Raiden II Player's Guide Version 1.0 written by DragonKnight Zero e-mail: e_lin@cc.colorado.edu Started on 9/20/99 Version 1.0 complete: 10/5/99
Contents
- Introduction - Legal jazz - Game description - Scoring and mechanics - Scoring Table - Power up - General hints - Level data - Mysteries - Challenges - Credits - This guide's future
- Introduction
This game's been out for five years and I haven't found any game information on it. So I decided to share what I know about this very challenging game. The tips here should also apply to the PSX and PC version as well.
Version notes: I have actually seen two different versions of this game. I'm not sure which one came out first but the level layout is a bit different in each one. I'll go into more detail in a future revision of this guide.
- Legal jazz
Copyright 1999 by Erwin Lin. This guide may be distributed freely for non-profitable use as long as it is unaltered and includes this copyright notice. You are free to use any part of this guide as long as I am credited. This guide nor any part of it may not be used for profit nor distributed with anything that will be sold for profit without prior written consent from me. If you want to make a profit off this work, I want a cut of the profit. This is MY work. If you rip it off, there will be hell to pay.
- Game description
Story? What story? Fly your Raiden Supersonic Attack Fighter across the eight levels and destroy anything that moves or shoots back. Controls are simple. One button fires guns, a second drops bombs, and the joystick moves the fighter. This is a simple vertical shooter; you don't have to worry about crashing into the terrain. Overall, Raiden II is a test of reflexes. You never see who flies the planes. For all anyone knows the pilots could be women, androids, moogles, etc.
- Scoring and mechanics
At the start, your ship is armed with a single shot vulcan and 3 bombs, which is not enough. Grab weapons and missiles to increase your firepower (detailed in the next section). Bombs cancel out enemy shots within their effect area. Anytime you shoot something or grab a power-up, points are gained. When you die, the shrapnel from the exploding ship can damage enemies. Also, several power-ups may come out, you lose all your weaponry, and your next ship starts with the peashooter and 3 bombs (regardless of how many you had when you died). Lose all three lives (four on some machines) and the continue screen comes up. If you continue in solo-player mode, your score and medals reset to zero. Consider yourself good if you score 500000 or higher on your first 3 lives. The high score list will keep track of the top ten scores and the level the player died on. A =C= on the high score list means the player continued after attaining that score. In two player mode there are twice as many Power Up Carrying Enemies (PUCEs), the game throws in a few more enemies and missile bays, and some of the bosses (particularly in Level 2) seem tougher. Your score and medals carry over if you continue. There is a separate high score list probably due to this difference.
- Scoring Table
End of level bonus: 1000*bombs*medals (Remember: Medals reset to zero if you continue in solo-player mode.) Most weapons: 500 Gold medals: 500 Silver medals: 3000 Random object that looks like a frog: 10000 (doesn't count as a medal) Fairy: 10000 "Extra" power-ups: 5000 Unnecessary P: 10000 Mission 1 clear (all 8 levels): 1000000 Mission 2 and up clear: 3000000
- Power up
Guns: These cycle in color from red to blue to purple. These are usually carried by PUCEs. Grab them to increase the power level of the primary weapon. Note that changing weapons does not increase the power level. Guns are fully powered at level 8 (weapon levels not game levels). Here are the weapons.
Vulcan (Red): the basic peashooter. Powering it up increases its spread. Useful but lacks power unless you can get close so most of the spread will hit.
Laser (Blue): A straight firing laser. Powering this up will increase the number and potency of beams. This is the strongest in terms of power.
Plasma (Purple): New to Raiden II. At first, it's a lot like the laser but firing until it turns into a single beam will enable it to lock on to what it hits, enabling the player to move freely while still causing damage. Its great for beginners and reduces the amount of aiming that needs to be done but is somewhat unreliable because it doesn't always go where you want it or need it to go. This is not a homing gun; you still need to guide the beam to the enemy which you want to hit. Plus, the lock-on beam is weaker than the straight shot. Despite its weak points, this is the weapon I recommend for a one-player game.
Missiles: These provide support fire and come from underneath the ship. Missiles do work on air targets. You don't start with any. Grab 4 of the same kind for full power. Like weapon power-ups, these cycle between the possible choices. Fired automatically with guns. These are released from what I call missile bays.
Nuclear Missiles (Yellow M): These fly straight and are quite powerful. The slow speed can be useful for taking out enemies coming from one part of the screen while the player is blasting things in another. Even at level 1, these are useful.
Homing Missiles (Green H): Guess what these do. In my opinion, not nearly as useful unless fully powered because they're weak and pitifully slow. When fully powered though, they find their targets fast. The preferred missile for levels 3 and 5 due to the many little ships.
Bombs: Bombs cause damage and cancel out enemy shots within the effect area. You can have a maximum of 7 at once; grabbing an 8th will only give 5000 points. These are also carried by PUCEs.
Bomb (Red B): A concentrated explosion causes heavy damage to anything within the effect area. It takes about two seconds to detonate after releasing it so it needs to be timed well.
Cluster Bomb (Yellow B): Although not as powerful, this bomb has wider coverage. In addition, it also comes out faster and lasts longer making it the "panic" bomb. Very useful when you don't know what's coming. New to Raiden II.
P: This fully powers up your gun and missiles (if you have any). These are rare although if you and/or the other player die a lot, they'll appear more often. Just don't forget that you can still be killed by a single shot.
Fairy: It's worth 10000 points. When you die, it will drop some extra power-ups.
- Hints and tips
Most enemies shoot directly at you. Therefore, as long as you are moving and not moving towards a gun, you will usually not be hit. Most enemies come out from the same place. Memorizing the positions will help. (easier said than done) Don't be afraid of using bombs, especially if you are a beginner. Your stock is reset to 3 regardless of how many you had. I've died with 7 once: very annoying. Conversely, you'll need to become somewhat comfortable dodging through small spaces if you wish to become better. Don't worry about medals much. Worry about staying alive. It's especially true if you can't even pass the level without continuing. When the continue screen is up, the screen KEEPS SCROLLING. At times, it may be to your advantage to let it count down before pressing the start button to come back. At bosses however, it's best to come back ASAP if you plan on continuing. With plasma, sometimes it is better to use the straight shot instead of the beam because straight firing actually does more damage if you can keep on the target. Nuclear missiles do a lot of damage if you're close to the enemy due to them firing more frequently. Try not to change weapons too often unless you're already fully powered. Changing weapons does not increase the power level. If a P appears, the ideal tactic is to have some kind of missile before taking it so they'll be powered up as well. Taking a missile after the P will result in level 1 missiles. Power-ups will drift off the screen after a certain amount of time passes (my estimate is 30-50 seconds) so don't wait forever. Balanced weapon combinations are stronger. Vulcan's wide range but poor power should be augmented by the destructive power of nuclear missiles. Laser should be supported by homing missiles to reach those enemies not in front of you. Purple works fine with either type of missile. In two-player games, I recommend the players use different weapons. Two people using plasma is not that powerful. My power combo involves the better player using laser and homing. The other player should use vulcan or plasma with whatever missile. Also in two player games: share the power-ups. Never insult another player's performance, no matter how much he or she may suck. Even if the other player is bad, the game is usually more fun with them than without.
- Level data Because the game relies so much on reflexes, I'm not going to try to write a walkthrough on each level. There are some patterns that are helpful to know which I will include. I will also include my weapon recommendations for solo players, # of PUCEs (multiply by 2 if there are two players), and missile power-ups
Level 1: Recommended weapons: plasma and nuclear missiles 5 PUCEs 2 missile power-ups (4 in two player) Consider this a warm-up level. The fairy is easy to find; just shoot the tree it's in while dodging shots. The boss is fairly trivial. Most of the time, the bosses will fire shots at the diagonals. That's the time to get close and hose it with missiles. When the turret starts turning, it will fire several shots straight at you when your ship is in it's line of fire. Two spreads of bullets will come out a split second before on each side to make it tricky to dodge. The easy way is to drop a bomb a bit before it fires to cancel the shots. Otherwise, back up and slip through. Watch out for small tanks and small planes. They come at fixed times. The second boss tank will do the spread and turret combo continuously when it's nearly dead.
Level 2: Recommended weapons: plasma and nuclear 6 PUCEs 3 missile power-ups Somewhat more difficult, though manageable. There are some enemies worth noting. The large plane is trivial if you have vulcan or plasma because its shots can be destroyed. Just don't be hit by the tanks. The two hovercraft later on serve as a sort of mid-boss. They have two firing patterns. In the first, the side cannons try to box you in and the gun holes shoot directly at you periodically. It's not too hard to dodge. The second firing pattern is a wide spread that locks on to your location then fires based on where you were a split second ago. It's almost impossible to go around unless there are two players. If your firepower is weak, it may be better to not do too much damage so they stay in their first firing pattern since you do not have to kill them. Near the end of the level, a car will speed from the right. It is worth 10000 points if you nail it. Plasma or vulcan level 3 or higher is good at the boss. Check out Ethan Larson Raiden FAQ at Gamefaqs for detailed strategy since the behavior of the boss resembles that Level 2 boss a lot. I usually use a bomb to escape the third firing pattern as it closes it though. With plasma, the third pattern can be avoided by flying to the side of the boss while still being able to hit it.
Level 3: Recommended: Plasma and homing 5 PUCEs 3 missile power-ups Extra power-up: Destroy the stationary gunboat-like enemy near the end of the level just before two hovercraft. This level is HARD. 98-99% of the time, I go game over here. This is the level to beat. If you are still fully powered with plasma and nuclear, switch to homing straight away. It will help immensely versus the flood of little ships that will assault you through most of the level. By the way, they are more aggressive that the little guys in Level 1. With enough firepower, the large mosquito planes can be killed before they fire. Their wings flicker really quickly before firing so if they're not dead, slip through a hole. Their spread isn't aimed at you so it's not difficult to dodge. Be wary of gunboats and little ships though. When gunboats start coming from behind, it becomes really hairy. I usually drop a bomb shortly after the 3rd PUCE appears and the two gunboats are coming from behind. If you survived the first water section, prepare for more fun. The land section before the next water section often kills me because the shots are hard to see at times. The second water section is also insane so don't be afraid to use a bomb if you're feeling overwhelmed. I use a bomb at the end where the two hovercrafts are docked together. Still haven't died? OK, switch to nuclear missiles for the boss. It is a big boat with a LOT of pop-up guns. Your primary target is the main cannon. The pop-up guns on the side of the main gun will aim for you, the guns in front only fire forward (and their shots can be destroyed). There are some more, but they are not a threat. Other dangers are the pop-up turrets on the docks and the little ships that will harass you throughout the battle. It's not too difficult until the cover on the main gun is blown off. Once that happens, there will be the main gun's spread to worry about. It wouldn't be so hard except for those pop-up triple guns in the back, the little guys, and maybe some pup-up turrets if you were fast. Use your bombs as needed. I have passed this boss without dying only once when playing solo. Another time when I was with another player, I was using fully powered laser and homing and we killed the boss before the screen stopped scrolling. That sure felt good.
Level 4: Recommended: plasma and nuclear OR laser and homing 4 PUCEs 2 missile power-ups Extra power-up: Destroy both cannon towers near the end. There is also a missile power-up between them. There's a hidden fairy in this level. About the time when the first mobile platform shows up, there will be eight targets arranged in a circle on the left side of the playfield. Destroy all of them and then destroy the bush that appears to make the fairy appear. It really helps to have two players for this. Don't bother if you're playing solo, you're on your last life, and you don't plan on continuing. Anyway, I find this level to be a bit easier than the last one. Don't let the peaceful BGM lull you into thinking this will be easy. Switch off red as soon as you can; it will be too weak. There are several dangers of note. For starters, the large plane from level 2 is back. This time, its shots are not destroyable. Tanks will also come out from under the woods. A bomb is highly recommended if the second plane appears before the first is destroyed though it isn't always necessary. Other dangerous enemies are the mobile platforms. At first they appear to be part of the ground but they'll move out and attack. Beware: they don't show while the continue screen is up but if someone continues, they'll pursue from behind. You'll almost certainly need a bomb or two to survive the section near the end with the third mobile platform and 17 (I counted but I may still be off) kamikaze planes bearing down almost all at once. Also, the formation of 5 planes right after will come back from behind if not destroyed on the first pass. OK, the level may be slightly easier than the last one but the boss is much harder. The first enemy you see isn't actually the real boss but it must be killed before you can shoot the boss effectively since it will park right in front of it. Both parts can make turrets pop out of places on the ground. More pup-up triple guns here. I can't give much information on patterns so good luck. There are a lot of parts to shoot here. Once I managed to pass this level on my first credit. It was mostly luck and I haven't been able to duplicate this feat.
Level 5 Recommended: plasma and homing 6 PUCEs 2 missile power-ups If you haven't noticed already, the enemy shots have been increasing in speed throughout the levels. About halfway through this level is the farthest I ever went on a single credit. Anyway, homing missiles are a must for this level. The aggressive little guys are back and they're more tenacious than they were in level 3. The tanks also seem to have multiplied; they are everywhere, especially on the end stretch. No new enemies other than the railroad cars. The boss is a three parter. The first part is relatively easy. Stay at the very back and center of the screen and make small movements to dodge shots. If you're afraid of dying it may be worthwhile to use a bomb right away to quiet some of the guns and the thrusters but don't use them otherwise. Part two is a little tougher. It will come out automatically after a set amount of time. Stay vertically aligned with its center at the back of the screen and make small movements to dodge its volleys. The wingtips cannons are not a worry if you're centered. When it sprays shots seemingly everywhere, you really only need to make small movements. Some players may need bombs but for me, it just throws off my timing and I die. Part three is a nasty one. Again back of screen, vertically aligned is the best position for dodging. Once you have a feel for its pattern, it's not really that hard. All these fights are one on one so no other enemies will harass you. Laser is the best weapon if you happen to have it. Survived? Congratulation. It only gets worse from here on out.
Level 6: no data available There is a sequence before the level begins where your fighter(s) is launched into space. Once the music changes, it's time to get back to action. Space debris all around here. Plasma is recommended although that may not matter since it's so hard to stay alive. I can't remember much else about the level other than the mosquito ships from level 3 return somewhere here. Because I rarely play past level 5 and I don't have the Playstation version, I can't help much on this level. I dare anyone to make it here on three lives. It's near impossible.
Level 7: no data available More outer space madness. There is one type of enemy here that will send shots in the 8 cardinal directions when destroyed. Other than that, I don't remember anything beyond the difficulty. There are also a lot of space debris.
Level 8: no data available An interesting thing happened here the first time I played this level. I was waiting for the continue screen to hit 1 and the screen filled up with so many ships that it stopped scrolling. I'm guessing the game hit a limit. This level will throw everything at you. I mean it. At the boss, remember that tanks will periodically come out from within the structure. It will be a long fight. My big moment of glory was when I survived the level (not the boss) on one life. The other player continued a lot.
Once you complete the 8th level, the game will award you a million points and will restart with the enemy shots being faster (as if they weren't fast enough already). No real ending; that's the worst thing about this game.
- Mysteries
In all seriousness, is there an end to this game? On the PSX version, I've used mission select to start on the third time through and the game goes to a mission 4. Anyone with the home version or their own arcade machine willing to find this out? Whoever solves this mystery as well as any others will be given credit. Is there a way to gain extra lives? It seems to have happened to me once and I don't know how. Twin Galaxies (TM) webpage hints that one will be awarded at 1 million and 3 million. (my personal best is around 980000; guess I need to become better) However, I know of no one who has confirmed this. I wonder if extra lives can be gained through fairies. Again, no real confirmation on this. What happens if you destroy the crystal that floats around during part of level 8? There is also something fairly early in level 6 with the same icon on it. What's the purpose? For the record, a crystal also flies off the screen when some of the bosses are killed. I only remember seeing it in level 2 although it probably does this in every level. Does the tracking bug work? It's described in Ethan Larson's Raiden FAQ. I don't feel like wasting quarters on this one. If it works, the level 1 boss would be very easy.
- Challenges
Tests of skill devised by me. I'm not going to make a record table so don't ask.
-Training for those with a home version: Complete the first level, shooting at nothing but the boss and dying no more than twice. If you successfully do this, you will be a much better player. -At the end of level 1, kill the second large boss tank before killing the first one. To earn bragging rights, this must be completed on the first life. -Gain a level clear bonus of 100000 or more playing solo, This can be accomplished on any level of choice (except 1, where it is impossible) -In level 4, survive the section with the third mobile platform and the 17 kamikaze planes without using bombs. Heck, survive the boss without bombs. And of course . . . Highest score in solo player on first credit.
That's all for now. More to come. If I post a submitted challenge, that person will be credited.
- Credits
Ethan Larson and his Raiden FAQ: Some of the general hints were found in his guide. The tracking bug is also in there. Also, his boss strategies for levels 1 through 4 are applicable to Raiden 2 to varying degrees. Lloyd "Pops" Clark, who lends me money to play with him when I am short on arcade funds. Gamefaqs, for inspiration and being a place to submit this guide to. All the people who still play Raiden 2 so it stays in the arcades Anyone else who deserves credit that I didn't mention above.
- This guide's future
Here's what I have planned for future versions of this guide.
- Cleaning up (spelling, grammar, etc.) - Information on the different versions of the arcade game. - Unofficial song titles for the BGM - My "super secret" to high scores - Codes for the PSX version if there is enough demand (The codes are at GameSages.)
Other additions will be up to contributors. I am especially looking for anything that could clear up the Mysteries section, information on the last three levels, and locations of more fairies. I will also accept submissions of boss strategies and diagrams, level walkthroughs (if anyone wants to write one), general hints, challenges, and BGM titles. Unofficial BGM titles and challenges which I use will be credited directly in the sections themselves while other contributions will be in the Credits section. Comments, corrections, questions, submissions, and suggestions can be directed to my e-mail at the top of this document.