o0O. O8##8o ,O O####0 ,08#O O####0, o 0###O ,O080, 0####8, O#0 ,8##8OO08####0o ,0####8o o#0.o80o O############8o ,0#####O o80,o88O ,O08#########800Oo ,0#####O oO.O#0, oo o8O 080 oOo,8########0Oo. .o, o8#####0 O0Oo., .8#8O oOo 00 O8, O8##0 O800#####0, ,OO00##0, o8#####0 O####8 o08#O ,0Oo 0#0 ,O oo oO##00O. 0######0..0######8o O8#####0, ,O8###0 ,. O##o 0008#8000O, ,08###8, O###8####0..08000OOO O8#####8, .8###0 0#8,.OOO##8OOO##o 00OO##O o8##0,8####O O######8o O####O 88000OO8#0 .,,,##0 .O##0 ,8#0 .0##8, O#####O O#######O o8####O O########0O O#####0 O###0 0##o O##8o O#####O B A K U R E T S U M U T E K I B A N G A I O H ------------------------------------------------------------------------------- Bakuretsu Muteki Bangaioh (Explosive, Invincible Bangaioh) A shoot-'em-up for the Nintendo 64 Developed by Treasure, Published by ESP FAQ/Walkthrough Version 0.3 October 11, 1999 Jeff "CJayC" Veasey You can always find the latest version of this document at: GameFAQs http://www.gamefaqs.com See the bottom of this document for Copyright, distribution, and contact information. ------------------------------------------------------------------------------- I. Introduction/Version History II. Menu Translations III. Controls & Gameplay IV. Items and Obstacles V. Enemies VI. Tips and Tricks VII. Walkthrough VIII. Administrivia ------------------------------------------------------------------------------- I. Introduction/Version History ------------------------------------------------------------------------------- Let me make this perfectly clear: I _love_ this game. Pure shooting excitement. Classic Treasure gameplay. Wonderful. I'll buy the Dreamcast version when it comes out, too. This doc is a work in progress. It's only got a few sections so far, but I'd like to go through and add in a ton of stuff to it, such as full enemy descriptions, boss characters, and eventually a level-by-level walkthrough. Version History --------------- 0.1 (10/8/99) : First version. Controls & Gameplay, Menu Translations, Items & Obstacles all done. 0.2 (10/8/99) : Added enemies section and walkthrough to Level 11. 0.21 (10/9/99) : Added extra option on the option menu. 0.22 (10/10/99): Added more info about the Service Stations and Power-Ups. Added Tips and Tricks section. 0.3 (10/11/99) : Added walkthrough for Levels 12-19. ------------------------------------------------------------------------------- II. Menu Translations ------------------------------------------------------------------------------- Title Screen and Intro Story ============================ -> Press any key to start. Main Menu ========= Tatakai no Door o Akeru (Open the Door of Battle) -> Name Entry (Begin Playing) Himitsu no Sono o Nozoku (Look in the Secret Garden) -> Options Menu Name Entry ========== Watashi to Ninin Dake no Angou o Kimeru You. (Let's Choose a Password.) -> Enter a three letter code by moving right and left and press A. Korede Ninin ha Eikyuu ni Tomodachi Dane. Soudayone? (Is this correct?) Unsoudayo (Yes) Sonhachotto (No) -> Left is "Yes", Right is "No". You can also select with "B". Stage Select ============ -> Move left and right to select a stage from the ones you've completed plus the next one you have yet to complete. Totsugeki Dei! -> Begin the battle! Zentai Zu -> See a map of the entire stage (only available after completion) Kyuu ni Hara Gaa! -> Return to the main menu Options Menu ============ Otoko Hoshi Koukaidou (Man Star Town Hall) -> Sound Test Menu Kiroku Masshou (Record Erasure) -> Do you really want to do this? If so, select it, move the controller right, and press A (on the Kanji option). Just pressing A on the Kana option returns you to the option menu. 3D Stick -> Selects the control on the 3D stick. The Kana option (four characters) is Shooting, the Kanji (two characters) is Movement. See Section III for more info. Missile no Misami -> Only appears after completing the game. The pink option keeps the missile trails, the blue option removes them. This can greatly reduce slowdown, but doesn't look nearly as cool. Mou Akita (?) -> Return to the Main Menu Sound Test ========== -> The top selection is for music, the second is for sound effects. Option three stops all sound, and the bottom option returns to the Options menu. ------------------------------------------------------------------------------- III. Controls & Gameplay ------------------------------------------------------------------------------- Controls ======== There are two different control pad configurations to choose from, selected from the options menu, depending on whether the 3D Stick is set to "Shooting" or "Moving" (see Section II for more information). Control 3D Stick Shooting 3D Stick Moving ------------------------------------------------ D-Pad 8-way Movement 8-way Movement 3D Stick 8-way Shooting 8-way Movement L Button Switch Modes Switch Modes R Button Special Shot Special Shot Z Button Special Shot Switch Modes A Button Thrusters Thrusters B Button Directional Fire Directional Fire C Buttons 4/8-way Shooting 4/8-way Shooting Start Pause Pause These two configurations give you (according to the manual) four different ways to play the game. Method 3D Stick Set Move Shoot Special Switch ------------------------------------------------------------ Left Side Shooting D-Pad 3D Z L Right Side Move 3D CX4 R Z Digital Only Either D-Pad CX4 R L Uncomplicated Either D + A B R L Personally, I like the "Digital Only" method, and I find the "Uncomplicated" method impossible to do well with, simply because of the lack of 8-way shots. The 3D stick adds nothing to your control, as it still only registers in eight directions and it makes it very hard to dash. How to Play =========== Destroy everything. Actually, it's only slightly more complicated than that. In each level, you must fight and fly your way to the boss at the end of the level and destroy it to move on. The catch is to get to the boss in relatively good shape and with few enemies remaining in order to make that final fight that much simpler. Move: Move the selected direction pad in any of 8 directions. Gravity exists here, so you are constantly being pulled downwards. Dash: Move the direction pad twice quickly in the desired direction. Great for speeding through dangerous areas. Thrust: Press the A button to thrust upwards. Pressing up on the control pad does the same thing. Pressing A twice quickly performs an upward dash. 3D Stick 8-Way Shooting: Move the 3D Stick in the direction of your shots. C Button 8-Way Shooting: Press the buttons in the direction of your shots. Press two adjoining buttons to fire diagonally. A Button Shooting: Press the B Button to fire in the current direction. Hold B to continue firing in that direction. Switch Modes: Press L (or Z in 3D Move Mode) to switch between Riki and Mami. More information on the modes can be found below. Special Shot: Press R (or Z in 3D Shoot Mode) to fire multiple bullets at once. Each Special Shot uses up 50 Special Power points, regardless of how many bullets are fired. Tapping the button quickly will fire 20 shots at once. Hold the button to build up to 100 shots. You cannot move during this power-up, and you can still take damage. If there are enemy bullets or missiles near you when you release the button, you will automatically shoot an extra number of bullets in addition to what you have powered up (20-200 extra). Cancel a Super Shot by pressing B while charged up. Riki Mode ========= * "Attack" mode. Best used in wide-open areas. * Shots home in on enemies shortly after being fired. * Shots disappear when they hit a wall. * Enemy fire destruction ability is low. * Shots have high damage (125% of Mami's firepower) When Riki is in charge, your bullets begin homing in on enemies shortly after they are fired. They can curve around walls and will circle and will home in on the nearest enemy. Unfortunately, the homing signal doesn't immediately kick in, so you can miss enemies that are very close to you that are just off your line of fire. Mami Mode ========= * "Defense" mode. Best used in narrow areas. * Shots home in on enemies only after hitting a wall. * Shots rebound when they hit a wall. * Enemy fire destruction ability is high. * Shots have lower damage (80% of Riki's firepower) When Mami is driving, your shots will rebound off of walls and home in on enemies on the rebound. If you're not near any walls, however, your shots travel in a straight line. This isn't so good for attacking enemies, but it's great for taking out incoming fire. Screen Layout ============= At the top of the screen, you'll see the following: > The currently selected character's portrait (Riki or Mami). > Your Score (which is reset each level) > Your Life Meter (10 bars of energy) > Your Weapon Level (power/penetration) > The Level Timer (you lose points when it runs out) At the bottom of the screen, you'll see: > Special Shot Meter (0-500, each special shot uses 50) Combo Service Stations ====================== When you destroy 100 or more enemies with a single shot, special shot, or while invincible, a combo meter will pop up behind your robot and display a counter. Once your combo stops, a yellow vortex will appear where your character is. Enter this vortex to power up your robot thanks to Level no Okan. You will be presented with several options, depending on how large your combo was. You can power up "n" levels, where "n" is your combo size divided by 100 (rounded down). The available power-ups are: Shot Damage n-Up Shot Penetration n-Up Life n-Up V (only shown as an option in 500+ combos) Points (n X 10000) So, which power-up should you take? Shot Damage: This one is self-explanatory. The higher the power, the more damage your individual shots cause. I haven't gone through and calculated exactly what the ratio of damage to level actually is, but any increase here is significant enough. You should almost always take the shot damage power-up, except in certain situations (as noted in the walkthrough). Shot Penetration: What good is shot penetration? This determines how many enemy bullets or missiles one of your shots can take out, as well as how many lasers it can pass through before disappearing. Powering up your shot penetration a few levels is good if you've got an excess of power-ups, especially against the tougher bosses. Powering up your shot penetration is absolutely essential on only two levels (see the walkthrough for more information), but it is good for pulling off some good-sized combos. Life: There are life power-ups scattered about through every level. If you're in a desperate situation (1 or 2 life left) and you know you're nowhere near a power-up or just about to tackle the boss, you might want to use a power-up on your life, but for the most part it's a waste of a combo. V: The invincibility power-up only shows up in 500+ combos, which are almost impossible to achieve. While the V is nice for a few seconds, it's almost always to your advantage to take the shot damage instead. Points: If you're a Bangaioh pro and you absolutely must have that high score, take the points. Good luck. Pausing ======= When you hit the Start button, the game is paused. The left option continues the current level, and the right option returns you to the Stage Select menu. Game Over ========= When you run out of life points, the game ends. From there, select the left option to return to the Stage Select menu and try again, or select the right option to return to the title screen. End-Of-Level Results ==================== At the end of each level, you are shown a results screen outlining your final score and statistics for that round: Destruction Rate Biggest Combo Base Score In blue, you then might see bonus points that are added to your score: Biggest Combo Bonus Points (combo * 100) No Damage Taken Bonus (100000 if you took no damage) No Super Shot Bonus (100000 if you did not use the super shots) Time Penalty (-10000 per second under 0) At the bottom of the screen is your total score for the stage. Additionally, if you beat (or tied) your previous high score for that level, you'll see the background picture of the Ultraman-like robot beating up the Godzilla-like creature. Finish lower than your best score, and you get a different picture with the tables turned. Once you finish the game, the music on this screen changes as well. ------------------------------------------------------------------------------- IV. Items and Obstacles ------------------------------------------------------------------------------- ===Buildings, Blocks and Cars=== There are three types of buildings to destroy. Destroying buildings is not only lots of fun (especially when you hear the screams of the poor innocent victims inside), but they give you valuable fruit. "Strength" below is the number of shots it takes for Riki to destroy the object at Level 0 power. The blocks (blue diamond, green ball, red/blue ball, and brown block) do nothing but get in your way for the most part. The bombs will destroy any surrounding small or box walls, as well as damaging nearby robots (including your own). The Small and Big Ppwer Bombs can cause damage from a quarter-screen away. Target Type Points Strength Fruit Notes ------------------------------------------------------------ Blue Diamond 10 1 - PN Green Ball 10 1 - Blue/Red Ball 10 1 - Small Bomb 20 1 - B Small Power Bomb 50 1 - B Brown Block 100 1 Orange G House 100 2 Orange Big Bomb 100 1 Orange BG Wide Building 200 5 Bananas Tall Building 300 16 Pineapple Car 500 16 Watermelon Small Super Bomb 500 1 - B Big Super Bomb ? 1 ? BG Notes Key: G: Affected by Gravity N: Not counted in Combo count P: Shots Pass Through B: Bomb. Can damage you if you stand too close when it explodes. ===Fruit=== Fruit is used to power up your special weapon. Fruit is obtained by destroying houses, enemies, cars, and brown blocks. Points for fruit start at 10 for the first one you pick up, 20 for the second, and so on up to 1000 points per fruit. The counter is reset when you start a level or are hit by an enemy. Your Special Shot power maxes out at 500, so save some buildings for later if you're full. Fruit Type Points Where Found ------------------------------------------------------ Orange 3 Brown blocks, houses Apples 5 Red robots, turrets Bananas 10 Wide buildings, generators, black robots Pineapple 20 Tall buildings Watermelon 50 Cars ===Power-Ups=== There are three kinds of power-ups in the game. Each power-up is housed in a container that must be shot open to retrieve it. Once shot, the power-up will disappear in a few seconds if it is not picked up. Red Cross in Blue Box: Reveals a Blue Energy Power-Up for 1 Life Energy. Red Cross in Yellow Box: Reveals a Yellow Energy Power-Up for Full Life. Red V in a Yellow Box: Reveals a "V" item for temporary invincibility. ===Doors=== There are two kinds of doors you'll encounter: Red Doors: Red doors are one-way doors. They open and close depending on which side of the door you are on. Blue Doors: Blue doors open when you have destroyed a certain enemy or enemies, usually stationed near or on top of the doors. ===Other Obstacles=== Indestructible Blocks: These gray blocks cannot be destroyed, and will fall thanks to gravity if their support is removed. This can be good or bad, depending on the level (good if they block enemies, bad if they trap you). Blue Box Walls: Enemy shots can pass through, Riki's shots can pass through, but nothing else can pass these walls. Can be destroyed by nearby bombs. Green Box Walls: Only enemy shots can pass through. Avoid these. Can be destroyed by nearby bombs. Small Block Walls: Solid. Can be destroyed by nearby bombs. ===Jouhouya M-ko=== In every level, you'll see a satellite with the letter "M" inside. These items allow you to get hints and tips from M-ko, a strange tree-like creature. Of course, if you don't know Japanese, you won't understand a word of it. ------------------------------------------------------------------------------- V. Enemies ------------------------------------------------------------------------------- ===Enemy Robots=== The enemy robots are everywhere! Actually, they either exist at the beginning of a level or are spawned by generators. They all move in a relatively simple way, just flying around and trying to shoot you. Alone, they aren't much of a threat, but about ten of them can really make things difficult. Red: Standard flying enemy robots, weak with bad aims. Blue: A ground-based robot with no flying (only jumping) ability. Black: Another flying robot with a higher firing rate and tougher armor. Yellow: A stronger version of the blue robots with a better jump. ===Turrets=== Turrets are stationed all over each level, just waiting to take you out. The center of a turret is green when they are inactive, and red when they can see you. There are three kinds of turrets in the game: White: These fire a single bullet at you. Yellow: These fire a single homing missle at you. ===Flak Turrets=== For lack of a better term, these are little ball-like turrets than spray multiple shots in every direction all over the screen. They are only active when you draw near, but they can be deadly. Blue: Fire bullets in all directions. Orange: Fire homing missiles in all directions. ===Laser Turrets=== This is a simple stationary turret that fires a continuous laser beam. It only takes one shot to kill, but firing past the laser can be difficult in tight situations. ===Turret Sphere=== Just like a flak turret, but not attached to a wall. 360 degree firing radius. ===Generators=== Generators create objects one at a time if the area is clear where they are trying to create. Generators can create both bad (turrets, robots) and good things (energy power-ups), as well as other objects (brown blocks), so it's a good idea to see what they are creating before you go blowing them up. ===Boss Characters=== Every boss robot is different, but they are always controlled by one of the standard boss characters (who you get to talk to before each battle). They are: Tasogare Teka: Wearing a brown hat. Samaran Sensei: Bald with the gray, unshaven chins. Hashioka Kensatsu: Wearing a yellow helmet. Niceguy: The green alien. Black Riki: An evil version of Riki. Koa: The green-sphere-headed alien. Chinpira no Sabu: The blue alien. 86 Daime Anego: The blue-haired woman. Gai: The grey-haired man. Oyaji: The grey-haired man with the no nose (as seen in the opening cinema) Unknown 1: White creature with a camera. Unknown 2: Ultraman-like Robot ------------------------------------------------------------------------------- VI. Tips and Tricks ------------------------------------------------------------------------------- Bigger and Better Combos ======================== There are several tricks you can use to boost your combo count: 1) Mami gives a bigger combo count in most situations because of her 360 degree coverage and homing-after-wall shots. 2) Dash up to groups of missile flak turrets (they almost always come in groups), boost up your super shot, wait until their first volleys are about to hit you, and let fly. Just a couple of flak turrets can give you a quick 100+ combo. 3) Boost your shot penetration. The biggest combos for your money come from a shot damage level of 0 and a high shot penetration level. Your shots will pass through multiple enemy bullets/missiles each, but cause less damage to the enemies (giving you a bigger hit count). 4) Always wait until the last second before firing that Super Shot. The more incoming missiles/bullets about to hit you, the bigger your bullet count on the Super Shot. You seem to get 20 extra bullets per incoming shot within a small radius around your robot, up to a maximum of 200 (for a 300-bullet Super Shot). 5) Take one for the team. On some occasions, a single-shot turret will take a shot at you, followed a second later by a flak turret or two. In these cases, it's actually better to take the hit from the single shot and save that Super Shot for the large incoming group of bullets or missiles. You will be sacrificing a life point (or two) for a big combo, which is worth it on some of the later levels. 6) If your shots are too effective and you clear out the current area you're in with quite a few bullets flying around, dash to a new unexplored area with those bullets in tow. Riki's bullets are always looking for new targets, and even Mami's will usually find something to kill. Bonus "V" ========= If you time your Super Shot perfectly with a large number of incoming bullets to where your Shot is released a split-split-split second before you get hit, you may get a free "V" invincibility. I've gotten this multiple times (always on Level 44), but I'm not sure of all of the requirements to get this on a consistent basis. The "V" kicks in automatically, whether you want it or not. First Shot on the Boss ====================== This is one dirty trick. You can usually spot the last boss at the end of a level and approach around a half-screen away before it "wakes up" and begins its attack. Here's the trick: Get close to the boss (but not too close) and power up your Super Shot to 100. Let it go, and immediately dash towards the boss. The boss will wake up, you'll go through your little dialog, and then all of your bullets will start homing in on the boss! This works in Riki or Mami mode, so use whichever character you feel is right for the situation (depending on your room size, for the most part). ------------------------------------------------------------------------------- VII. Walkthrough ------------------------------------------------------------------------------- Level 1 ======= Very straightforward. Just fly around and get a feel for the game, take your time. To the right of the stage is a red door, beyond which lies the first boss. Check out the power-up giving generators at the top. BOSS: Chinpira no Sabu ROBOT: Small silver robot FIRES: Regular bullets, high rate STRATEGY: Use Riki, just fly around and dodge his shots while shooting back. Level 2 ======= Time to learn good mode-switching. You'll need to use Mami in those tight corridors to take out the laser turrets and other obstacles. Once you go through the red door, pick up the health before heading to the boss to your right if you need it. BOSS: Chinpira no Sabu ROBOT: Small silver robot FIRES: Regular bullets, high rate STRATEGY: Use Riki, just fly around and dodge his shots while shooting back. Level 3 ======= Lots of red robot generators, but nothing too difficult. The boss is once again through the red doors on the right, powerups abound. BOSS: Chinpira no Sabu ROBOT: Small silver robot FIRES: Regular bullets, high rate STRATEGY: Use Riki, just fly around and dodge his shots while shooting back. Level 4 ======= Mami rules this level (up untl the boss encounter, anyway), and you should be able to get tons of points with all the fruit left by those brown boxes. The boss is at the bottom of the level, behind the standard red doors. You might want to hover along the sides of this last room and take out the turrets before actually taking on the boss. BOSS: Chinpira no Sabu ROBOT: Small silver robot FIRES: Regular bullets, high rate STRATEGY: Use Riki, just fly around and dodge his shots while shooting back. Level 5 ======= Another quick level (don't get too used to these), just battle your way from room to room. Red robots, generators, and turrets stand in your way, but nothing too dangerous. Riki is best here, as the spaces are too open for Mami to do any real damage. BOSS: Koa ROBOT: Green Sphere FIRES: Nothing STRATEGY: Koa is defenseless. Kill it. Level 6 ======= Lots of red and blue robots with turrets, but nothing too hard (yet). Take out the generator on the blue doors to open them. Beyond the red doors to the far left is the boss. Travel around this room and take out the turrets before approaching it to make life much easier. BOSS: Tasogare Teka ROBOT: Drill-Bot FIRES: Drills, 360 Bullet Spray STRATEGY: Clear the room before taking it on. The Drill-Bot can only be damaged by shooting the yellow sphere, so just use Riki and dodge and fire. Luckily, this thing moves incredibly slow and the drill rockets are easy to dodge (but not as easy to destroy, taking about 15 shots to kill) Level 7 ======= Welcome to the land of blue walls! Mami's shots cannot pass through them, so using Riki is the only way to go here. The only clear path is through the top or bottom of the screen. Along the top path, just wait for an enemy to shoot the bombs inside the green walls to blow them up. To the far right of the first room are some huge bombs, just shoot them through the blue walls to keep moving right. To get past the solid green wall, head to the generator at the top of the screen; it's creating big bombs! Hit one of the bombs to bust a hole in the wall and continue right to the boss. BOSS: Koa ROBOT: Green Sphere FIRES: Nothing STRATEGY: Koa is defenseless. Kill it. Level 8 ======= Bangaioh, meet the flak turrets. This is your first encounter with these deadly things. Mami is best as a defense mechanism, as her shots are better for taking out all the missiles that head your direction. Don't forget about your Super Shot, as using it just as about 10 missiles are about to hit you will add an extra 200 shots to your barrage. After you head left along the bottom of the screen, the room just above you with the flak turrets is a great place for a combo. This level is pretty much one-way, and a lot of the corridors are small enough to use Mami to your advantage. Just keep going, taking out the bombs around the small walls to move on. Once you reach the boss room, don't forget about all those energy power-ups and the car generator in the next room to the right. BOSS: 86 Daime Anego ROBOT: Bullet-Bot FIRES: Slow but Constant Bullet Firing STRATEGY: Like the Drill-Bot, the Bullet-Bot can only be damaged on its red sphere. Just keep flying in circles around it and use Riki to hit it where it counts. Level 9 ======= All of the enemies in this level are the generators along the walls. Luckily, there are energy and V powerups along the walls as well (albeit hidden behind some bombs). The boss is at the far right center of the level, just waiting for you. Pick your strategy (destroy everything or avoid everything) and work with it. BOSS: Hashioka Kensatsu ROBOT: Small yellow robot FIRES: Multiple Missiles STRATEGY: Riki is essential here in this wide-open area. If you didn't destroy everything along the walls, just keep moving left and right and shooting. If you did, use this extra freedom. Level 10 ======== Bombs, bombs, bombs. Mami is queen here. Just be careful of the small super bombs (the ones with the red dot in the center) as they have a huge blast radius. Head left to the boss to end this very quick level. In the second room, the pathways along the top and bottom lead to energy power-ups. BOSS: Koa ROBOT: Green Sphere FIRES: Nothing STRATEGY: Koa is defenseless. Kill it. Level 11 ======== Take the bottommost path to the bombs and blow them up. You can then take the topmost path to the boss. There's a few bombs behind blue box walls, but Riki can shoot through those. Aside from that, Mami is your best bet in these tight corridors full of flak turrets. The middle two paths through the level lead to dead ends, and are only for those who are going for points. BOSS: Koa ROBOT: Green Sphere FIRES: Nothing STRATEGY: Koa is defenseless. Kill it. Level 12 ======== Not too much in the way of strategy here. Just head up and then to the upper right hand corner, and then follow the one-way path downward to the boss. There are life power-ups along the left hand wall if you need them, and a full life up (Yellow "E") just to the right and above the starting room. In the middle of the top of the level, check the room with the car and blue "E" generators! Lots of flak turrets and spheres along your way, so you've got good chances to combo several times in the level (go for shot damage). This is Riki's level for the most part, considering the openness of the rooms. BOSS: Unknown 1 (White creature with the camera) ROBOT: Silver Robot FIRES: Bullets STRATEGY: Riki is best here. Just fly around and fire towards the robot, dodging the bullets. No big challenge, especially if you've powered up a few levels. Level 13 ======== One of the trickier levels in the game. Mami is best here, for the obvious reasons. First of all, fly up and take out the house and the wall of bombs behind it. Then, quickly head to your right, as you only have 30 or so seconds to make it before three indestructible blocks fall and block your path. As you travel to the right, you must take out all three of the raised bomb walls to clear the path in the room below. Once you see the third bomb wall, be _very_ careful with your shots, as you could easily accidentally shoot the bombs above you and block your path. Once you make it through the red doors, rest for a second, and then clear out all of the enemies in the rooms to the left up to the red doors. Don't go through the red doors yet! Once the way is clear, go back to where you came down into this second level, shoot the wall of bombs at the bottom of the screen, and then rush to your left. As you pass through the red doors, Super Shot, and take out the generator to get through the blue doors. In the next room, Super Shot again and quickly take out the turrets to open up the next blue door. Now comes the tricky part. Wait next to the small wall that blocks your path as the wall of bombs comes towards it and eats it away. Right as your way opens, dash left to the boss. BOSS: Koa ROBOT: Green Sphere FIRES: Nothing STRATEGY: Koa is defenseless. Kill it. It feels good, doesn't it? Level 14 ======== A nice, wide-open level, which means only one thing: Riki. Just fly around killing robots and building combos when you can. The boss is located behind a wall of bombs at the bottom center of the stage (directly below where you start), so you just have to fly around to get there. BOSS: Oyaji ROBOT: Drill-Bot FIRES: Drills, 360 Bullet Spray STRATEGY: Clear the area below completely before taking it on. The Drill-Bot can only be damaged by shooting the yellow sphere, so just use Riki and dodge and fire. Luckily, this thing moves incredibly slow and the drill rockets are easy to dodge (but not as easy to destroy, taking about 15 shots to kill) Level 15 ======== The first half of this level is completely devoid of enemies apart from laser turrets. Oh, and those Small Power Bombs that can put you in a world of hurt. Mami is best in Part One. In the upper half, just shoot and collect fruit. In the lower half, Super Shot (combo!), collect fruit, and repeat. Keep that Super Shot energy high, as you'll want it for the second half of the level. Once you pass beyond the friendly red doors to the left, you've reached Part Two, filled with tons of flak turrets and Small Power Bombs. Super Shot to your heart's content here. Use Mami for the Super Shots and occasional missile defense, and Riki the rest of the time to take out the turrets and the like. The boss is located at the top of the second half, guarded by some laser turrets. While you're comboing, it's a good idea to increase both damage and penetration (try to get to 3/2 at the least). Make sure you clear out the entire area before facing the boss, as you will need room to move. BOSS: Chinpira no Sabu ROBOT: Small yellow robot FIRES: Mutiple Missiles STRATEGY: Due to the incredible rate of fire from this guy, just dash away and fire like mad with Riki. If you can pull off a first-shot with Mami, you may even be able to take out the boss in one quick motion. Level 16 ======== There's not much to this next level. There's only a one-way path through it, and there's not much to do but use Mami and blow everything up. Just be careful of falling indestructible blocks (i.e. don't get caught underneath them and get yourself trapped), and you'll be just fine. BOSS: Koa ROBOT: Green Sphere FIRES: Nothing STRATEGY: Koa is defenseless. Kill it. Smile as you pummel it into oblivion. Level 17 ======== A very simple level, using Mami. Go up, get some fruit from the houses, go left and Super Shot for a nice combo. Clean up using conventional means, enter the doors, Super Shot once high and once low. Go to the right side and do the same thing for a grand total of six combos. Now you can pass through the area below where you started into a minefield of sphere turrets. Super Shot them, go a little lower, and Super Shot again for your eighth big combo. Of course, it's all for Koa, so why bother? BOSS: Koa ROBOT: Green Sphere FIRES: Nothing STRATEGY: Koa is defenseless. Fold, spindle, and mutilate. Level 18 ======== Laser turret city. Mami is best here, and your combo power-ups should be evenly distributed between damage and penetration for best effect. Work your way to the lower right to meet the boss. There's a "V" power-up to the lower left after you begin if you want it. BOSS: Unknown 2 (Ultraman-like Robot) ROBOT: Small silver robot FIRES: Bullets STRATEGY: Pathetically easy even if you're only slightly powered up. Dodge and using your favorite mode. Level 19 ======== Combo city. Green balls everywhere. Mami's Super Shots will net you 200, and there are tons of V power-ups just lying around which allow you to fly through the balls at high speed and build up combo points. Power up until you get bored (at least 15/10, preferably higher), and just be careful not to get yourself trapped in the middle of a large group of turrets when your invincibility runs out. When preparing to meet the boss, try to clear out the area around where he's waiting without blowing up the bombs that surround him to give yourself a decent fighting field should things go wrong. BOSS: Gai ROBOT: Winged robot FIRES: Bullets, Missiles, V STRATEGY: If you get off a good first-shot with Riki, you can take him out immediately. If you don't, get ready for a horrific battle. Gai can fire incredible sprays of missiles, and if you don't finish him off quickly, he'll go invincible! If he's rushing towards you, rush away, and only stop to build a Super Shot if he's off-screen or very far away. ------------------------------------------------------------------------------- VII. Administrivia ------------------------------------------------------------------------------- Contacting Me: If you have stuff to add, please do send it along to cjayc@gamefaqs.com for inclusion in the next revision. Copyright Notice: This document is Copyright 1999 Jeff "CJayC" Veasey. It may be reproduced electronically on the Internet or other on-line services so long as the content of this document is NOT altered in any way, and no fee is charged either directly or indirectly for the viewing of this document, and every effort is made to display the latest version. This document may be printed or copied for PERSONAL, PRIVATE use only, and it may not be placed on a CD, typed up in a magazine, or otherwise distributed outside of the above means. If you are unsure as to whether or not you may distribute this document, contact me at cjayc@gamefaqs.com. -EOF-