by the goop as you flew out of the remains of the last boss. You are now a Bydo; vanguard of the invasion to be precise. The level will look very familiar, which is because you are actually going through Metropolis Quietus again, except this time you are the Bydo. You might remember the red ship you saw fly past you in the background when you began Stage 1.0- that is what you are now; you have traveled back in time and become the Bydo. You will begin the stage with an encounter against two R-9DH fighters, who fire steady wave cannon shots at you. If you don’t have a powered up Force yet, use level 1 or 2 shots of your wave beam to clear them out. After that two R-9Ds appear, as does a POW(Y). Before you have time to clear them out four R-9F fighters show up. The R-9Fs have Forces in the front, so you either have to get behind them, hit at an angle, or use a wave cannon that can penetrate barriers to hit them. After that a POW(B) precedes a wave of Meltcrafts coming from your left. Switch your Force to the rear and take them out. About half way through that wave a second, much smaller, wave comes from the front. Keep firing, but focus more on the fire from the ships than the actual ships themselves. After the Meltcraft comes a POW(R), which is generally a help in the upcoming fights. A fleet of R-9Ws appear from all around, so move your ship to the left with your Force in front and keep firing. Once again, focus more on avoiding the ships’ fire than the ships. You can pick up a POW(B) after the R-9Ws are dispatched. Blue lasers are generally best at this point since you will be much safer attacking the R-9Bs from an angle. After those, R-9Ds appear on your right, so avoid the large lasers and fire at an angle. As they R-9Ds are destroyed or fly off a POW(R) will appear on the right, which can be useful. Grab it if you want and switch your Force to the rear since a large wave of Meltcraft will be chasing you. A fleet of fighters, two of each kind, will follow the Meltcraft, but they won’t stay long so just avoid them. After that a group of POWs will fly by from behind, so get everything you want in preparation for the fight with the R-9A Arrowhead. At first this isn’t a hard fight, just avoid its fire and hit it with a few beam weapons. Once it takes enough damage the screen with flash and it will steal your Force. Fortunately, no matter what Force you have, it only gets a Standard Force (the kind that comes with your Arrowhead). Unfortunately it can alternate between the three laser types at will, as well as fire Standard Wave Cannon I shots at you very rapidly. Wait for it to disengage its Force (you can’t take it back, so don’t try) and fire wave cannon shots. Eventually it will go down, and for the first time you will be happy to see that explosion. If this is your first time through F-B you can now access the third and final path through the game. ---------------------------------------- Stage F-C - Wherever I swim through a sea of stars, without looking back to shore. Faster than light, bending time. Forever Wherever Enemies: Asteroid Taran, Bat, Cancer, Hatch, McCarron Class, Nasreil, Outslay, Photon Dorney, Reevo, Strabalt Bomber, Surge Boss: None The first thing you should notice when you enter this stage is that you have no ships remaining, regardless of how many you had when you finished 6.2. You get one shot at this- no spare lives, no continues. This is also by far the longest level in the game, not to mention the most difficult. You may want to practice this in Score Attack mode until you become familiar with it, since you’ll probably have to retry it a lot before you become good at it. When you being the stage, charge your beam weapon as high as it can go, then unleash it on the column of Bats as soon as you see them, hopefully taking two of them out. Recharge and fire again. Right behind these Bats is another column, so repeat the process. Past them are a POW(R), two Photon Dorneys and a Strabalt Bomber. Two more Bombers will follow the two Dorneys as well. In the middle of the fight with these small enemies a POW(B) will appear in front and a McCarron cruiser in behind. Switch your Force to the back and take out the McCarron while ignoring whatever remains of the previous batch of enemies. The McCarron will stop for a second once it occupies the entire middle of the screen, so move to one side. Surge will follow above and below it, and once the McCarron moves off two Dorneys will follow from behind as you enter the 23rd century. After the Dorneys comes a POW(R) and two Bombers from the front as a McCarron enters from the upper left. Take out the Bombers quickly then go for the cruiser. A POW(Y) will show up, as do two more Bombers as the McCarron moves along the top. If your yellow lasers are the kind that move horizontally and then bend at 90 degrees at a target, defiantly get the yellow power-up here. Take out the guns on the cruiser and ignore the body; the Bombers are a more immediate threat. A POW(b) will show up, which can be a great help against the fire from the cruiser. If your Force isn’t in the front yet, move it there and take out the Dorney and POW(m). Another McCarron will appear below you, along with two Bombers. As usually take out the guns and don’t worry about the ship. After that McCarron two more Bombers and a POW(B) will appear, followed by two lines of Surge from the rear. Then a POW(R), a Dorney, and a POW(B) will appear before it’s time to move your Force to the rear again. Two Dorneys will appear from behind, followed by a McCarron from the upper left. Once the Dorneys are gone move to the very top, and if you’re lucky you can take out the entire cruiser before the second one appears in the lower right. Move your Force to the front and unleash your lasers and beam weapon on the lower one. If you stay in the lower left corner you should not have a problem with this one either. As usual, two Bombers follow the cruiser, which shouldn’t be a threat if the McCarron is already gone. After that you can get a POW(B), but I generally prefer yellow lasers at this point. Since you have a break in the combat, charge your beam and use it on the two Dorneys that appear in front of a POW(R). After that you face off against a Bomber and two Dorneys, then a POW(Y), and then a Dorney and two Bombers. Your welcoming party to the 24th century consists of two columns of bats. Attack just like you did before, but since you have lasers now, it should be even easier. You will then enter an asteroid field which is, not surprisingly, infested with Asteroid Tarans. A POW(R) will also be at the entrance of the field, and a POW(b) is right behind it. Nasreils also make a comeback in this stage, but if your lasers can fire at an angle, they shouldn’t be a huge problem. Just stay on a different horizontal plane and they can’t hit you. After a bunch of Nasreils and Tarans, two lines of Surge will attack. These lines do not stop, so continue firing until you come to the Hatches that spawn them. There will be three Hatches on the last rock; the top and bottom can be destroyed easily, but the middle one will either need blue or yellow lasers, or for you to move your Force to the back. As you pass through a gate between two rocks you’ll be swarmed by Cancers, but if you have any kind of tracking weapon, they will go down quickly. After a somewhat long fight with Cancers, there will be a slight break. Charge your beam weapon since two columns of Bats will mark your entrance to the 25th century as well. I know what you’re thinking right now: “You know what would make this level perfect? If only Outslay was around.” Well, good news, right after a POW(R) everybody’s favorite invincible snake returns. As in Stage 6.0, take out the pods quickly and avoid the body until it flies off, which will be immediately followed by a second Outslay. After it leaves you can pick up another POW(R) before a wave of Reevos comes at you from the front. A POW(B) and really, really long wave of Surge will follow. Continue moving up and down as you hold down the fire button and you should be fine. This is just like the wave of Shutoms in F-A, except the Surge can fire at you, but if you have bits this shouldn’t be a huge problem. After the Surge comes a POW(R) and then the main invasion force of the Bydo- a ton of Fine Motion capsules. Fortunately for you, they fly by and ignore you, so you don’t have to fight them. Just avoid them until they pass by you. After that comes four columns of Bats, and they you just sit back and cruise into the 26th century. Now that you've finished R-Type Final, what's left? Well, you can try beating F-C with every ship in the game. Some of the Bydo ships are very, um, unique and will make the stages much more difficult than in a high powered ship. =================== Alt. Stages =================== Stage 2.X The first time you finish Stage 1.0 you will go to Stage 2.2. You can alter which version of Stage 2 you go through on subsequent plays when you get to the boss. The stage boss is a large sac with several things sticking out of it, including a red prong and a blue prong. By destroying one of these you change the value of X; destroying the red decreases it by one, the blue increases it by one. So if you are in 2.3 and destroy the red prong, the next time you will go to stage 2.2. Then in Stage 2.2 you can either go to 2.1 or back to 2.3 on your third play through. You can only destroy one prong per fight; once you destroy one, the other one becomes greyed out and immune to all weapons. Stage 3.5 In order to get to this stage you must defeat the boss of 3.0 with Ship #69 (Cross the Rubicon). After that you will begin Stage 3.5 instead of 4.0. You'll go to 4.0 after beating 3.5. Also, note that it is possible to play through 3.5 in any ship, you simply have to switch ships after beating 3.0 Stage 6.X Which version of Stage 6 you play depends on how you beat the boss of Stage 5.0. The first time you encounter the boss it there is only one thing you can do, and you will always go to Stage 6.0. On your second trip through 5.0 the boss will have blue prongs attached to it. Destroy them first to go to Stage 6.1 after the boss is destroyed, or destroy the boss and not the prongs to go back to Stage 6.1. On your third trip through 5.0 the boss will have red prongs in addition to blue ones. Destroying the red ones take you to Stage 6.2 and you can still access 6.0 and 6.1 normally. Stage F-X There is no secret to getting to the different version of Stage F. Beating 6.0 takes you to F-A, beating 6.1 takes you to F-B, and beating 6.2 takes you to F-C. =================== Boss Strategies =================== NOTE: All boss strategies are done on the Normal (Human) difficulty. For other difficulties the strategies are basically the same, however the bosses will take a different amount of fire power to kill, so adjust as necessary. NOTE: All Time Limits are estimates and are taken from the moment that either you can damage it, or it can kill you, and end as soon as neither you nor it can damage each other. NOTE: The Time Limit may vary depending on how much damage the boss has taken. Until I have time to get the actual numbers, the Time Limits are for if the boss does not take any damage during the fight. 1.0 I - Gains Description: A giant mech with a giant gun. Capabilities: He starts out in front of you and rotates around to get a shot at you, then fires multiple shots. After shooting he charges at you then charges back, and then fires again. He will always rotate around you, so you can't actually touch him with your ship. Tactics: Before you reach him increase your speed to 4 and begin charging your wave cannon to level 2 or higher if possible. When he appears fire and he will go into his charge without firing. Avoid him while recharging the wave cannon. When he is about to fire again hit him and he will be finished. Time Limit: 30 sec ---------------------------------------- 1.0 II - Gironika Description: A huge mechanical spider with several guns attached. Capabilities: Its major advantage is its size, which can hinder your movement and make the projectiles hard to avoid. It's firing ability consists of discharging orange energy balls which start going downward then arc back to the top of the screen. Tactics: You can't actually damage him while he is coming out of the ground, so use the opportunity to charge your wave cannon. As soon as he begins firing, discharge your cannon at him. At this point there are two strategies, what ship you have determines which method is best. Option 1: Fire with your lasers directly at the spider. This works best for ships with a laser that fire continuously forward. Option 2: Launch your Force into the creature and have it rack up the damage while stay in a corner and avoid the projectiles. Fire the Force underneath it (Because the spider is upside-down, underneath it would be at the top of the screen). You want to try and get the Force stuck under it so it continues to damage it. This works best for Forces that can home in on a target. Which ever option you use continue doing it until the spider is overhead and horizontal. After it breaks from firing move to the other side of the screen and realign your Force as necessary. Time Limit: 1 min 30 sec ---------------------------------------- 1.0 Boss - Xelf-16 Description: A metallic Bydo that surrounds the screen and has a massive cannon that is occasionally exposed. Capabilities: First, it has a massive cannon that takes up most of the screen (it's the cannon that you saw fire several times during the level. Additionally it will try and stab you with the metallic borders and will form ships that will rush you. Tactics: You will probably want to drop your speed to 3 because the area is pretty tight. The weak spot is the cannon, while can only be hit when it is exposed. The boss follows a pattern. Your best bet is to have a Wave cannon that launches a single powerful shot because the weak spot does not stay open for a long time. The pattern goes like this: 1: Open cannon and begin charging. Fire your wave beam now then move to the top of the screen to avoid the beam. 2: Thrust metal spikes outward blocking your line of fire. Stay at the top of the screen charging then after the spikes retract the cannon will be exposed, so fire. 3: Retract either the top or bottom layer of metal and then drop ships out of the other metal layer. The cannon will be exposed for only a second, so your best bet is to charge your beam without firing on the ships, then fire on the cannon when it is exposed. The ships do not fire and your Force and Bits can block them, so just ignore them. Time Limit: 4 min 15 sec ---------------------------------------- 2.X Boss - Negus O Shim Description: A giant bag of ... something that hangs from a beam. The boss does not change in the different variations of the level. Capabilities: Sends out tentacles with globs that can fire on you. The tentacles themselves cannot be damages, but the parts that fire can be. The tentacles can be varying in length and the larger ones can cover the entire screen in fire if you don't take out the weapons. Tactics: First of all, if you want to change the level ecosystem for the next time through, hit either the red or blue prongs first. It is best to get that part out of the way ASAP. After that go after the weak spot, which is a small glowing orb that will stick out to the left or right. ANY damage will cause the spot to retract, then appear else where, including a homing missile or single bullet, so it is best to deal as much damage as quickly as possible. When it is on the same side as you make sure it won't get hit by a stray missile and charge your wave cannon to the max. Then when you have an opening, hit the weak spot with the wave cannon and then use lasers or bullets as it retracts. If you're lucky it will reappear on the same side as you, but if it goes to the other side, you have limited option, since it will not move again until it takes damage. If you have the type of Wave cannon that emits a single large explosion, charge it to the max and then get near the top of the boss and release it. If that is not an option get to the bottom of the screen and throw your Force to the other side. Then hit the weak spot either with the Force's guns or attempt to navigate the Force into the weak spot. The third option is to move your Force to your rear and move to the other side of the screen. Time Limit: 4 min (NOTE: GameFAQs user Archon is experimenting to see if how much damage Negus has taken effects the time limit. Theoretically damaging Negus may extend his time by up to a full minuet. Jugem thinks it might also be related to what stage variance you're playing as well.) ---------------------------------------- 3.0 I - Planet Buster Wave Cannon Description: A huge cannon at the front of the ship that fires a beam that takes up half the screen. Capabilities: It fires a beam half the size of the screen. Fortunately, the cannon takes time to charge. Unfortunately, the cannon will attempt to suck you into it as it charges. Tactics: This is one of the few situations where the vertical lasers are the best choice. Simply get under it and begin firing. When you don't have room underneath move to the top and continue firing. If you have bits, you can also use them to damage the cannon, just don't get dragged into the cannon. This is also a good time to use your special weapons, assuming your Dose is full. Time Limit: 50 sec ---------------------------------------- 3.0 II - Land Gains Description: A mech that has two forms: one with a rifle and one with a machine gun. Capabilities: Land Gains attacks twice: the first time he hangs off the edge of the ship and shoots at you with a rifle, and then after you beat that form he is sitting on top of the ship with a machine gun. Tactics: Before you get to him begin charging your wave cannon, you will know you are near him when you reach a row of buildings that can be destroyed. For his first form he will be shooting at you while a Pulsar above you fires as well. As soon as he begins attacking, fire your wave cannon. He will stop for a second, so use the opportunity to take out the turret if it wasn't destroyed by your wave cannon. He will probably not be finished yet, so get out of his line of fire and continue shooting with your lasers. When he is finished, he will throw the gun at you as he leaves, so avoid it. You will have a short break before you pan up to the top where his second form is. Behind him are two crates which you can push against to recharge your Dose meter if needed. As you move up you will see him waiting near a closed Bolt. Charge your wave cannon and push your Force against the mortar cannon, so as soon as it opens you will destroy it. After the cannon is gone, fire your wave cannon at Gains, and then finish it off with lasers. Time Limit: 20 sec (1st attack) 45 sec (2nd attack) ---------------------------------------- 3.0 Boss - Wave Core Description: Two long tubes at the bottom of the screen that alternate between firing and retracting. The tube on the right has a red side, which is the weak spot. Capabilities: There are three different guns, which take turns firing. The first is two guns that fire vertically and move left to right, and then back as the left hand tube extends and retracts. As the left tube retracts the right one will extend and begin launching red energy balls which fall back down towards you. After the right tube retracts, the left tube begins firing energy balls in a similar manner from the left. After that, the pattern repeats. Tactics: You will defiantly want to have your speed at only 2 or three, due to the fact that you have almost no navigation room. The only time the Core can take damage is when the right tube is extended. When you can't hit it, charge your wave cannon to it's max, and then as soon as you can fit in between the tubes, get in and fire, then avoid the energy balls. When the patter begins again, start recharging for another shot. Note: As Starlac pointed out, "If you do go invincible there's a glitch on Level 3 (Giant ship), place your ship in the furthest top left hand corner at the boss battle taking care not to damage the ship in any way and the game will get struck in a loop, let the game run for the allotted time then pause and quit or turn invincibility off and kill yourself." This is a great way to run down the timer when you are trying to unlock ships. Time Limit: 6 min 15 sec ---------------------------------------- 3.5 I - Glaise Description: A long eel with a segment that fires energy into the air. Capabilities: The segment in the middle with a cannon attached will fire a spread beam into the air. Tactics: It's not really a boss, since you don't have to defeat it, but people can have trouble figuring out how to kill it. The best way to kill it is to use the Giga Wave cannon, which has a Level 7 charge. If you don't have that ship yet, just ignore the eel. GameFAQs user Jugem pointed out that the R-9Leo2 (Ship #017) can kill Glaise quickly with a Red Claw Laser DX. As a third strategy against Glaise, Yoshi Liu suggests that you, "Use the TW-2 Kiwi Berry and shoot the Force at one of the segments, this will charge up the dose, once it is charged use it. and when you can see the end switch the Force to the end of your ship and shoot it at the head, use the Dose when full." It doesn't matter which strategy you use; you'll end up with one very dead snake. Time Limit: N/A ---------------------------------------- 3.5 Boss - R-13 Cereberus Description: A relic from R-Type's past, now trapped in a Bydo tree. Capabilities: Can launch it's Force at you, pick up trees with the Force, shoot photon missiles, lightening, and send Wights out. Tactics: Basically you just need to avoid the force while destroying the minor enemies and charging your wave cannon. Once your cannon is completely charged, fire at the ship, assuming the ship hasn't retracted the Force. Be sure to hit the ship, not just the enclosure and the boss will go down quickly. Time Limit: 3 min 30 sec ---------------------------------------- 4.0 I - Cattepigard Description: A four section mechanical worm that you approach from the rear. Capabilities: Aside from being massive enough that you don't have much room to move around in, each of the rear sections has a automatic vertical gun and the head has four of them, which fire up, directly ahead, and in between. Tactics: For the rear sections the best method is to push into it with your Force while you fire with your standard lasers. If you are running out of room and haven't destroyed a section yet, wait for a break in the firing to move past the gun. When you get to the middle section enemies will begin approaching. Hit the walking turrets with your bits while continuing to fire on the train. After that resume using your Force until it gets to crowed, then use your special weapon to take out the minor enemies, leaving just the head of the train. There are two places to hit on the head, the back which can be destroyed in the same way as the body and the guns. If you have a Force that homes in on enemies, just stay in back and let it get to work. Otherwise put the Force to the back and move to the front as soon as you get an opening and fire. Just watch out for flying enemies. Time Limit: 2 min ---------------------------------------- 4.0 Boss - Dobkeratops Description: A familiar face from the original R-Type returns. There are two forms to fight: a stationary body, and a free moving pod. Capabilities: The body section only has one attack: launching waves of swimming enemies after you from the bottom and the weak point. The pod section has three things to launch at you: spikes, red balls, and capsules. Tactics: For the body section you want to stay in the lower left charging the wave cannon, and blocking the enemies with your Force. When the weak spot is exposed fire at it, then take out any surviving enemies. Go back to the corner and repeat until it is destroyed. The body will begin to fall on you as it launches more enemies. Move to the lower right to avoid it. When you have room, clear out any enemies and then charge your wave cannon. The pod will then come forward and begin launching weapons at you. The pod can only be hit where the red skin is exposed, so destroy as many of the red balls as possible to clear room, then use whatever you have to destroy it. Lain Iwakura emailed me with a useful tip on how you can charge your special weapon in a few seconds and rack up a ****load of points. Lain wrote, "If you get close enough to the organ that is still inside the cage (before you destroy its head) with your Force, you can rack up an obscene amount of points before the head will finally collapse (at least it seemed to do so on its own; I figured it was "self-destructing" as all the bosses do if you leave them undestroyed for too long). We had no idea you could actually hit that particular part of the boss at that point. As long as you don't hover too close or get nailed by the projectiles, it should work very well. Even after having continued once, my friend was still able to rack up over 100 thousand points at completion of the stage." I've tried this trick myself, and it works great. Time Limit: 3 min 45 sec (body) 4 min 30 sec (Pod) ---------------------------------------- 5.0 I - Gains Description: The Mech from Stage 1.0 is back Capabilities: Exactly the same as last time, except a bunch of flying droids will be shooting at you as they fly by from both sides of the screen. Tactics: The usual: charge your wave cannon before you get to it then release as soon as possible. Just remember to avoid the droids as you recharge your cannon. The best way to deal with the droids is to use Enhanced Homing Missiles or hit them with your Bits. Time Limit: 30 sec ---------------------------------------- 5.0 Boss - Fine Motion Description: An egg-shaped capsule which opens up and separates. Capabilities: Can shoot 2 - 8 HUGE reflective lasers from it's top, bottom, or side, as well as use huge magnetic beams to drag you into its walls. Tactics: First of all if you want to go to Stages 6.1/F-B destroy one of the blue prongs on the outside of it, or destroy a red one to go to Stages 6.2/F-C. Once that is done there are two glowing orbs to destroy. The best way to do this is to not even look at the orbs, just charge your wave cannon and fire when full. Just concentrate on the lasers and keep your speed at 3 or 4 to be able to pull away from the magnetic beams. Try and have your wave cannon fully charged when you start out the fight, so you can unleash it on the outer orb. You'll either destroy it or severely damage it. After that there really isn't a lot of advice to give; just take out the second orb with wave cannon fire. Time Limit: 4 min ---------------------------------------- 6.0 Boss - Gomander Description: A large sac inside the chamber Capabilities: Aside from the sac's weaponry, there is also an unlimited supply of Outslays. The sac can fire a massive spread wave that not only kills you, but regenerates the Outslays' guns. The entire chamber can also vibrate knocking loose debris. Tactics: Stay in the lower left corner and you'll be out of the Outslay's reach, so just destroy any gun pod that is going to fire on you and when the snake leaves, hit it with whatever you have; you should have time to charge your wave cannon a few levels. As long as you have your Force and the top Bit you'll be fairly safe from all attacks. Time Limit: 5 min 20 sec ---------------------------------------- 6.1 Boss - Nomemayer Description: A slug-like creature which moves around the circular enclosure you are trapped in. Capabilities: Launches boulders of varying sizes at you which roll around the chamber before falling on you. Can sometimes launch POW armor. After it's half destroyed it begins launching small green orbs around the chamber and sticking a large tongue (?) out into the center of the chamber. Tactics: There aren't too many tactics you can use here. Basically just avoid everything and continue firing. Vertical or diagonally firing lasers can be more useful than horizontal ones, and Wave cannons can shorten the battle. Time Limit: 4 min (NOTE: The boss doesn't self-destruct in 4 min, the circle collapses in on itself, killing you) ---------------------------------------- 6.2 Boss - Gridlock Description: Two large pods tethered to something in the distance. One is red, the other blue, and each has four prongs to destroy. Capabilities: Each pod can generate the force field walls that were through- out the level as well as throw projectiles. Tactics: Avoid everything you can, and try to take out the pods one at a time. Don't let yourself become trapped within the walls. Don't stay close to the pods since it will make it easier for the Ralmas to entrap you. Time Limit: 3 min 45 sec ---------------------------------------- F-A Boss - Bydo Description: The humongous core of the Bydo empire Capabilities: Can generate practically every non-boss ship in the game and throw it at you. The enemies don't actually attack you, they just collide with you the way a missile would Tactics: As soon as you get an opportunity launch your Force into the center of the Core and it will become trapped. Charge up your wave cannon and fire at the Force. At this point your wave cannon will break and the core will begin throwing Forces at you, which are invincible, so avoid them. Charge the wave cannon (which now says "Final") until it flashes, which will take 45 seconds, and shoot the core. Time Limit: 37 minuets (NOTE: The Boss doesn't self-destruct, it kills you) ---------------------------------------- F-B Boss - R-9 Arrowhead(s) Description: The first ship you had in this game, complete with Force, lasers, and Wave Cannon. Capabilities: The same capabilities as your R-9A Tactics: It starts out as just a ship without a Force, and will generally just fly in wide circle around the screen aiming outward, so you can hit it at your leisure. Then, when you do enough damage it steals your Force and begins uses all three lasers, detaching the Force, the wave cannon, and rushing you. Just try to avoid it and hit it from behind or the top/bottom. Time Limit: Unlimited (?) =================== VS. AI Mode =================== VS. AI is a strategy game you play against a computer opponent. All battles are 1-on-1, and whichever ship wins two out of three matches wins the game. You can fight with any ship in the hanger, however you configure the AI on your fighter and it automatically battles the computer’s fighter. Aside from the battling the computer, you can battle other players' ships through a password system. There are two tutorials, one on the rules, and the other on AI configuration. If you're having trouble, watch these videos for some pointers. The most important difference, aside from not having direct control, is that ships now have life gauges. When one ship runs out of life it loses, and if the timer runs out the ship with the most life wins. ---------------------------------------- AI Settings The game will store up to eight custom AI configurations that can be applied to your ships before each game. The settings can be different for each half of the battle, so you can set it to become more aggressive when the enemy is weakened, or more defensive to wait out the timer. BASIC STRATEGY: This determines if you go face-to-face against your opponent or retreat until you have a clear shot. Offensive ships get more shots in, but take more damage as well. If your ship can hit at angles or has a wide area attack, defensive tactics are better. SPACING: How far from the opponent the ship should stay. Closer combat makes both ships more accurate, and in range of short-range weapons. What this should be set to depends on who the opponent is. MAIN WEAPON: How much the fighter should use its main weapon (guns or lasers) compared to its wave cannon. Wave Cannons are much more powerful, however the charge time means the opponent can destroy you with weaker weapons in the meantime. FORCE SHOT: How often the Force should be detached from the Ship. A ship without a Force attached cannot use lasers, but the Force can fire its guns and ram the opponent. If you are using either the Tentacle Force (which homes in on enemies) or one of the claw Forces (which attach themselves to enemies) you should be using the Force Shot a lot, otherwise keep it attached. ITEM TENDENCIES: What type of laser should be preferred, or if the ship should get any laser possible, and switch when a new one is available. If you choose a certain color, the ship will attempt to maximize the power of that color laser. Chances are the battle won't last long enough to max out a laser, but many Forces have one less-than spectacular laser. You generally want to prefer one color, except in rare cases. 1ST/2ND SWITCH: At what point in the fight should the fighter switch to the alternate configuration. The choices are: -TIME: When the timer hits the halfway mark -HP: When half of fighter's HP is gone -FOE HP: When the opponent's HP is half gone -EQUIP: When your ship has an equipped laser -FOE EQUIP: When the opponent has a laser 2ND HALF SETTINGS: Can either be customized or the same as the 1st half. There is no one "good" AI setting, it all depends on what ship you're using and who you're fighting. Generally speed is more important than firepower, so see what your opponent does and do something faster. If you opponent relies on its wave cannon, use your main weapons, and so on. A good setting is to become more aggressive when your opponent's HP is half gone. If you have more life that it does, you can usually win even if you take a lot of damage finishing it off this way. You will quickly find that it is not very easy to overpower your opponent with no strategy at all. Trust me, it is not thrilling to watch your Giga Wave, Leo Force, equipped R-101 get blown apart by an Arrowhead because you didn't bother to set up the AI correctly. ---------------------------------------- Battle Mode In this mode you will fight one battle of 3 rounds against a ship of your choosing. While the outcomes are recorded, they do not affect your standings in the Championship mode. There are four types of battles: You against a pilot on your memory card (including yourself), you against a pilot on a second memory card, you against a password inputted ship, and two password- inputted ships. You VS Yourself / You VS another profile Once you select this option you are shown the profiles of the first ship in each hanger. Highlight a profile you want to pick a different ship in the hanger. In the hanger you can customize the ships in the same way you can in the normal game (bits, colors, etc) as well as choose which AI setting to use. Back in the battle setup menu you can also chose between two different arenas, and once everything is done select Battle Start to begin. You VS Password / Password VS Password This is basically the same thing, except instead of setting up the ship and AI you put in a password that is encrypted with the information you need for the fight. This is used to fight another player when you don't have access to their memory card (i.e. online challenges and whatnot). ---------------------------------------- Password This is where you go to get the passwords used in Battle Mode. It gives you a list of the ships in your hanger, and 36 digit alphanumeric password when you select a ship. You cannot configure anything in this mode, so make sure the ships are set up properly before trying to get a password. ---------------------------------------- Championship Mode This is the heart of VS AI, where you battle preset AI controlled ships. There are five classes, and you must completely clear each one before moving on to next one. NOTE: This is a work in progress. I'll update the rest once I finish the VS AI Championship Mode and develop better strategies. Novice Class I. R-9A Arrowhead VS Hades II. R-9D2 Morning Star VS Hades III. R-9ER2 Unchained Silence VS Hades IV. R-9B3 Sleipnir VS Hades This round is basically no challenge at all; you shouldn't even lose one round unless you're unlucky. Basically just set up the Hades and watch it clear a path to the Normal Class for you. Normal Class V. R-9WB Happy Days VS Hades VI. RX-10 Albatross VS Hades VII. R-9A4 Wave Master VS Hades VIII. R-9AD3 King's Mind VS Hades Slightly harder, but once again the Hades shouldn't have much difficulty here. If you lose a match, just try again and the Hades should pull through. Upper Class IX. TP-2 POW Armor VS Hades X. R-13A Cerberus VS Cerberus XI. R-9SK2 Dominions VS Charon XII. R-9DH3 Concert Master VS Charon Here is where things start to get difficult, though the TP-2 should be more of a Normal Class fighter. The R-9SK2 and R-9DH3 are lethal at close range, so use the Charon which is set to fight a more defensive, long range battle. The R-13A will give you the most problems. Basically your Cerberus is set with the same AI config, so you just have to get lucky. It'll take a few tries, but go down eventually. High Class XIII. B-1D Bydo System Alpha VS Hades XIV. TL-2A Achilleus VS Hades XV. R-Leo2 Leo II VS Hades XVI. OF-1 Daedalus VS Hades The B-1D and TL-2A aren't major threats, unless your ship does something dumb (it happens), but you're basically hoping the Hades will take out the enemy with the wave cannon before it gets a Force. The same is true for the OF-1, but it takes a bit more luck with the Hades, so if you have problems use the Charon instead. The R-Leo2 is an incredibly powerful ship, but its defense seems weaker than the others. Basically if the Hades makes contact with a wave cannon shot before the Leo gets a Force you win, otherwise it will. Champion XVII. R-902 Ragnarok II VS Charon This is not going to be pretty, no matter what ship you use. If you can get Lightening wave shots in before it gets a Force, you can do significant damage, however it only needs a 2 Loop shot from the wave cannon to take you out in one hit. The Charon is a good bet, but the Cerberus can also stand against the Ragnarok. ---------------------------------------- Ship-specific recommendations .---------.-------.--------.-------.------.--------. | Defense | Space | Weapon | Force | Item | Switch | .---------+----------+---------+-------+--------+-------+------+--------| | R-13A2 | Hades | 2/5 | 4/1 | 5/2 | A/A | R/R | FH | .---------+----------+---------+-------+--------+-------+------+--------| | R-13A | Cerberus | 5/5 | 4/4 | 5/5 | N/N | I/I | None | .---------+----------+---------+-------+--------+-------+------+--------| | R-13B | Charon | 1/1 | 5/5 | 3/3 | N/N | Y/Y | None | .---------+----------+---------+-------+--------+-------+------+--------. The Hades will be your all around attack ship, which will move in close and hit hard with the wave cannon. For the few ships that can take out a ship in front with no effort, the Charon will stay in the corner and sweep it with the Yellow lasers. The hardest fight is the Cerberus, which takes more luck than skill, but your odds go up if you fight using the Cerberus. =================== Score Attack =================== Score Attack mode is a special mode which enables you to go back through stages that you have already completed in the normal in order to try and get a high score. When you first open up the menu you will see a list of every stage that you have completed, with various pieces of information. -Stage -Score: The points you gained in that level only, not your total score -Fighter: The ID number of the ship you were flying at the time -Pilot Name: The score displayed is the highest of the three pilot profiles on the memory card, or if no player has the highest score, the name displayed is IREM. -Difficulty: The game tracks scores for each difficulty, press the left or right buttons to change the difficulty displayed. There are seven different screens you can view. Press left or right to change. -High scores for each level on BABY mode -High scores for each level on KIDS mode -High scores for each level on HUMAN mode -High scores for each level on BYDO mode -High scores for each level on RTYPER mode -High scores for each level overall -Top 10 highest TOTAL scores overall If you press the triangle button when one of the stages is highlighted on the first six screens a window will pop up giving you the information on the record, plus a password. To replay a specific level, go to one of the first six screens and highlight the level you want. It will then take you to the Fighter Select screen where you can choose a fighter in your Hanger, change the difficulty, or move a fighter into the Hanger (you cannot customize it here though). Once you either run out of lives or finish the level, it will give you your score, just as it does on normal play. From there you have the option of retrying the level, changing fighters, or returning to the menu. You cannot go through each stage progressively, so if you want a high Total score, you have to play the normal game. Time spent in Score Attack mode counts for the time requirements for unlocking ships, so if you want to save time you can simply go through 3.0 or F-C repeatedly. This is also the place to practice each level, especially F-C, until you are comfortable enough with them to finish them on normal mode. =================== Data & Gallery =================== From here you can view all of your unlocked ships, Bydo info, pictures, records, etc. =================== R-Museum Ships =================== #001 - R-9A Arrowhead [General Purpose Fighter] Wave Cannon - #01 Force - #01 Bits - A/D Missiles - H/V Note - Ship from the original R-Type ---------------------------------------- #002 - R-9A2 Delta [Reinforced Atmospheric Prototype] Wave Cannon - #19 Force - #01 Bits - A/D Missiles - F/H/V Note - Ship from R-Type Delta ---------------------------------------- #003 - R-9A3 Lady Love [Strengthened Standard Loadout] Wave Cannon - #02 Force - #04 Bits - A/D Missiles - F/H/V USA Password - 5270 0725 JPN Password - 4170 4170 ---------------------------------------- #004 - R-9A4 Wave Master [Last Direct Descendant] Wave Cannon - #03 Force - #04 Bits - A/D/S Missiles - F/H/V ---------------------------------------- #005 - R-9AF Morning Glory [Force Wave Cannon Test Model] Wave Cannon - #07 Force - #04 Bits - A/D Missiles - H/V ---------------------------------------- #006 - R-9AD Escort Time [Experimental Decoy Unit] Wave Cannon - #08 Force - #04 Bits - A/D Missiles - H/V ---------------------------------------- #007 - R-9AD2 Princedom [Improved Decoy Unit] Wave Cannon - #09 Force - #04 Bits - A/D Missiles - H/V ---------------------------------------- #008 - R-9AD3 King's Mind [Elite Decoy Unit] Wave Cannon - #10 Force - #04 Bits - A/D Missiles - H/V ---------------------------------------- #009 - R-9C War-head [Custom-Built] Wave Cannon - #18 Force - #02 Bits - A/S Missiles - F/H ---------------------------------------- #010 - R-9K Sunday Strike [Mass Production Economy Model] Wave Cannon - #18 Force - #03 Bits - A/D Missiles - F/H ---------------------------------------- #011 - R-9S Strike Bomber [Enhanced Mass Production Model] Wave Cannon - #11 Force - #01 Bits - A/D Missiles - F/V ---------------------------------------- #012 - R-90 Ragnarok [Hyperdrive System Fighter] Wave Cannon - #28 Force - #20 Bits - A/D Missiles - H/V Note - Ship from R-Type III ---------------------------------------- #013 - R-902 Ragnarok II [Ultimate Wave Cannon] Wave Cannon - #12 Force - #21 Bits - A/D Missiles - H Note - Ship from R-Type III ---------------------------------------- #014 - R-9AX Delicatessen [Magnum Armament Test] Wave Cannon - #04 Force - #05 Bits - A/S Missiles - F/H/V ---------------------------------------- #015 - R-9AX2 Dinner Bell [Magnum Armament Test 2] Wave Cannon - #05 Force - #05 Bits - A/D Missiles - F/H/V ---------------------------------------- #016 - R-9Leo Leo [Laser Bit] Wave Cannon - #06 Force - #22 Bits - P Missiles - F/H Note - Ship from R-Type Leo ---------------------------------------- #017 - R-9Leo2 Leo II [Dyna-Laser Bit] Wave Cannon - #01 Force - #23 Bits - Z Missiles - F/H ---------------------------------------- #018 - R-9SK Principalities [Flame Fighter] Wave Cannon - #71 Force - #13 Bits - A/D Missiles - F/V ---------------------------------------- #019 - R-9SK2 Dominions [Enhanced Flame Fighter] Wave Cannon - #72 Force - #14 Bits - A/D Missiles - F/V ---------------------------------------- #020 - R-9W Wiseman [Magnetic Wave Cannon Unit] Wave Cannon - #30 Force - #05 Bits - A/D Missiles - F/H/V ---------------------------------------- #021 - R-9WB Happy Days [Split Wave Cannon Test] Wave Cannon - #31 Force - #05 Bits - A/D Missiles - F/H/V ---------------------------------------- #022 - R-9WF Sweet Memories [Illusion Wave Cannon Test] Wave Cannon - #23 Force - #05 Bits - A/D Missiles - F/H/V ---------------------------------------- #023 - R-9WZ Disaster Report [Cataclysm Wave Cannon Test] Wave Cannon - #28 Force - #05 Bits - A/D/S Missiles - F/H/V ---------------------------------------- #024 - R-9B Strider [Mid-Distance Cruise Unit] Wave Cannon - #73 Force - #06 Bits - A/S Missiles - F/G/V USA Password - 2078 0278 JPN Password - 5050 1060 ---------------------------------------- #025 - R-9B2 Stayer [Intra-Atmosphere Long Cruise Unit] Wave Cannon - #74 Force - #06 Bits - A/D/S Missiles - F/G/V ---------------------------------------- #026 - R-9B3 Sleipnir [Enhanced Mid-Distance Cruise Unit] Wave Cannon - #74 Force - #07 Bits - A/D/S Missiles - F/G/V ---------------------------------------- #027 - R-9D Shooting Star [Long Range Precision Strike Unit] Wave Cannon - #13 Force - #06 Bits - A/D Missiles - F/V ---------------------------------------- #028 - R-9D2 Morning Star [Enhanced Long Range Precision Strike Unit] Wave Cannon - #14 Force - #06 Bits - A/D/S Missiles - F/V ---------------------------------------- #029 - R-9DH Grace Note [Long Irradiation Beam] Wave Cannon - #15 Force - #06 Bits - A/D Missiles - F/V ---------------------------------------- #030 - R-9DH2 Hot Conductor [Enhanced Irradiation Beam] Wave Cannon - #16 Force - #06 Bits - A/D Missiles - F/V ---------------------------------------- #031 - R-9DH3 Concertmaster [Hyper-Extended Irradiation Beam] Wave Cannon - #17 Force - #06 Bits - A/D/S Missiles - F/V ---------------------------------------- #032 - R-9DV Tears Shower [Photon Vulcan] Wave Cannon - #45 Force - #07 Bits - A/D Missiles - F/G/V ---------------------------------------- #033 - R-9DV2 Northern Lights [Enhanced Photon Vulcan] Wave Cannon - #46 Force - #07 Bits - A/D Missiles - G/V ---------------------------------------- #034 - R-9DP Hakusan [Pile Bunker Unit] Wave Cannon - #42 Force - #07 Bits - A/D Missiles - F/G/H/V ---------------------------------------- #035 - R-9DP2 Asanogawa [Tesla Pile Bunker Unit] Wave Cannon - #43 Force - #07 Bits - A/D Missiles - F/G/H/V ---------------------------------------- #036 - R-9DP3 Kenrouken [Supreme Pile Bunker Unit] Wave Cannon - #44 Force - #07 Bits - A/D/S Missiles - F/G/H/V ---------------------------------------- #037 - R-9E Midnight Eye [Early Warning System] Wave Cannon - #47 Force - #08 Bits - C/D Missiles - H/V ---------------------------------------- #038 - R-9E2 Owl Light [Enhanced Early Warning System] Wave Cannon - #48 Force - #09 Bits - C/D Missiles - H/V ---------------------------------------- #039 - R-9E3 Sweet Luna [Radone Endurance Type] Wave Cannon - #48 Force - #10 Bits - C/D Missiles - F/H/V ---------------------------------------- #040 - R-9ER Powered Silence [Spherical Radone Type] Wave Cannon - #49 Force - #11 Bits - C/D Missiles - F/G/V ---------------------------------------- #041 - R-9ER2 Unchained Silence [Spherical Radone Upgrade Type] Wave Cannon - #49 Force - #12 Bits - C/D Missiles - F/G/V ---------------------------------------- #042 - R-9F Andromalius [Arm Class Control Unit Prototype Fighter] Wave Cannon - #20 Force - #33 Bits - D Missiles - F/H ---------------------------------------- #043 - RX-10 Albatross [Force Test Model] Wave Cannon - #20 Force - #29 Bits - A/D Missiles - F/V ---------------------------------------- #044 - R-11A Future World [Remote Garrison Enforcer] Wave Cannon - #35 Force - #15 Bits - A/D Missiles - F/G ---------------------------------------- #045 - R-11B Peace Maker [Patrol Spinner] Wave Cannon - #50 Force - #15 Bits - A/D Missiles - F/G/T ---------------------------------------- #046 - R-11S Tropical Angel [Boosted Spinner] Wave Cannon - #51 Force - #16 Bits - A/D Missiles - F/G/T ---------------------------------------- #047 - R-11S2 No Chaser [Metro Extreme Pursuit Unit] Wave Cannon - #52 Force - #16 Bits - A/D/S Missiles - F/G/T ---------------------------------------- #048 - TX-T Eclipse [Variable Structure Prototype] Wave Cannon - #21 Force - #29 Bits - A/D Missiles - F/H/V ---------------------------------------- #049 - OF-1 Daedalus [Orbital Strike Unit] Wave Cannon - #06 Force - #24 Bits - R/B Missiles - H/V ---------------------------------------- #050 - OFX-2 Valkyrie [Orbital Strike Remodeling Prototype] Wave Cannon - #01 Force - #25 Bits - R/B Missiles - H/V ---------------------------------------- #051 - OF-3 Garuda [Enhanced Orbital Strike Unit] Wave Cannon - #01 Force - #26 Bits - R/B Missiles - H/V ---------------------------------------- #052 - OFX-4 Songoku [Orbital Strike Remodeling Prototype II] Wave Cannon - #01 Force - #27 Bits - Y/R Missiles - H/V ---------------------------------------- #053 - OF-5 Kaguya [Elite Orbital Strike Unit] Wave Cannon - #01 Force - #28 Bits - B/G/R/Y Missiles - H/V ---------------------------------------- #054 - TW-1 Duckbill [Self-Propelled Container] Wave Cannon - #82 Force - #38 Bits - S Missiles - F/V ---------------------------------------- #055 - TW-2 Kiwi Berry [Tank Ordance Type] Wave Cannon - #32 Force - #36 Bits - A/D/S Missiles - F/G/H/V ---------------------------------------- #056 - TP-1 Scope Duck [Reinforced Biped Reconnaissance Unit] Wave Cannon - #83 Force - #38 Bits - D/S Missiles - F/H/V ---------------------------------------- #057 - TP-2 POW Armor [Mini Mobile Container] Wave Cannon - #27 Force - #34 Bits - A/D Missiles - D/F/V ---------------------------------------- #058 - TP-2H POW Armor II [Armament Upgrade] Wave Cannon - #27 Force - #35 Bits - A/D Missiles - D/F/V ---------------------------------------- #059 - TP-3 Mr. Heli [Asteroid Survey Sentry] Wave Cannon - #34 Force - #37 Bits - X Missiles - U USA Password - 1026 2001 JPN Password - 5959 5959 ---------------------------------------- #060 - TP-2S Cyber Nova [Enhanced Vernier] Wave Cannon - #22 Force - #34 Bits - A/D Missiles - D/V ---------------------------------------- #061 - TP-2M Frogman [Amphibious Duty] Wave Cannon - #33 Force - #34 Bits - D/V Missiles - A/D ---------------------------------------- #062 - TL-T Chiron [Experimental Humanoid Model] Wave Cannon - #75 Force - #50 Bits - A/D Missiles - A/V ---------------------------------------- #063 - TL-1A Iason [Increased Output Humanoid Model] Wave Cannon - #76 Force - #50 Bits - A/D Missiles - A/F/V ---------------------------------------- #064 - TL-1B Asklepios [Increased Defense Humanoid Model] Wave Cannon - #77 Force - #51 Bits - D/S Missiles - A/F/V ---------------------------------------- #065 - TL-2A Achilleus [Close Combat Unit] Wave Cannon - #78 Force - #52 Bits - D/S Missiles - A/V ---------------------------------------- #066 - TL-2A2 Neoptolemos [Improved Close Combat Unit] Wave Cannon - #79 Force - #52 Bits - D/S Missiles - A/F/V ---------------------------------------- #067 - TL-2B Herakles [Oversize Missile Pod Type] Wave Cannon - #80 Force - #52 Bits - D/S Missiles - B/V ---------------------------------------- #068 - TL-2B2 Hyllos [Final Humanoid Model] Wave Cannon - #81 Force - #52 Bits - D/S Missiles - B/V ---------------------------------------- #069 - RX-12 Cross The Rubicon [Bydo Coefficient Test Unit] Wave Cannon - #35 Force - #30 Bits - D/S Missiles - F/T/V ---------------------------------------- #070 - R-13T Echinda [Cable Force Test] Wave Cannon - #23 Force - #17 Bits - A/D Missiles - F/T/V ---------------------------------------- #071 - R-13A Cerebrus [Anchor Force Unit] Wave Cannon - #24 Force - #18 Bits - A/D Missiles - F/T/V ---------------------------------------- #072 - R-13A2 Hades [Anchor Force Upgrade] Wave Cannon - #26 Force - #18 Bits - A/D Missiles - F/T/V ---------------------------------------- #073 - R-13B Charon [Final Anchor Force] Wave Cannon - #26 Force - #19 Bits - A/D/S Missiles - F/T/V ---------------------------------------- #074 - BX-T Dantalion [Bydo Synthesis Trial] Wave Cannon - #40 Force - #46 Bits - D/E Missiles - E/F ---------------------------------------- #075 - B-1A Digialius [Vegetation Synthesis Trial] Wave Cannon - #68 Force - #31 Bits - D/E Missiles - E/F ---------------------------------------- #076 - B-1A2 Digitalius II [Enhanced Vegetation Synthesis] Wave Cannon - #69 Force - #31 Bits - D/E Missiles - E/F ---------------------------------------- #077 - B-1A3 Digitalius III [Vegetation Synthesis Combat Model] Wave Cannon - #70 Force - #31 Bits - D/E Missiles - E/F ---------------------------------------- #078 - B-1B Mad Forest [Ivy Synthesis Experimental Unit] Wave Cannon - #56 Force - #53 Bits - D/E Missiles - E/F ---------------------------------------- #079 - B-1B2 Mad Forest II [Enhanced Ivy Synthesis] Wave Cannon - #57 Force - #53 Bits - D/E Missiles - E/F ---------------------------------------- #080 - B-1B3 Mad Forest III [Ivy Synthesis Combat Model] Wave Cannon - #58 Force - #53 Bits - D/E Missiles - E/F ---------------------------------------- #081 - B-1C Amphibian [Regeneration Synthesis Trial] Wave Cannon - #53 Force - #32 Bits - D/E Missiles - E/F ---------------------------------------- #082 - B-1C2 Amphibian II [Enhanced Regeneration Synthesis] Wave Cannon - #54 Force - #32 Bits - D/E Missiles - E/F ---------------------------------------- #083 - B-1C3 Amphibian III [Regeneration Synthesis Final] Wave Cannon - #55 Force - #32 Bits - D/E Missiles - E/F ---------------------------------------- #084 - B-1D Bydo System Alpha [Bydo Mutant Sample] Wave Cannon - #59 Force - #39 Bits - D/E Missiles - E/F/V ---------------------------------------- #085 - B-1D2 Bydo System Beta [Bydo Mutant Prototype] Wave Cannon - #60 Force - #39 Bits - D/E Missiles - E/F/V ---------------------------------------- #086 - B-1D3 Bydo System Delta [Final Bydo Mutant] Wave Cannon - #61 Force - #39 Bits - D/E Missiles - E/F/V ---------------------------------------- #087 - BX-2 Platonic Love [Tensile Materials Experiment] Wave Cannon - #84 Force - #49 Bits - D/E Missiles - E/F ---------------------------------------- #088 - B-3A Misty Lady [Fog Defense Experiment] Wave Cannon - #62 Force - #47 Bits - A/D/E Missiles - E/V ---------------------------------------- #089 - B-3A2 Misty Lady II [Fog Defense Unit] Wave Cannon - #63 Force - #47 Bits - A/D/E Missiles - E/V ---------------------------------------- #090 - B-3B Metallic Dawn [Liquid Metal Frame Sample] Wave Cannon - #66 Force - #48 Bits - D/E Missiles - E/F/H/V ---------------------------------------- #091 - B-3B2 Metallic Dawn II [Liquid Metal Weapons Unit] Wave Cannon - #67 Force - #48 Bits - D/E Missiles - E/F/H/V ---------------------------------------- #092 - B-3C Sexy Dynamite [Jelly Frame Experiment] Wave Cannon - #64 Force - #45 Bits - D/E Missiles - E/F/V ---------------------------------------- #093 - B-3C2 Sexy Dynamite II [Enhanced Jelly Frame] Wave Cannon - #65 Force - #45 Bits - D/E Missiles - E/V ---------------------------------------- #094 - BX-4 Arvanche [Scale Armor Prototype] Wave Cannon - #41 Force - #43 Bits - A/D/E Missiles - E/F/V ---------------------------------------- #095 - B-5A Claw Claw [Hardened Materials Experiment] Wave Cannon - #39 Force - #44 Bits - A/D/E Missiles - E/V ---------------------------------------- #096 - B-5B Golden Selection [Precious Metal Armor] Wave Cannon - #37 Force - #40 Bits - A/D/E Missiles - E/F/T/V ---------------------------------------- #097 - B-5C Platinum Heart [Precious Metal Armor II] Wave Cannon - #36 Force - #41 Bits - A/D/E Missiles - D/F/G/V ---------------------------------------- #098 - B-5D Diamond Wedding [High-Density Carbon Crystal Armor] Wave Cannon - #38 Force - #42 Bits - A/D/E Missiles - F/H/T/V ---------------------------------------- #099 - R-99 Last Dancer [Ultimate Interchangeable Fighter] Wave Cannon - #01 -> #84 Force - #01 -> #53 Bits - A/B/C/D/E/G/M/P/R/S/Y/Z Missiles - A/B/D/E/F/G/H/T/U/V ---------------------------------------- #100 - R-100 Curtain Call [Ultimate Interchangeable Fighter Ver. 2] Wave Cannon - #01 -> #84 Force - #01 -> #53 Bits - A/B/C/D/E/G/M/P/R/S/Y/Z Missiles - A/B/D/E/F/G/H/T/U/V USA Password - 1009 9201 JPN Password - 9910 0101 ---------------------------------------- #101 - R-101 Grand Finale [Ultimate Interchangeable Fighter Ver. 3] Wave Cannon - #01 -> #84 Force - #01 -> #53 Bits - A/B/C/D/E/G/M/P/R/S/Y/Z Missiles - A/B/D/E/F/G/H/T/U/V ---------------------------------------- =================== R-Museum Wave Cannons =================== #01 - Standard Wave Cannon I Max Loops - 2 Ships - 001/017/050/051/052/053 Fires a beam directly ahead. ---------------------------------------- #02 - Standard Wave Cannon II Max Loops - 3 Ships - 003 Fires a beam directly ahead. ---------------------------------------- #03 - Standard Wave Cannon III Max Loops - 4 Ships - 004 Fires a beam directly ahead. ---------------------------------------- #04 - Standard Wave Cannon X Max Loops - 2 Ships - 014 Fires a beam directly ahead, which bursts into smaller beams and homes in on any nearby targets. ---------------------------------------- #05 - Standard Wave Cannon XX Max Loops - 3 Ships - 015 Fires a beam directly ahead, which bursts into smaller beams and homes in on any nearby targets. ---------------------------------------- #06 - Standard Wave Cannon Prototype Max Loops - 1 Ships - 016/049 Weak version of the Standard Wave Cannon. ---------------------------------------- #07 - Force Wave Cannon Max Loops - 2 Ships - 005 Standard Wave Cannon shot fires from both the ship and Force unit. ---------------------------------------- #08 - Decoy Wave Cannon I Max Loops - 2 Ships - 006 Two additional R-9s appear and fire wave cannon shots with the ship. ---------------------------------------- #09 - Decoy Wave Cannon II Max Loops - 3 Ships - 007 Four additional R-9s appear and fire wave cannon shots with the ship. ---------------------------------------- #10 - Decoy Wave Cannon III Max Loops - 4 Ships - 008 Six additional R-9s appear and fire wave cannon shots with the ship. ---------------------------------------- #11 - Mega Wave Cannon Max Loops - 2 Ships - 011 Massive energy burst goes through walls. ---------------------------------------- #12 - Giga Wave Cannon Max Loops - 7 Ships - 013 Level 7 charge can destroy almost anything in one hit. ---------------------------------------- #13 - Photon-Belt Wave Cannon Max Loops - 2 Ships - 027 Fires a continuous, wide laser beam. ---------------------------------------- #14 - Photon-Belt Wave Cannon II Max Loops - 3 Ships - 028 Fires a continuous, wider laser beam. ---------------------------------------- #15 - Steady Photon-Belt Max Loops - 2 Ships - 029 Fires a continuous, wide laser beam for a longer time than the Photon-Belt, but with slightly less power. ---------------------------------------- #16 - Steady Photon-Belt II Max Loops - 3 Ships - 030 Fires a continuous, wide laser beam for a longer time than the Photon-Belt and with more power. ---------------------------------------- #17 - Steady Photon-Belt III Max Loops - 4 Ships - 031 Fires laser beam for longest period of time. ---------------------------------------- #18 - Diffusion Wave Cannon Max Loops - 2 Ships - 009/010 Fires Wave Cannon beams over wide area. ---------------------------------------- #19 - Diffusion Wave Cannon Prototype Max Loops - 2 Ships - 002 Fires Wave Cannon beams over wide area. ---------------------------------------- #20 - Shock Wave Cannon Max Loops - 2 Ships - 042/043 Creates large explosion at point of impact. ---------------------------------------- #21 - Shock Wave Cannon II Max Loops - 3 Ships - 048 Creates large explosion at point of impact. ---------------------------------------- #22 - Supernova Wave Cannon Max Loops - 2 Ships - 060 Generates a Shock Wave burst at a specific distance from the ship. ---------------------------------------- #23 - Dread Wave Cannon Max Loops - 2 Ships - 022 Energy beam fires forward a expands upon impact. ---------------------------------------- #24 - Lightning Wave Cannon Max Loops - 2 Ships - 071 Fires lightning bolts with homing abilities. ---------------------------------------- #25 - Lightning Wave Cannon Test Max Loops - 2 Ships - 070 Fires lightning bolts without homing abilities. ---------------------------------------- #26 - Bounce Lightning Wave Cannon Max Loops - 3 Ships - 072/073 Fires lightning bolts with homing and reflective abilities. ---------------------------------------- #27 - Bydo Cannon Max Loops - 2 Ships - 057/058 Fires Bydo-looking energy. Charge time determines speed and shape of the energy released. ---------------------------------------- #28 - Hyper Wave Cannon Max Loops - 2 Ships - 012 Fires large energy bursts directly ahead and forces bits to spin around ship, creating an offensive shield. ---------------------------------------- #29 - Cataclysm Wave Cannon Max Loops - 2 Ships - 023 Large ball of magma fires forward dropping fireballs below, then explodes upon impact with a wall. ---------------------------------------- #30 - Nanomachine Wave Cannon Max Loops - 2 Ships - 020 Energy released can be controlled with the Right Analog Stick. ---------------------------------------- #31 - Split Wave Cannon Max Loops - 2 Ships - 021 ---------------------------------------- #32 - Goliath Max Loops - 2 Ships - 055 High speed mortar cannon, with distance determined by charge time. ---------------------------------------- #33 - Bubble Wave Cannon Max Loops - 2 Ships - 061 Chain of bubbles sweep below ship and explode on impact. ---------------------------------------- #34 - Crystal Wave Cannon Max Loops - 2 Ships - 059 Fires large crystal directly ahead, which shatters into progressively smaller crystals, which bounce around. ---------------------------------------- #35 - Mini Burst Wave Cannon Max Loops - 1 Ships - 044/069 Similar explosion as the Shock Wave Cannon. ---------------------------------------- #36 - Shower Cannon Max Loops - 2 Ships - 097 Beam fires directly ahead until it impacts the Force, the bursts into smaller beams that move forward at angles. ---------------------------------------- #37 - Gold Rush Cannon Max Loops - 2 Ships - 096 Beam fires directly ahead until it impacts the Force, the bursts into smaller beams that move forward at angles. ---------------------------------------- #38 - Prism Rhythm Cannon Max Loops - 2 Ships - 098 Beam fires directly ahead until it impacts the Force, the bursts into smaller beams that move away from the Force similar to light going through a prism. ---------------------------------------- #39 - Claw Wave Cannon Max Loops - 2 Ships - 095 Fires several long, claw-like projectiles. ---------------------------------------- #40 - Dantalion's Flute Max Loops - 2 Ships - 074 Massive wave of energy spreads outward as it moves away from the ship. ---------------------------------------- #41 - Scale Wave Cannon Max Loops - 2 Ships - 094 Projectile moves forward, and upon impact begins firing projectiles in 360 degrees. ---------------------------------------- #42 - Pile Bunker Max Loops - 2 Ships - 034 Large spike fires forward from underbelly of the ship. ---------------------------------------- #43 - Tesla Pile Bunker Max Loops - 3 Ships - 035 Large spike fires forward from underbelly of the ship. ---------------------------------------- #44 - Hyper Tesla Pile Bunker Max Loops - 4 Ships - 036 Large spike fires forward from underbelly of the ship. Second only to the Giga Wave Cannon in power. ---------------------------------------- #45 - Photon Vulcan Max Loops - 2 Ships - 032 Fires large volley of small photon bullets directly ahead. ---------------------------------------- #46 - Photon Vulcan II Max Loops - 3 Ships - 033 Fires large volley of small photon bullets directly ahead. ---------------------------------------- #47 - Recon Wave Cannon Max Loops - 2 Ships - 037 Sweeping sensors lock onto targets while charging, then energy beams home into targeted enemies. ---------------------------------------- #48 - Recon Wave Cannon EX Max Loops - 3 Ships - 038/039 Sweeping sensors lock onto targets while charging, then energy beams home into targeted enemies. ---------------------------------------- #49 - Seizure Wave Cannon Max Loops - 4 Ships - 040/041 Sweeping sensors lock onto targets while charging, then energy beams home into targeted enemies. ---------------------------------------- #50 - Lock-On Wave Cannon Max Loops - 2 Ships - 045 Several beams lock onto a specific target, then if target is destroyed before beam stops fire, a new target is acquired. ---------------------------------------- #51 - Lock-On Wave Cannon II Max Loops - 3 Ships - 046 Several beams lock onto a specific target, then if target is destroyed before beam stops fire, a new target is acquired. ---------------------------------------- #52 - Lock-On Wave Cannon III Max Loops - 4 Ships - 047 Several beams lock onto a specific target, then if target is destroyed before beam stops fire, a new target is acquired. ---------------------------------------- #53 - Bydo Spirit Cannon Max Loops - 2 Ships - 081 Bydo version of the Photon bullets, with homing abilities added. ---------------------------------------- #54 - Bydo Spirit Cannon II Max Loops - 3 Ships - 082 Bydo version of the Photon bullets, with homing abilities added. ---------------------------------------- #55 - Bydo Spirit Cannon III Max Loops - 4 Ships - 083 Bydo version of the Photon bullets, with homing abilities added. ---------------------------------------- #56 - Ivy Rod Max Loops - 2 Ships - 078 Large ivy shoots out from ship, then retracts. ---------------------------------------- #57 - Thorn Ivy Max Loops - 3 Ships - 079 Large, spiked ivy shoots out from ship, then retracts. ---------------------------------------- #58 - Princess Ivy Max Loops - 4 Ships - 080 Large ivy shoots out from ship, then retracts leaving explosive "flowers." ---------------------------------------- #59 - Devil Wave Max Loops - 2 Ships - 084 Serpent-like Bydo energy trail homes in and attacks multiple targets. ---------------------------------------- #60 - Devil Wave II Max Loops - 3 Ships - 085 Two serpent-like Bydo energy trails homes in and attacks multiple targets. ---------------------------------------- #61 - Devil Wave III Max Loops - 4 Ships - 086 Four serpent-like Bydo energy trails homes in and attacks multiple targets. ---------------------------------------- #62 - Acid Spray Max Loops - 2 Ships - 088 Acidic mist sprays from the front of the ship. ---------------------------------------- #63 - Nitro Spray Max Loops - 3 Ships - 089 Explosive mist sprays from the front of the ship. ---------------------------------------- #64 - SEXY Wave Cannon Max Loops - 2 Ships - 092 Large mass of jelly forms from ship then flies out horizontally. ---------------------------------------- #65 - SEXY Wave Cannon II Max Loops - 3 Ships - 093 Large mass of jelly forms from ship then flies out horizontally. ---------------------------------------- #66 - Force Wave Cannon LM Max Loops - 2 Ships - 090 High speed bullet made of liquid metal is fired horizontally from ship. ---------------------------------------- #67 - Force Wave Cannon LM2 Max Loops - 3 Ships - 091 High speed bullet made of liquid metal is fired horizontally from ship. ---------------------------------------- #68 - Bydo Seed Gun Max Loops - 2 Ships - 075 Fires seeds, which upon impact grow into stationary flowers, which can damage enemies before they disintegrate. ---------------------------------------- #69 - Bydo Seed Gun II Max Loops - 3 Ships - 076 Fires seeds, which upon impact grow into stationary flowers, which can damage enemies before they disintegrate. ---------------------------------------- #70 - Bydo Seed Gun III Max Loops - 4 Ships - 077 Fires seeds, which upon impact grow into stationary flowers, which can damage enemies before they disintegrate. ---------------------------------------- #71 - Flame Wave Cannon Max Loops - 2 Ships - 018 Massive flamethrower sends out single flame in a wide arc for an time. ---------------------------------------- #72 - Flame Wave Cannon II Max Loops - 3 Ships - 019 Massive flamethrower sends out single flame in a wide arc for an time. ---------------------------------------- #73 - Barrier Wave Cannon Max Loops - 2 Ships - 024 A wall of energy is produced directly in front of the ship, and will remain in the place it was created for a short time. ---------------------------------------- #74 - Barrier Wave Cannon II Max Loops - 3 Ships - 025/026 A wall of energy is produced directly in front of the ship, and will remain in the place it was created for a short time. ---------------------------------------- #75 - Diffusion Test/Shock Wave Cannon Max Loops - 2 Ships - 062 Diffusion Wave Cannon Prototype w/o a Force attached to the ship, Shock Wave Cannon with a Force attached. ---------------------------------------- #76 - Diffusion Test/Mini Burst Wave Cannon Max Loops - 2 Ships - 063 Diffusion Wave Cannon w/o a Force attached to the ship, Mini Burst Wave Cannon with a Force attached. ---------------------------------------- #77 - Split/Mini Burst Wave Cannon Max Loops - 2 Ships - 064 Split Wave Cannon w/o a Force attached to the ship, Mini Burst Wave Cannon with a Force attached. ---------------------------------------- #78 - Standard/Shock Wave Cannon Max Loops - 2 Ships - 065 Standard Wave Cannon w/o a Force attached to the ship, Shock Wave Cannon with a Force attached. ---------------------------------------- #79 - Standard II/Shock II Wave Cannon Max Loops - 3 Ships - 066 Standard Wave Cannon II w/o a Force attached to the ship, Shock Wave Cannon with a Force attached. ---------------------------------------- #80 - Standard/Lightning Wave Cannon Max Loops - 2 Ships - 067 Standard Wave Cannon w/o a Force attached to the ship, Lightning Wave Cannon with a Force attached. ---------------------------------------- #81 - Standard II/Bounce Lightning Wave Cannon Max Loops - 3 Ships - 068 Standard Wave Cannon II w/o a Force attached to the ship, Bounce Lightning Wave Cannon with a Force attached. ---------------------------------------- #82 - Carnival Wave Cannon Max Loops - 2 Ships - 054 Stronger version of the Mini Burst Wave Cannon; fireworks-like explosion. ---------------------------------------- #83 - Carnival Wave Cannon II Max Loops - 3 Ships - 056 Stronger version of the Mini Burst Wave Cannon; fireworks-like explosion. ---------------------------------------- #84 - Love Sign Wave Cannon Max Loops - 2 Ships - 087 Fires a heart shaped energy burst across the screen. ---------------------------------------- =================== R-Museum Forces =================== NOTE: Round/Eyeball bits fire in conjunction with Lasers marked with an asterisk (*) and Psy/Psy + bits fire in conjunction with Lasers marked with a plus (+). #01 - Standard Force Guns - Fires directly up and down as well as 45 degrees up and down. *Red Laser - Counter-Air Laser - Two lasers fire forward, forming large circles as the lasers move forward. Blue Laser - Rebound Laser - Lasers fire forward and at 45 degrees up and down, then rebound off of surfaces. Yellow Laser - Counter-Ground Laser - Lasers fire upward then move along the ground and ceiling. Ships - 001/002/011 ---------------------------------------- #02 - Standard Force C Guns - Fires directly up and down as well as 45 degrees up and down. Red Laser - Shotgun Laser - Projectile shoots forward at short distance then explodes. Blue Laser - Search Laser L45 - Twin lasers fire forward, then move up or down at a 45 degree angle to hit target. Yellow Laser - Anti-Ground Laser - Lasers fire up/down then travel along the ground and ceiling. Ships - 009 ---------------------------------------- #03 - Standard Force K Guns - Fires directly up and down as well as 45 degrees up and down. Red Laser - Shotgun Laser - Projectile shoots forward at short distance then explodes and fires shrapnel in all directions. Blue Laser - Search Laser L45 - Multiple shots fire outward and begin moving forward, then move up or down to hit targets. Yellow Laser - Anti-Ground Laser - Lasers fire up/down then travel along the ground and ceiling. Ships - 010 ---------------------------------------- #04 - Standard Force DX Guns - Fires up and down at 90, 60, and 45 degrees. *Red Laser - Anti-Air Laser DX - Twin lasers move forward and wrap around each other in a helix. Blue Laser - Reflection Laser DX - Reflective lasers that cause small explosions at point of impact. Yellow Laser - Anti-Ground Laser DX - Vertical lasers that fire backwards at a slight angle, then move forward. Ships - 003/004/005/006/007/008 ---------------------------------------- #05 - Standard Force H Guns - Bullets move outward from Force at all four 45 degree angles for a short distance then move up/down *Red Laser - Anti-Air Laser H - Honeycomb style lasers move forward Blue Laser - Search Laser H - Honeycomb lasers fire at angles directly at targets then move along surfaces. Yellow Laser - Vertical Laser H - Honeycomb lasers move directly up/down. Ships - 014/015/020/021/022/023 ---------------------------------------- #06 - Defensive Force Guns - Two bullets fire upward forming a small spread, two fire downward in the same spread pattern. Red Laser - Twin Laser - Two lasers fire horizontally then criss-cross when an enemy is between them. Blue Laser - Impact Dispersion Laser - Lasers fire at 45 degrees and cause a small explosion on impact. Yellow Laser - Defensive Laser - Fires horizontally slightly below the ship, the laser fires smaller lasers upward when below an enemy. Ships - 024/025/027/028/029/030/031 ---------------------------------------- #07 - Defense Force DX Guns - Two bullets fire upward forming a small spread, two fire downward in the same spread pattern. Red Laser - Twin Laser - Two lasers fire horizontally then criss-cross when an enemy is between them. Blue Laser - Impact Dispersion Laser - Lasers fire at 45 degrees and cause a small explosion on impact. Yellow Laser - Defensive Laser - Fires horizontally slightly below the ship, the laser fires smaller lasers upward and downward when above/below an enemy. Ships - 026/032/033/034/035 ---------------------------------------- #08 - Camera Force 1 Guns - Fires currently equipped laser. Red Laser - Scout Laser Red - Fires forward a short distance then dissipates Blue Laser - Scout Laser Blue - Fires at 45 angles, then dissipates Yellow Laser - Scout Laser Yellow - Fires up/down, then dissipates Ships - 037 ---------------------------------------- #09 - Camera Force 2 Guns - Fires currently equipped laser. Red Laser - Scout Laser Red SP - Fires for a longer distance than the original SLR. Blue Laser - Scout Laser Blue SP - Lasers can along surfaces before dissipating. Yellow Laser - Scout Laser Yellow SP - Fires for a longer distance than the original SLY. Ships - 038 ---------------------------------------- #10 - Camera Force 3 Guns - Fires currently equipped laser. Red Laser - Scout Laser Red HG - Instead of dissipating, laser compacts into a ball and moves forward. Blue Laser - Scout Laser Blue HG - Lasers reflect off of surfaces, then dissipate. Yellow Laser - Scout Laser Yellow HG - Lasers can travel up/down entire screen. Ships - 039 ---------------------------------------- #11 - Spherical Radome Force Guns - Doesn't fire, but Force can lock onto targets even when detached. Red Laser - Ruby Laser - Continuous laser fires directly ahead. Blue Laser - Sapphire Laser - Continuous lasers fire at 45 degree angles. Yellow Laser - Topaz Laser - Continuous lasers fire vertically. Ships - 040 ---------------------------------------- #12 - Spherical Radome Force DX Guns - Doesn't fire, but Force can lock onto targets even when detached. Red Laser - Ruby Laser+ - Continuous twin lasers fire directly ahead. Blue Laser - Sapphire Laser+ - Continuous twin lasers fire at 45 degree angles. Yellow Laser - Topaz Laser+ - Continuous twin lasers fire vertically. Ships - 041 ---------------------------------------- #13 - Fire Force Guns - Fires directly up and down as well as 45 degrees up and down. *Red Laser - Chain Fire - Wave of fire shoots directly forward Blue Laser - Fire Bomb - Blue fire shoots at diagonals Yellow Laser - Fire Barrier - Fire wraps around ship forming barrier Ships - 018 ---------------------------------------- #14 - Flame Force Guns - Fires directly up and down as well as 45 degrees up and down. *Red Laser - Chain Flame - Wave of fire shoots directly forward Blue Laser - Flamethrower - Blue fire shoots at diagonals and bounces off of surfaces Yellow Laser - Flame Wall - Fire wraps around ship forming barrier and sends fireballs directly upward. Ships - 019 ---------------------------------------- #15 - Gallop Force Guns - Column of three bullets fire directly ahead. *Red Laser - Laser Beam - Continuous laser fires directly ahead. Increasing the speed of the ship widens the beam and increases power. Blue Laser - Laser Wiper - Continuous diagonal lasers. Higher speeds make the lasers more horizontal, slower speeds increase the angle between the beams. Yellow Laser - Laser Chaser - Continuous vertical lasers. Lower speeds make the lasers vertical, higher speeds make them fire diagonally. Ships - 044/045 ---------------------------------------- #16 - Gallop Force DX Guns - Column of three bullets fire directly ahead. *Red Laser - Laser Beam - Continuous laser fires directly ahead. Increasing the speed of the ship widens the beam and increases power. Blue Laser - Laser Wiper - Continuous diagonal lasers. Higher speeds make the lasers more horizontal, slower speeds increase the angle between the beams. Yellow Laser - Laser Chaser - Continuous vertical lasers. Lower speeds make the lasers vertical, higher speeds make them fire diagonally. Ships - 046/047 ---------------------------------------- #17 - Chain Force Guns - The Force flies ahead of the ship but remains attached by an energy chain, which can also damage enemies. *Red Laser - Alpha Laser - Narrow, continuous laser fires directly forward. Blue Laser - Beta Laser - Laser fires forward, then bends at a 45 degree until on the same vertical level as the enemy, then resumes going straight ahead. Yellow Laser - Gamma Laser - Two vertical lasers sweep back an forth. Ships - 070 ---------------------------------------- #18 - Anchor Force Guns - When detached the Force will fire forward and then latch onto the first enemy it hits, causing continuous damage. *Red Laser - Shade Alpha - Forward firing laser, similar to the Alpha laser, however vertical movement leaves a "shadow" from the laser, still able to damage enemies. Blue Laser - Beta Laser - Twin Lasers fires forward, then bends at a 45 degree until on the same vertical level as the enemy, then resumes going straight ahead. Yellow Laser - Terminator Gamma - Single laser starts out firing upward then sweeps in 180 digress. Ships - 071/072 ---------------------------------------- #19 - Anchor Force DX Guns - Similar to the Anchor Force, the Force will latch onto an enemy, but will quickly charge. At full charge the Force let goes of the enemy an searches after other enemies, retaining its charge until it is reattached to the ship. *Red Laser - Shade Alpha+ - Similar to Shade Alpha, but wider beam and creates an electrical disturbance around the Force. Blue Laser - Search Beta+ - Bends at 45 degree angles to home in on enemies, but instead of a single laser, the bending laser branches off of the main one, creating a web of lasers. Yellow Laser - Terminator Gamma+ - Two vertical lasers, starting upward and downward sweep in 180 degrees. Ships - 073 ---------------------------------------- #20 - Shadow Force Guns - Small guns are fixed to the Force and change directions opposite of the ship's movement. Red Laser - Reverse Laser - Two short lasers fire forward while two longer beams fire backwards above and below the ship. Blue Laser - All Range Laser - Short lasers fire forward and at angles. Yellow Laser - Guide Laser - Two lasers fire forward and two lasers fire vertically (one upward, one downward). Ships - 012 ---------------------------------------- #21 - Cyclone Force Guns - A large energy wave is emitted by the Force, hitting nearby targets. Red Laser - Passing Laser - Wide triangular lasers fire forward passing though enemies and objects. Blue Laser - Splash Laser - Lasers fire in five different directions. *Yellow Laser - Capsule Laser - Lasers fire forward then bend at 90 degrees when above or below an enemy. Ships - 013 ---------------------------------------- #22 - Leo Force Guns - Bullets fire straight up and down, as well as at 45 degree angles. +Red Laser - Claw Laser - Standard forward firing laser, with 2 small energy bursts that bounce along laser beam. +Blue Laser - Mirror Laser - A large laser fires directly forward and two smaller, highly reflective lasers fire at 45 degree angles. +Yellow Laser - Search Laser LRG - Lasers fire forward and then turn at 90 degrees when above or below a target. Ships - 016 ---------------------------------------- #23 - Leo Force DX Guns - Bullets fire straight up and down, as well as at 45 degree angles. +Red Laser - Claw Laser - Standard forward firing laser, with 4 small energy bursts that bounce along laser beam. +Blue Laser - Mirror Laser - A large laser fires directly forward and two large, highly reflective lasers fire at 45 degree angles. +Yellow Laser - Search Laser LRG - Lasers fire forward and then turn at 90 degrees when above or below a target and create a small explosion on impact. Ships - 017 ---------------------------------------- #24 - OF Force Guns - Bullets fire straight up and down, as well as at 45 degree angles. Red Laser - Drill Laser - Two short but powerful lasers fire straight. Blue Laser - V Ball Laser - Rapid fire laser balls fire at 45 degrees. Yellow Laser - Side Laser - Powerful and wide lasers fire vertically. Ships - 049 ---------------------------------------- #25 - OF Force II Guns - Bullets fire straight up and down, as well as at 45 degree angles. Red Laser - Ring Laser - Green balls fire rapidly in varying directions. Blue Laser - Rebound Ball - Reflective V Ball Lasers. Yellow Laser - Search Laser LRB - Two lasers fire forward, then turn at 90 degrees when above or below a target and create a small explosion on impact. Ships - 050 ---------------------------------------- #26 - OF Force III Guns - Bullets fire straight up and down, as well as at 45 degree angles. Red Laser - Wipe Laser - Short twin laser bursts fire forward. Blue Laser - Plasma Flame - Short range plasma fire that automatically rotates up to 90 degrees when the ship moves forward and back. Yellow Laser - Mufti Barrier - Barrier is held against Force, then fired at 45 degrees when button is released. Ships - 051 ---------------------------------------- #27 - OF Force IV Guns - Bullets fire straight up and down, as well as at 45 degree angles. Red Laser - Gravity Bomb - Small energy ball fires forward then explodes in a small burst upon impact. Blue Laser - Search Missile - Rapid fire homing missiles. Yellow Laser - Grand Missile - Rapid fire missiles that travel along surfaces after being fired vertically. Ships - 052 ---------------------------------------- #28 - OF Force V Guns - Bullets fire straight up and down, as well as at 45 degree angles. Red Laser - Speed Cannon - Very rapid fire machine gun firing forward. Blue Laser - 7 Way Vulcan - Seven wide laser bursts fire in a wide arc. Yellow Laser - Barrier - Small barrier wraps around the front of the Force as long as the button is held. Ships - 053 ---------------------------------------- #29 - Tentacle Force Guns - The force searches out targets while firing a column of four bullets. *Red Laser - Sting Ray - Continuous forward firing laser, widens when force opens and becomes more powerful. Blue Laser - Hound Ray - Narrow continuous lasers firing at 45 when the force is open and straight ahead when closed. Yellow Laser - Snail Ray - Laser balls connected to force by an energy chain wrap around ship when the force is open and stay in front of the ship when closed. Ships - 043/049 ---------------------------------------- #30 - Flexible Force Guns - The force searches out targets while firing a column of bullets. Red Laser - Lightning Tentacle Laser - Three lasers fire forward from top, mid, and bottom of force. Blue Laser - Joint Laser - Six lasers fire at angles from midsections of the force. Yellow Laser - Double Snail Laser - Long twin laser trails emit from top and bottom of the Force, swinging back and forth as the ship moves. Ships - 069 ---------------------------------------- #31 - Flower Force Guns - The force searches out targets while firing a column of bullets. Red Laser - Seed Cannon - Rapid fire machine gun fires forward. Blue Laser - Spike Laser - Column of five lasers shoot forward. Yellow Laser - Flower Swing - Long tentacles on top and bottom swing around as the ship moves. Ships - 075/076/077 ---------------------------------------- #32 - Beast Force Guns - Bullets fire vertically and at 45 degree angles. Red Laser - Anti-air Laser B - Slow lasers fire forward. Blue Laser - Reflection Laser B - Slow reflective lasers fire at angles. Yellow Laser - Anti-ground Laser B - Slow lasers fire vertically then travel along surfaces. Ships - 081/082/083 ---------------------------------------- #33 - Rodless Force Guns - The force searches out targets while firing a column of bullets. Red Laser - Fractal Laser - Laser fires forward in wave pattern. Blue Laser - Thunder Laser - Lighting fires upward at 45 degrees then downward when it hits a ceiling. Yellow Laser - Tentacle Laser Prototype - Long laser tentacle is fired forward and swings around as ship moves. Ships - 042 ---------------------------------------- #34 - Needle Force Guns - High speed gun with the direction rotating continuously, creating a 360 spread. *Red Laser - Wavy Laser - Laser moves forward as well as up and down, creating a large wave. Blue Laser - 3 Way Reflect Laser - Six reflective lasers fire at diagonals, three upward and three down. Yellow Laser - Bounce Laser - Energy balls fire up and down and then bounce along surfaces. Ships - 057/060/061 ---------------------------------------- #35 - Needle Force DX Guns - High speed gun with the direction rotating continuously, creating a 360 spread. *Red Laser - Wavy Laser DX - Forward firing laser, with energy spikes shooting up and down randomly. Blue Laser - Rainbow Laser - Lasers fire at 45 degree angles, and when they hit a surface they reflect a seven way spread laser. Yellow Laser - Irregular Laser - Energy balls fire up and down and then bounce along surfaces, with the height of each bounce being random. Ships - 058 ---------------------------------------- #36 - Drill Force Guns - Drill bit fires forward and then attaches to any enemy it comes in contact with, causing continual damage. *Red Laser - Drill Laser X - Row of red triangles fire forward. Blue Laser - Whirlwind Laser - A wide horizontal tornado moves forward. Yellow Laser - Napalm - A huge flamethrower that points downward at 45 degrees, then travels along the ground, releasing fireballs upward. Ships - 055 ---------------------------------------- #37 - Mr. Heli Force Guns - Bullets fire straight down, down right, and down left. Red Laser - Power Up Shot - Numerous smalls balls of energy fly forward and in wide up/down arcs. Blue Laser - 2 Way Shot - Energy balls fire up and down at 45 degrees. Yellow Laser - Propeller Laser - Large propeller spins around the Force, creating large shield. Ships - 059 ---------------------------------------- #38 - Cube Force Guns - Bullets fire up, down, and forward at slight angles. *Red Laser - Double Fractal Laser - Two forward firing lasers have slight up and down motion, forming a row of diamonds. Blue Laser - Slant Fractal Laser - Diagonal laser alternates in forward and vertical movement, forming a step pattern. Yellow Laser - Vertical Fractal Laser - Laser fires up and down and then moves along surfaces. Ships - 054/056 ---------------------------------------- #39 - Bydo Force Guns - A small shower of Bydo bullets rains downward from the Force *Red Laser - Gondolan Laser - Large circular energy pulses fire forward. Blue Laser - Dauber Laser - Squid like Bydo energy swims out from the Force at an angle Yellow Laser - Norzarie Laser - Two giant energy pods fire forward from above and below the Force. Ships - 084/085/086 ---------------------------------------- #40 - Gold Force Guns - Bullets fire up, down, and forward at slight angles. Red Laser - Golden Arrow - A fast moving torpedo like laser burst. Blue Laser - Golden Sphere - Balls of energy form on the screen and remain in the same spot for a few moments. Yellow Laser - Golden Seeker - Large lasers fire vertically then reflect back in a shower of smaller lasers. Ships - 096 ---------------------------------------- #41 - Platinum Force Guns - Bullets fire up, down, and forward at slight angles. Red Laser - Horizontal Laser - Continuous forward laser. Blue Laser - Chase Laser - Twin homing lasers. Yellow Laser - Vertical Laser - Continuous lasers fire vertically, leaving a shadow as the ship moves horizontally. Ships - 097 ---------------------------------------- #42 - Diamond Force Guns - None, the force is designed only to intercept the Wave Cannon when detached from the ship. Red Laser - Star Spiral - A medium range twister of energy forms in front of the ship. Blue Laser - Shooting Star - Two short columns of energy balls fire from slightly above and below the Force. Yellow Laser - Star Dust - A laser fires horizontally above the ship raining down a shower of energy. Ships - 098 ---------------------------------------- #43 - Scale Force Guns - Bullets fire up, down, and forward at slight angles. Red Laser - Scale Shot - Rapid fire energy globs fire forward. Blue Laser - Scale Blaster - Triple burst of six way diagonal energy. Yellow Laser - Scale Launcher - Energy bars fire a angles and then stick to surfaces. Ships - 094 ---------------------------------------- #44 - Claw Force Guns - Force fires forward and then attaches to any enemy it comes in contact with, causing continual damage. Red Laser - Screw Laser - Large curved laser blade fires forward with medium ranged, still attached to the Force. Blue Laser - Arc Laser - Yellow Laser - Laser Claw - Large claw blades generate from the Force and grab at very close range. Ships - 095 ---------------------------------------- #45 - Sexy Force Guns - Tentacles spin outward into homing spiral Force. Red Laser - Lipstick Ray - Continuous lasers fire from tentacles and spread out with forward motion, going from horizontal to diagonal. Blue Laser - Eye Shadow Ray - Tentacles glow with energy, damaging enemies on contact. Yellow Laser - Mascara Ray - Medium speed energy balls shoot out from Force vertically and slightly horizontally. Ships - 092/093 ---------------------------------------- #46 - Life Force Guns - Six way spread fire. *Red Laser - Blood Laser - Large pulse of forward moving energy. Blue Laser - Pulse Laser - Squid like Bydo energy move diagonally outward, then vertically after a short distance. Yellow Laser - Neuro Laser - Long vertical web of energy spreads from Force to medium distance on top and bottom. Ships - 074 ---------------------------------------- #47 - Mist Force Guns - No direct attack, however the Force is covered in an acidic mist that causes more damage than a normal contact with a Force. *Red Laser - Sun Beam - Light shines downward, either forward, back, or straight down, depending on ship's motion. Blue Laser - Rain Beam - Acid rain showers downward, either forward, back, or straight down, depending on ship's motion. Yellow Laser - Storm Beam - Lightning fires down and back from Force. Ships - 088/089 ---------------------------------------- #48 - Metallic Force Guns - Morphs into a metallic A-9 with a three way spread gun. Red Laser - Lance Metal - Metal protrudes directly forward. Blue Laser - V Metal - Metal protrudes diagonally both ways. Yellow Laser - I Metal - Metal protrudes vertically in both directions. Ships - 090/091 ---------------------------------------- #49 - Love Force Guns - Large energy heart pulsates from Force. *Red Laser - Heart Attack - Small hearts move forward with rapid up/down motion. Blue Laser - Heart Break - Small hearts move diagonally with rapid circular motion. Yellow Laser - Heat Beat - Small hearts move vertically with rapid motion. Ships - 087 ---------------------------------------- #50 - Shield Force Guns - None Red Laser - Laser Lance - Lasers stick out of Force a short distance. Blue Laser - Laser Blade - Lasers spin around while sticking out of Force at angles. Yellow Laser - Laser Shield - Lasers spin around vertically creating fan shaped attack. Ships - 062/063 ---------------------------------------- #51 - Mirror Shield Force Guns - None Red Laser - Laser Lance - Lasers stick out of Force a short distance. Blue Laser - Laser Blade - Lasers spin around while sticking out of Force at angles. Yellow Laser - Laser Shield - Lasers spin around vertically creating fan shaped attack. Ships - 064 ---------------------------------------- #52 - Beam Saber Force Guns - None Red Laser - Crimson Beam - Droid Force swings laser sword in cutting motion hitting enemies in front. Blue Laser - Indigo Ray - Droid spins sword at a diagonal, while lasers fire off of sword tip at 45 degree angles. Yellow Laser - Ochre Ray - Similar to Crimson Beam except there is a large energy ball on the tip of the sword and the swing is more vertical than horizontal. Ships - 065/066/067/068 ---------------------------------------- #53 - Ivy Force Guns - Chain attaches Force to ship, which damages any enemies it contacts. Red Laser - Vine Laser - Two lasers fire forward while moving in wide arcs around each other. Blue Laser - Wall Laser - Lasers fire forward a short distance then curve around ship to fire backwards at diagonals. Yellow Laser - Whip Laser - Long whip, reach across most of the screen, whips forward and retracts. Ships - 078/079/080 ---------------------------------------- =================== R-Museum Bits =================== A Round Bit - A small bit that, for certain lasers can fire in the direction of the force. Generally it is the Red lasers that fire, however there are a few exceptions. B Blue Pod - Fires projectiles directly ahead, regardless of force orientation or laser type. When the Force is detached, the Pot will shoot forward and arc back to the ship. C Camera Bit - Theoretically increases recon for the Bydo Lab data. D Shadow Bit - Same size as the Round Bit, however rather than fire it produces a trail as you move that acts as a shield. E Eyeball Bit - Exact same capabilities as the Round Bit, but made for Bydo ships. G Green Pod - As powerful as the Yellow Pod, but guns that can fire forward/back, in a similar manner as the Psy Bit +. M Mr. Heli Bit - A Bit exclusive to the Mr. Heli ship, which acts much like a Red Pod, however the fire direction is directly related to the ship's movement, so moving forward makes the bits fire forward. P Psy Bit - Mimics the lasers of the Leo Force & Leo Force DX and the standard gun for other Forces or when the Force is detached, and becomes a homing projectile when the Wave Cannon is fired. The direction the bit faces is the opposite of the ships horizontal movement, so moving forward makes the bit face behind you. R Red Pod - Similar concept as the Blue Pod, however the direction of fire depends on the ships movement. Forward motion will make the guns point backwards, and back motion makes the guns point forward. S Shield Bit - Slightly larger than a Round Bit, and has the same defensive capabilities as a Force. Y Yellow Pod - The pod cannot fire, however the Pod Shot is much more powerful than with other Pods. Z Psy Bit + - Same as the Psy Bit, but more powerful. =================== R-Museum Missiles =================== A 4 Way Homing Missile - Similar to Homing Missile, however four missiles can be produced from either the front or rear of the ship, depending on which side is closer to the targets. 2 Missile items are needed to get all four missiles. B 6 Way Homing Missile - Same as 4 Way, except six missiles are launched. 3 Missile items are needed to get all six missiles. D Enhanced H. Missile - Same firing pattern as Homing Missile, however missiles will kill minor enemies without exploding, and then attack a new target. Generally, if the missile can kill the target in one hit it will not explode. E Eyeball H. Missile - Same as Homing Missile, except for Bydo ships. F Scatter Bomb - Launches a large bomb down and forward. When the bomb explodes the explosion moves along the ground and walls. G Anti-ground Missile - A missile drops out of your ship to the bottom of the screen, or whenever it is directly above land, and then flies along the ground until it hits an enemy or a wall. H Homing Missile - Standard Homing Missile. Fires two missiles forward, which home in on target and explode. T Photon Missile - Missile that launches forward from the bottom of the ship and creates a large explosion. Has minor homing abilities and is more powerful than a homing missile. U Vertical Missile - If you are flying above ground the missile will /Depth Bomb be a standard Depth Bomb. If you are flying above air or in space, the missile will launch vertically and then spit into five large homing missiles. V Depth Bomb - Drops bombs directly downward. The bombs have no special properties, however the rate of fire is considerably higher than other missile types. =================== Bydo Lab =================== 01 - POW Armor (POW) Type - Humankind Stages - 1.0, 2.0. 2.1, 2.2, 3.0, 3.5, 4.0, 6.0, 6.1, F-A, F-B HP - 1 Description - Cargo ship containing Bits, Missiles, or Lasers. Can be destroyed in one hit by anything, including Forces, but crashing into it will destroy your ship. ---------------------------------------- 02 - Amphibious POW Armor (POW) Type - Humankind Stages - 2.2, 2.3, 2.4, 4.0 HP - 1 Description - Underwater version of the POW Armor. Exactly the same as the rest except it has fins. ---------------------------------------- 03 - Space POW Armor (POW) Type - Humankind Stages - 5.0, 6.0, F-A, F-C HP - 1 Description - Space version of the POW Armor. Just like the original but with rocket boosters ---------------------------------------- 04 - Meltcraft (Fake R-9) Type - Bydo Stages - 1.0, F-B HP - 1 Description - Metallic R-9 ship, fires single shot bursts as it flies past you once in a preset path. No tactical abilities at all and goes down in one hit. ---------------------------------------- 05 - Strabalt (Sanitation Craft) Type - Bydo Stages - 1.0 HP - 2 Description - Large flying ship that shoots debris in a straight line and will move up and down slightly as it dumps the garbage. Get in front of it and shoot through the garbage to hit the craft if you cannot hit it at an angle or vertically. ---------------------------------------- 06 - Gains (Red Humanoid) Type - Large Bydo Stages - 1.0, 5.0 HP - 4 Description - Large Mech with a giant gun (See Bosses section) ---------------------------------------- 07 - Simakranger (Inverted Cultivator) Type - Bydo Stages - 1.0 HP - 2 Description - Vehicle that travels along the ground, equipped with a mortar cannon which it fires in three round bursts. Not a real threat, but it can be hard to hit with a horizontal laser if it is to close to the edge of the screen, so move your Force to the back if necessary. ---------------------------------------- 08 - Gironika (Anti-crab) Type - Large Bydo Stages - 1.0 HP - 4 Description - Humongous cybernetic crab (See Bosses section) ---------------------------------------- 09 - Xelf-16 (Liquid Metal) Type - Huge Bydo Stages - 1.0 HP - 5 Description - Giant Wave cannon encased in metal (See Bosses section) ---------------------------------------- 10 - Surge (Stink Bug) Type - Bydo Stages - 2.0, 2.1, 2.3, 3.0, 4.0, 5.0, F-C HP - 1 Description - Small green flying enemies, always attacks in a group flying in a line formation. Most will fire single shot bursts. ---------------------------------------- 11 - Nulaylaf (Fish Swarm) Type - Bydo Stages - 2.2, 2.3, 2.4 HP - 1 Description - Tiny green Bydo fish that swim in the underwater regions, always coming in a continuous line and cannot fire. More of a nuisance than anything else, they can only be a threat if they come from behind or you don't have a Force in the way. ---------------------------------------- 12 - York (Chicken) Type - Bydo Stages - 2.0, 2.1 HP - 2 Description - Flying creature carrying a pod, which it will drop onto the ground. After a short charge the pod will explode and fire a spread shot upwards. Try to take out the bird before it drops the pod, otherwise ignore it and concentrate on avoiding the pod's fire. Charged wave cannons are very useful, but they tend to swarm you so you might not have time to charge. ---------------------------------------- 13 - Yorkmingo (Long-legged Bird) Type - Large Bydo Stages - 2.1, 2.2 HP - 3 Description - Standing version of the York. It doesn't move around, but can fire a massive volley of spikes upward. Three different sections must be destroyed. This has a lot of HP, so open up with a level 2 beam and then finish it off with lasers. ---------------------------------------- 14 - Yorkon (Small Snake) Type - Bydo Stages - 2.3, 2.4 HP - 2 Description - Long snake that swims either in a straight line from one edge of the screen to the other or in loops around an open area. Only the head can be damaged. They have a specific pattern to their movements, so learn it and avoid them while firing. ---------------------------------------- 15 - Yorkgorn (Giant Snake) Type - Large Bydo Stages - 2.4 HP - 3 Description - Similar to the Yorkon, except much larger and slower moving and the sections of the body can fire downward. These things are very large and can easily reduce the area you have to maneuver in to nothing. Take out the head quickly with the beam weapon or lasers. ---------------------------------------- 16 - Birashins Sprout (Onion Sprout) Type - Bydo Stages - 2.1, 2.2 HP - 2 Description - Small sprout that attaches to the ground or ceilings and fires a slow moving, narrow spread upward. Generally they appear in clusters of 4 or 5. Unless you are directly above/below them they cannot hurt you, so fire from a distance. They sometimes will spring up directly around you in narrow spaces, so if you see them start to appear move back. ---------------------------------------- 17 - Birashins Bulb (Giant Onion) Type - Large Bydo Stages - 2.0, 2.1, 2.2 HP - 4 Description - Giant Bulb that sits on the ground and fires projectiles into the air, which fall back down and float on the water. While not a problem by itself it can distract you from other enemies. Hit it with the highest level beam weapon you can and then finish it off with another beam weapon or lasers. ---------------------------------------- 18 - Birashins Root (Onion Root) Type - Large Bydo Stages - 2.3, 2.4 HP - 4 Description - Massive root that hangs down into the water and releases energy balls that float upward. Your Force can absorb the Root's fire, but take it out quickly with your beam weapon before more enemies appear on screen. ---------------------------------------- 19 - Birashins Shoot (Small Onion) Type - Bydo Stages - 2.3, 2.4 HP - 3 Description - Much smaller version of the Root that hangs downward and fires energy balls, which hit the ground then go upwards. If you stay at a distance and hit them fast they should not cause a problem. ---------------------------------------- 20 - Keet (Feathered Snake) Type - Bydo Stages - 2.0, 2.1, 2.2 HP - 1 Description - Small flying insect that generally flies directly into your Force. Usually flies in groups and is just a minor annoyance. They are actually attracted to the energy of your Force so as long as you have it in their path they will not be a problem. ---------------------------------------- 21 - Marine Keet (Larva) Type - Bydo Stages - 2.3 HP - 1 Description - Swimming version of the Keet, same pattern attacking in swarms and flying into your Force. ---------------------------------------- 22 - Keet Colonian (Snake Lair) Type - Bydo Stages - 2.1, 2.2, 2.3 HP - 2 Description - Creature that lays on the ground or ceiling, spawning Keets or Marine Keets. Not particularly strong defense, but they sometimes appear in hard to hit places or in groups of four. ---------------------------------------- 23 - Asteroid Taran (Cosmic Spider) Type - Bydo Stages - 6.0, F-C HP - 2 Description - Small spider with a decent defense that crawls along floors and ceilings, generally coming out of holes. It can fire single shot bursts at you and will follow you around, though it cannot leave the surface. One of these is easy, however they almost always appear in a swarm of near-infinite numbers. ---------------------------------------- 24 - Sand Taran (Sand Spider) Type - Bydo Stages - 2.0 HP - 2 Description - Same as the Asteroid Taran, except it lives in the desert. It comes in a much smaller swarm than the Asteroid Taran, but there are usually other enemies such as Yorks on screen at the same time so you get hit from both sides. ---------------------------------------- 25 - Aqua Taran (Water Spider) Type - Bydo Stages - 2.4 HP - 2 Description - Underwater version of the Taran. These usually chase you after you destroy some other enemy. The swarm is small, but they can clog up the narrow passages between the ice. ---------------------------------------- 26 - Taran Colony (Spider Lair) Type - Bydo Stages - 2.0 HP - 2 Description - Large mass that spawns Sand Tarans. It has fairly low HP, but appears in groups and in spots that can be somewhat hard to hit. ---------------------------------------- 27 - Negus O Shin (Sand Bug) Type - Huge Bydo Stages - 2.0, 2.1, 2.2, 2.3, 2.4 HP - 5 Description - A large sac hanging from a rafter (See Bosses Section) ---------------------------------------- 28 - Glam (Floating Cannon) Type - Bydo Stages - 3.0 HP - 3 Description - Hover craft with a rapid-fire gun and strong armor. Avoid the gun fire or let your Force absorb it then unleash a charged beam weapon, or use a continuously firing horizontal laser if you have one. ---------------------------------------- 29 - E320 Warship Engine (Jumbo Vernier) Type - Bydo Stages - 3.0 HP - 4 Description - Large booster at the rear of the Battleship. Fires a large thruster flame that can destroy and laser or other weapon so you must hit the Engine from an angle. If you have bits you can use them to damage the ship from below as the beam weapon charges. It has a lot of HP, is easy to ignore, so only attack it if you want the points. ---------------------------------------- 30 - E321 Warship Engine (Vernier) Type - Bydo Stages - 3.0 HP - 2 Description - Small boosters on the bottom rear of the Battleship. More of a decoration than an enemy, just avoid then thruster flames as you move around. ---------------------------------------- 31 - Planet Buster Wave Cannon (Main Gun) Type - Bydo Stages - 3.0 HP - 4 Description - Huge Wave cannon (See Bosses section) ---------------------------------------- 32 - Pulsar (Turret) Type - Bydo Stages - 3.0 HP - 2 Description - Small cannons that fire single shot bursts and retract into the Battleship when not in use. Can rotate 180 degrees to aim. Very weak and they don't retract once they appear, so destroy them as soon as they appear. ---------------------------------------- 33 - Lancer (Laser Turret) Type - Bydo Stages - 3.0 HP - 2 Description - Stationary turrets around the Planet Buster Wave Cannon that fire long lasers directly ahead. Due to your approach angle will be shot at from behind by them, so move your Force to the back and use your lasers. The energy from the Lancer can go through your Force and destroy you, so you must avoid it. ---------------------------------------- 34 - Bolt (Mortar Turret) Type - Bydo Stages - 3.0 HP - 2 Description - Armored turret that fires mortar shells into the air. Cannot be destroyed unless firing. Try to stay on the same vertical plane as them and take them out as soon as they open. If you have a bit on the top of your ship it will protect you from the mortar. ---------------------------------------- 35 - Brabam (Explosive Turret) Type - Bydo Stages - 3.0 HP - 2 Description - Turret on the underside of the Battleship that drops explosive charges, which burst in all directions. The energy can be blocked by a Force and a charged beam weapon can take out the gun quickly. ---------------------------------------- 36 - Gemini (Jumbo Turret) Type - Bydo Stages - 3.0 HP - 4 Description - Large turrets which can rotate 180 degrees and fire massive unblockable bursts a high rate. Move to the left of it and use your beam weapons to take it out. Since it can only rotate 180 degrees you stay between the gun barrel and the base and attack it without being hit once. ---------------------------------------- 37 - Grant (Depth Bomb) Type - Bydo Stages - 3.0 HP - 2 Description - Extends outward from within the ship and drops explosive charges. Can only be destroyed when extended. They will appear behind you so you cannot use your beam weapon, but lasers will work, especially horizontal lasers. ---------------------------------------- 38 - Land Gains (Blue Humanoid) Type - Large Bydo Stages - 3.0 HP - 4 Description - A large Mech with two types of guns (See Bosses section) ---------------------------------------- 39 - Wave Core (Warship Power Core) Type - Huge Bydo Stages - 3.0 HP - 5 Description - The main engine of the Battleship (See Bosses section) ---------------------------------------- 40 - Glaise (Giant Eel) Type - Large Bydo Stages - 3.5 HP - 5 Description - An eel that slides through the forest (See Bosses section) ---------------------------------------- 41 - Wight (Luminous Body) Type - Bydo Stages - 3.5 HP - 2 Description - A glowing orb that floats around firing 2-way shots. The light it emits cannot be blocked by a Force and it usually takes several hits to destroy the Wright. They fly in presets paths and usually leave after firing a volley or two at you. ---------------------------------------- 42 - R-13 Cereberus (Fighter?) Type - Huge Bydo Stages - 3.5 HP - 5 Description - A lost ship under the control of the Bydo (See Bosses section) ---------------------------------------- 43 - Geela (Container) Type - Bydo Stages - 4.0 HP - 2 Description - A living cargo container that runs along a track firing projectiles into the air. Very easy to destroy, even in large groups. Any type of laser will work, but blue lasers work best if they are coming at you from several sides. ---------------------------------------- 44 - Allene (Walking Tank) Type - Bydo Stages - 4.0, 6.0 HP - 1 Description - A small tank that walks along the ground firing into the air. One of them is a nuisance, however in large numbers or combined with Relics and Reevos they can get in a lucky shot. ---------------------------------------- 45 - Relic (Missile Turret) Type - Bydo Stages - 4.0, 6.0 HP - 2 Description - A stationary mortar cannon that fires a volley of bombs into the air. Like the Allenes it is only a threat if there are other enemies as well. It has a fair amount of HP so use a beam weapon if possible. ---------------------------------------- 46 - Reevo (Reel) Type - Bydo Stages - 3.0, 4.0, 6.0, F-C HP - 1 Description - Small flying crafts that fire single shots and generally attack in large numbers. A first they appear in groups of five or so, but latter on the swarm gets much larger. They go down in one hit, so keep your distance and keep firing. ---------------------------------------- 47 - Cattepigard (Giant Potato Bug) Type - Large Bydo Stages - 4.0 HP - 5 Description - Four-sectioned train found in the Lab (See Bosses section) ---------------------------------------- 48 - Dobkeratops (Dobkeratops?) Type - Huge Bydo Stages - 4.0 HP - 5 Description - Giant enemy from the original R-Type (See Bosses section) ---------------------------------------- 49 - Ralma (Light Ray) Type - Bydo Stages - 6.2 HP - 2 Description - Indestructible wall of Light that travels along the grid. Some Ralmas have a Daris on one end. If the Daris is destroyed, so is the Ralma. Some Ralmas do not have a Daris, and are invincible. ---------------------------------------- 50 - Daris (Light Mass) Type - Bydo Stages - 6.2 HP - 2 Description - Floating 3-D shapes that come in two different types. The blue ones are larger, slower, and have a higher defense. The red ones are smaller and weaker, but faster. ---------------------------------------- 51 - Allene D (Walking Tank?) Type - Bydo Stages - 6.2 HP - 1 Description - Anti-space version of the Allene. No difference in capability and they walk along Ralmas firing at you en mass from all sides. ---------------------------------------- 52 - POW Armor D (POW?) Type - Bydo Stages - 6.2 HP - 1 Description - Anti-space version of the POW Armor. No different than the Space POW except it is a grid outline. ---------------------------------------- 53 - Cancer D (Hover?) Type - Bydo Stages - 6.2 HP - 1 Description - Anti-space version of the Cancer. No difference in capability and flies at you while the Allene Ds are attacking, causing much havoc. ---------------------------------------- 54 - Gridlock (Anti-dimensional Mass) Type - Huge Bydo Stages - 6.2 HP - 5 Description - Twin controllers of Anti-space (See Bosses section) ---------------------------------------- 55 - McCarron Class (Battle Cruiser) Type - Large Bydo Stages - 5.0, F-C HP - 3 Description - Massive Battleship with three segments and 23 pulse cannons. The end section can be destroyed without destroying the entire cruiser, but if the center goes, the entire ship is destroyed. Each of the guns can be destroyed individually as well. If your weapons are powerful enough simply ignore the guns and take out the segments of the ship as soon as it appears on the screen. ---------------------------------------- 56 - Photon Dorney (Laser Turret) Type - Bydo Stages - 5.0, F-C HP - 3 Description - Green ship that appears from one edge of the screen and begins firing laser that can make one turn to home in on your ship. At higher levels of difficulty it fires multiple lasers at a fast rate. In any case it is best to destroy them before they begin firing. Avoid the fire by keeping as far from it vertically as you can. Move under it quickly so it bends, then move away. ---------------------------------------- 57 - Strabalt Bomber (Bomber) Type - Bydo Stages - 5.0, F-C HP - 2 Description - Ship that can fire a chain of up to 88 missiles at once. The missiles will switch back along the screen. It is easiest to get directly in front of the ship and take out the missiles as they appear and then destroy the ship when its done firing. ---------------------------------------- 58 - Fine Motion (Capsule) Type - Huge Bydo Stages - 5.0 HP - 5 Description - Egg-shaped capsule with reflect lasers and a magnetic beam. (See Bosses section) ---------------------------------------- 59 - Nomemayer (Spinning Room) Type - Huge Bydo Stages - 6.1, F-C HP - 5 Description - Slug-like Bydo in a huge circle (See Bosses section) ---------------------------------------- 60 - Nasreil (Turban Shield) Type - Bydo Stages - 6.0, F-C HP - 2 Description - Laser shooting worms with an impenetrable shield in front. If possible hit it at an angle with lasers, or wait for it to pass over you. If it comes from behind hit it as soon as it flies in front of you. If it comes from the front ignore it ones it goes past you. ---------------------------------------- 61 - Outslay (Snake) Type - Large Bydo Stages - 6.0, F-C HP - 5 Description - Invincible snake with several pods on the body. The pods can fire a spread shot at you, so destroy them as soon as possible. Once the pods are gone simply avoid the body until it flies off. ---------------------------------------- 62 - Genneim (Lightning Cloud) Type - Bydo Stages - 6.0 HP - 2 Description - Large pod emitting lightning up and down forming a barrier. It does not fire, but you must destroy it in order to move on. Hit it quickly since there are usually enemies coming at you from behind. ---------------------------------------- 63 - Cancer (Hover) Type - Bydo Stages - 5.0, 6.0, F-C HP - 1 Description - Flying single shot cannon. It is fairly slow moving, but they usually come in swarms from all different angles. Take them out as soon as possible, but they can be avoided if you have more pressing matters, such as an Outslay. ---------------------------------------- 64 - Gomander (Organ) Type - Huge Bydo Stages - 6.0 HP - 5 Description - Massive organ that must be destroyed from within (See Bosses section) ---------------------------------------- 65 - Shutom (Mystery Organism?) Type - Others Stages - F-A HP - 1 Description - Tan eyeball that flies around, but does not fire. It is the least of your worries in F-A, and you attention should always be focused on the other types of Genons if they are present. ---------------------------------------- 66 - Ayden (Mystery Organism?) Type - Others Stages - F-A HP - 2 Description - Blue eyeball that flies and fires single shots. If there is a group of Ayden, all will fire simultaneously. They tend to fire directly at your Force, so unless you move around after they fire or they are at a much higher or lower vertical level than you, they will not hit you. ---------------------------------------- 67 - Guaneem (Mystery Organism?) Type - Others Stages - F-A HP - 5 Description - Black flying eyeball that does not fire, nor can it be killed. Only killing the Chimass in the group will destroy it, if there is not Chimass it is completely invincible. These are more of an environmental barrier than an actual enemy. ---------------------------------------- 68 - Chimass (Mystery Organism?) Type - Others Stages - F-A HP - 2 Description - Red non-firing eyeball. Chimasses act as group leaders for any other eyeballs attached to it. If the Chimass is destroyed all others are as well. Chimassses are never alone. ---------------------------------------- 69 - Genon (Mystery Organism?) Type - Others Stages - F-A HP - 2 Description - Shutoms, Aydens, Guaneems, and/or Chimasses flying in formation, the most basic is a Chimass in the middle, two Guaneems in front, two Shutoms in the back, and an Ayden on the top and bottom. Other formations include circles with the Chimass in the middle, a humongous spiral, and a wave formation with the Chimass at a corner. ---------------------------------------- 70 - Bydo (Final Target) Type - Huge Bydo Stages - F-A HP - 5 Description - The core of the Bydo empire (See Bosses section) ---------------------------------------- 71 - R-9DH (Fighter) Type - Humankind Stages - F-B HP - 3 Description - Uses the Steady Photon wave cannon. It should not be a huge problem since it does not have a Force, but a large number of them can be a threat. ---------------------------------------- 72 - R-9D (Fighter) Type - Humankind Stages - F-B HP - 3 Description - Uses the Photon Belt wave cannon. Avoid the Belt and attack as you move. Non-red lasers are best since you do not want to be on the same vertical plane as the ship. ---------------------------------------- 73 - R-9F (Fighter) Type - Humankind Stages - F-B HP - 3 Description - Test ship for the Force Control. Avoid it until you get a clear shot that will not be blocked by its Force. ---------------------------------------- 74 - R-9W (Fighter) Type - Humankind Stages - F-B HP - 3 Description - Uses the wave cannon Control. Very hard to avoid (and hit) since its beam weapon will chase you down. ---------------------------------------- 75 - R-9B (Fighter) Type - Humankind Stages - F-B HP - 3 Description - Uses the Barrier wave cannon. Since the beam weapon has such a short range it is often easier to simply avoid the fighter completely. ---------------------------------------- 76 - R-9A Arrowhead (Fighter) Type - Humankind Stages - F-B HP - 5 Description - Has a Force, 3 lasers, and a wave cannon (See Bosses section) ---------------------------------------- 77 - Bat (Demon Fighter) Type - Bydo Stages - F-C HP - 3 Description - Fires twin lasers at a very high speed after a very short charge. Bats always appear in a column formation of 4 ships. Keep your beam charged when you fly around F-C and then as soon as you see the column take out the top two before they fire. Then recharge your beam weapon and take out the bottom two when they are not firing. ---------------------------------------- 78 - Hatch (Launch Door) Type - Bydo Stages - F-C HP - 3 Description - Sits on asteroids deploying a continuous stream of Surge ships. There are only three of these in the game and they can simply be ignored if you don't care to fight them. ---------------------------------------- =================== War Chronicles =================== The War Chronicles contain all of your current stats that the game records. There are three pages divided into general info, AI matches, and ship usage. This information can be accessed in the Data & Gallery section. Total Record (general info) Launches: ### Times - Number of games begun Total Play Time: ## h ## m - Hours played in stages Total Wave Cannon Energy: ######## Points Special Weapon Usage: ### Times - Number of Dose attacks used Cleared: ### Times - Number of times the game was beat (any path) Total High Score: ######## Points - High score for normal play Fighters developed: ###/99 Fighters - Ships unlocked Bydo Research: ###.#% - Bydo Lab data unlocked Gallery: ##/32 Pictures - Number of images unlocked AI Record Current Win Streak: # Matches - Number of times you've won in a row recently Current Losing Streak: # Matches - Number of times you've lost in a row recently Longest Win Streak: # Matches - Highest Win Streak Longest Lose Streak: # Matches - Highest Losing Streak Record VS CPU: ### w ### L #% - Stats for Championship Mode Record VS Pilot: ### W ### L #% - Stats for Player VS Player battle Perfect Wins: ### Times - Number of times you've won without taking damage Fastest Win: # s - Fastest victory Fighter Record This screen shows what percent of the time you've spend in each ship. There are two columns, one for normal (and Score Attack) play, and one for VS AI battles (either against the CPU or other players). The list is sorted by highest play percentage. =================== Awards =================== Awards are given out when you meat certain conditions. The game does not alert you when you get an award, but they can be viewed in the Data & Gallery section. No rewards are given for each award, though a few coincide with ship unlocking conditions. There are four pages of awards, grouped by category. Once you get an award it adds it to the list along with the date you earned it. Using invincibility cheats will not disqualify you from getting the award, though there really is no point to cheating just to have another text line appear. [Page 1] Difficulty challenges. 5 awards - one for each difficulty setting, beat the game on a difficulty setting to earn that award. BABY Mode cleared, KIDS Mode cleared, HUMAN Mode cleared, BYDO Mode cleared, R-TYPER Mode cleared Stage discoveries. 16 awards - one for each stage. Enter a stage to earn the reward. Each stage variation must be earned separately, but you do not have to finish the stage to earn the award. Stage 1.0 discovered, Stage 2.0 discovered, Stage 2.1 discovered, Stage 2.2 discovered, Stage 2.3 discovered, Stage 2.4 discovered, Stage 3.0 discovered, [Page 2] Stage 3.5 discovered, Stage 4.0 discovered, Stage 5.0 discovered, Stage 6.0 discovered, Stage 6.1 discovered, Stage 6.2 discovered, Final Stage A discovered, Final Stage B discovered, Final Stage C discovered Game completion. 3 awards - one for each path cleared. Beat the game on any difficulty to earn the award for that path. Final Stage A cleared, Final Stage B cleared, Final Stage C cleared [Page 3] AI Games. 5 awards. Win the number of battles needed to earn the first two either against the computer, yourself, another player, or in the league. The last two awards can be earned in any type of battle and it does not matter if you win or lose those fights. The third award can be earned by defeating Ragnarok II in the championship round with any ship. 10 VS AI matches won, 100 VS AI matches won, Championship Mode cleared, Fought 10 VS AI matches, Fought 100 VS AI matches Research & Development Goals. 7 awards. For the first four awards you must unlock the specified number of ships (no specific ones, just the quantity). The fifth award is earned ones at least one stage has been begun with each ship (it doesn't matter what stage, if you win, and you can use Score Attack Mode). The six award is earned by defeating at least on each enemy in your Bydo Lab and the last is earned by getting 100% of the Lab (you'll have to defeat multiple ones of each type). 20 fighters developed, 50 fighters developed, 99 fighters developed All fighters developed, Launched 101 fighters, All enemies identified, All enemies analyzed [Page 4] Victory awards. 6 awards - multiple ones can be earned at once. These can be earned once you beat the game on any difficulty on any path without using the specific weapon or dying. You cannot use Score Attack Mode, but you can use invincibility. If you want to cheat just don't get any items or fire a single shot to get everything at once. Cleared on 1 credit, Cleared on 1 life, Cleared without using Forces, Cleared without getting items, Cleared without using Wave Cannon, Cleared without using special weapons Misc awards. 3 awards. There are four different Dose attacks that must be used at least once to earn the first award. All of them are the same but have a different visual effect, so just use the dose attack on each ship when you launch it. I have no idea what the energy value of the different wave cannons are, so just use your charged beams at maximum power a lot to get the second award. The second one is obvious and by the time you get the other awards you'll have earned this one. Used all special weapons, All Wave Cannons, 100000 total energy points, Launched 100 missions Play time. 3 awards - play the specified number of hours to earn. Total play time over 10 hours, Total play time over 100 hours, Total play time over 1000 hours Enjoy getting that last one =) =================== Gallery =================== There are 32 pictures that you can unlock by meeting certain requirements. I don't know what they are, but I will spend time figuring it out when I get a chance. The images don't serve any purpose but look nice and can be accessed in the Data & Gallery menu. 01. R-Type Final Concept Design 1 -Closeup of circle of ships from US Box art 02. R-Type Final Concept Design 2 -Wide angle shot of circle of ships 03. Label Design -Top-down view of five ships in semi-circle 04. Image Photo -Close up of cockpit with stars in background 05. R-Type Final AD1 -Cave drawing of a ship 06. R-Type Final AD2 -Crop circles (?) 07. R-Type Final AD3 -Moa statues with a crashed Force 08. R-Type Final AD4 -Two pictures of people 09. R-9A Arrow-Head -Arrow-Head over water 10. R-9D Shooting Star -Shooting Star over desert 11. R-9E Midnight Eye -Midnight Eye over a city 12. R-9W Wise Man -Wise Man in orbit 13. OF-1 Daedalus -Daedalus in orbit with Bits 14. TL-T Chiron -Chiron in mech form in city road 15. Let's Go! -Fighters flying over city 16. Shoot The Sun -Fighters flying over clouds towards sun 17. Force -Force partially submerged in water, from the opening credits 18. R-Fighter -Fighter, possibly under construction 19. Operation -Last Dance-1 -Fighters orbiting Bydo world 20. Operation -Last Dance-2 -Fighters engaging Bydo army 21. R-Type (1987) -Dobkeratops 22. R-Type II (1989) -Big, ugly stage 1 boss from R-Type II 23. Gallop (1991) -Police ship in city 24. R-Type (1989) -Dobkeratops 25. Image Flight II (1992) -Fighters in orbit of a planet (?) 26. Image Flight II (1992) -Pilot with two kids 27. My R-9 Type1 -Fighter over fluffy clouds 28. My R-9 Type2 -Fighter going into sunset 29. My R-9 Type3 -Fighter parked on street 30. My R-9 Type4 -Fighter parked in outdoor cafe 31. R-Type-R, Type-O and Type-L -Three ship models 32. Good Bye R-Type -Fighters flying along water during sunset =================== Cheat Codes =================== http://www.gamefaqs.com/console/ps2/code/36051.html Pause the game and hold L2 as you press the buttons. You'll hear a chime if it was entered correctly. Unpause and it'll be activated. 99.9% Dose Charge R2, R2, Left, Right, Up, Down, Right, Left, Up, Down, Triangle Full lasers, Bits, and Missiles R2, R2, Left, Right, Up, Down, Right, Left, Up, Down, ___ Red lasers - X Blue lasers - Square Yellow lasers - Circle Invincibility (re-enter to deactivate) Right, Right, Left, Right, Left, Left, Right, Left, L1, Up, Up, Down, Down, Up, Down, Up, Down, ____ USA version - L1 JPN version - R1 PAL version - R2 =================== Questions =================== Q: What ship do you recommend for Stage ___? A: This is by far the most common question I get, however there is no good answer. Really what it boils down to is some ships are good, some are not. The good ones you can use all of the time and the bad ones are basically worthless no matter where you go. Personally I find the Bydo ships to be more on the bad end, with my personal favorites being the Leos, Cerberus, Charon, and Eclipse. The Eclipse can be unlocked relatively easily and should be your priority if you are having trouble. Obviously the last three ships are the best, but by the time you get to them you can answer this question yourself. ---------------------------------------- Q: Can I save during/between stages & Is there an autosave feature? A: No to both questions. An autosave feature would have been great, but there is none, so you just have to remember to save before you shut off the power. You cannot save during or between levels either, only at the main menu. The game is short enough that you can beat the entire thing in 45 to 60 min, so a save feature like this is kind of unnecessary. If you are having trouble with a particular level use Score Attack Mode to practice. You will also get Free Play (unlimited continues) after several hours of play, so just keep trying. ---------------------------------------- Q: Do Score Attack and VS AI Modes count towards game time for unlocking ships? A: I know Score Attack Mode does, but I do not believe that VS AI does. It is probably more efficient to do it during normal game or Score Attack anyway (see the next question). ---------------------------------------- Q: Do they really expect me to spend 90 million hours playing to get all of the ships? A: If you plan ahead using daimaou mike's Ship Unlocking FAQ it should take 30 - 40 hours of game time to unlock them all. It is also a good idea to "cheat" to spend time while you are not at the console. One way is to let the game run with invincibility on; Stage F-C can take 15 min by itself so just repeat the stage over and over again in Score Attack. If you really don't want to be at the PS2 at all there is a nice bug in Stage 3.0 to exploit. Right after you hit the very back of the ship where the boss is you have to destroy four plates to reveal it. However if you move the ship to the upper left corner and DO NOT DESTROY THE PLATES, the game will get caught in a loop. You will not progress to the boss, and you will gain game time. You will still have to quite so you can change ships though and it is recommended that you use invincibility and do not let the system run for hours on end. ---------------------------------------- Q: Why are the names of some of your ships wrong? A: I am playing the US version and some of the ships were changed during the translation process. If you have the Japanese version some of the names may be different but all of the other information is the same (except for the codes and passwords, which I've noted the different regional ones). ---------------------------------------- Q: What other shmups are there? A: Here is a list complied by the fine folks at the Gradius V board: Genesis Fireshark, Truxton, Thunderforce II, III, IV, Hellfire, StormGrinder, Gaiares, Steel Empire, Sol-Deace, Bio Hazard Battle, Twin Cobras, MUSHA aleste (or sometimes just MUSHA) Saturn Batsugun*, Battle Garrega*, Soukyugurentai*, Radiant Silvergun*, Thunderforce V*, Darius Gaiden, Galactic Attack, Cotton 2* PSX & PS2 Donpachi*, Dodonpachi*, Gradius Gaiden*, Raiden Project, Einhander, R-Types, R-Type Delta, G-Darius, Zanac x Zanac*, Dodonpachi Dai Ou Jou*, ESP Galuda*, Psikyo Collection 1*, Gunbird collection, Castle Shikigami Dreamcast Mars Matrix, Giga Wing 1 & 2, Border Down, Ikaruga, Gunbird 2 Now many of the games are Japanese only (since Shmups really aren't popular elsewhere and I haven't play many of them myself so I can only give you the recommendations of other diehard shooter fans. The ones that I know are Japanese only are denoted by a *. Don't bother with Radient Silvergun since it can easily cost over $150 but if you do import make sure you get Gradius Gaiden which is relatively cheap and an amazing game. My personal recommendations are: SNES: UN Squadron, R-Type III (avoid the GBA version of R-Type III), Darius Twin PS1: Einhander, R-Types (perfect arcade ports of R-Type and R-Type 2), R-Type Delta, Gradius Gaiden PS2: Gradius 3&4, Gradius V GBA: Gradius Galaxies GC: Ikaruga There are of course, tons more that aren't listed. Your best bets for arcade shooters are the arcades (get the MAME emulator) and a Saturn that can play imports (I saw one on eBay for $40 earlier). Also check out http://www.asahi-net.or.jp/~cs8k-cyu/index_e.html and http://www.classicgaming.com/shmups/xenocidefiles.html That's all I can think of now. =================== Misc. Info =================== Other sources for help: Cheat codes - www.gamefaqs.com/console/ps2/code/36051.html RTF Message Board - http://boards.gamefaqs.com/gfaqs/gentopic.php?board=36051 Requirements for unlocking each ship can be found in Mike Maraldo's (daimaou mike) FAQ on GameFAQs. ---------------------------------------- Credits: -This FAQ is (c)2004-2005 Jason Kowell -R-Type Final and everything in the game are (c) 2004 Irem, Inc. -GameFAQs is (c)2004 CNET Networks, Inc http://www.gamefaqs.com -The ASCII are was created using the ASCII Generator at http://www.network-science.de/ascii/ -All other trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Thanks to: -GameFAQs users Jugem and Archon for figuring out that the boss of F-A self-destructs after 37 minuets. -Yoshi Liu and Jugem for suggesting alternate strategies against the Glaise. -Archon for noticing that the time limit for each boss may depend on how much damage the boss had taken. -Lain Iwakura for pointing out the trick to earn massive points on the fourth boss. -Starlac for pointing out the timer glitch on Stage 3.0 -daimaou mike, grazkitty, YOUR BASE, and Laxidman for posting the cheat codes and passwords to GameFAQs -Nathan nate Grey for emailing me about a mistake I make about getting to the alternate versions of Stage 2 ---------------------------------------- Contact Info: Email: koweja@gmail.com AIM: koweja GameFAQs Account: Koweja, The Vic Viper Feel free to contact me about corrections, comments, etc to the FAQ, but be sure to let me know it's about this FAQ in the subject line of the email. Any additions or alternative information to what I have is welcome, and I'll add it to the FAQ and give credit for it.