Difference between revisions of "Choujikuu Yousai Macross II"
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=== Controls === | === Controls === | ||
---- | ---- | ||
− | * '''A:''' | + | * '''A:''' Shot |
− | + | * '''B:''' Bomb | |
− | |||
− | * '''B:''' | ||
− | === | + | === Characters / Ships / Styles === |
---- | ---- | ||
+ | [[File:MacrossII_Select_Coloured.png | 360px | Character select screen]] | ||
+ | * Player 1: Silvie Gena (translated as Serbee in-game) | ||
+ | * Player 2: Nexx Gilbert (translated as Necks in-game) | ||
+ | The only difference between them is the movement speed; Necks is a little faster than Serbee. | ||
− | === | + | === Weapons === |
---- | ---- | ||
+ | The player's ship has 2 modes. Power ups allow the player to change between these modes. | ||
+ | |||
+ | {| class="wikitable" style="float: right; margin-left: 10px;" | ||
+ | |- | ||
+ | | style="width:25%;text-align:center" | <big><b>Mode</b></big> | ||
+ | | style="width:75%;text-align:center" | <big><b>Description</b></big> | ||
+ | |- | ||
+ | | style="text-align:center" | [[File:MacrossII_Fighter.png | 200px | Player ship in Fighter mode]] | ||
+ | |||
+ | '''Fighter''' | ||
+ | | Higher movement speed, shoots straight ahead. Power ups increase the number of shots fired at once. The player starts the game in Fighter mode and respawns as Fighter if they get hit with minimum power. | ||
+ | * Power level 0: 1 bullet per shot | ||
+ | * Power level 1: 2 bullets per shot | ||
+ | * Power level 2: 3 bullets per shot | ||
+ | * Power level 3: 5 bullets per shot | ||
+ | |- | ||
+ | | style="text-align:center" | [[File:MacrossII_Gerwalk.png | 200px | Player ship in Gerwalk mode]] | ||
+ | |||
+ | '''Gerwalk''' | ||
+ | | Slower movement speed, shoots straight ahead and diagonally down. Power ups increase the size and damage of the bullets. At pointblank range, deals more damage than Fighter. | ||
+ | |} | ||
+ | |||
+ | The player does not start with any missiles, but they can be acquired by picking up a missile item. Similarly, missile items also allow the player to switch between missile modes. | ||
− | + | * '''Missile''': Missiles are deployed slightly above and below the ship, then quickly move forward, spreading out a little as they go. | |
− | + | ** Missile level 0: no missiles | |
+ | ** Missile level 1: 1 missile, below the ship | ||
+ | ** Missile level 2: 2 missiles, one above and the other below the ship | ||
+ | |||
+ | * '''Homing''': Missiles are fired diagonally forward, going towards the nearest enemy. The number of missiles per level is the same as Missile mode. | ||
+ | The player also starts with 3 UN-bombs. These bombs do damage to the entire screen and makes the player invulnerable for the duration of the bomb. Bomb items spawn whenever 3 Minmays are collected. | ||
=== Items === | === Items === | ||
---- | ---- | ||
+ | * '''Power up''': Increases the power level by 1, up to 3 times. Changes between F and G at regular intervals. If it is collected as F, switches the player's ship to Fighter. If it is collected as G, switches the player's ship to Gerwalk. Worth 500 points before fully powering up, and 3000 points at full power (even when switching modes). | ||
+ | |||
+ | * '''Missile item''': Increases the missile level by 1, up to 2 times. Changes between M and H at regular intervals. If it is collected as M, switches the player's missile behaviour to Missile. If it is collected as H, switches the player's missiles to Homing. Worth 500 points before missile level 2, and 3000 points at missile level 2 (even when switching modes). | ||
+ | |||
+ | * '''Minmay''': Hidden items, revealed by shooting at her a few times or bombed. For every 3 Minmays collected, a UN-bomb item is spawned. Worth 5000 points. | ||
+ | |||
+ | * '''UN-bomb''': Gives the player 1 bomb. Worth 500 points. | ||
+ | |||
+ | * '''Wings''': Usually hidden and revealed when shot or bombed. Increases in value as more wings are collected, up to 10000. If the player gets hit, the value of the wings will be fully reset. | ||
+ | ** 1: 100 | ||
+ | ** 2: 500 | ||
+ | ** 3: 1000 | ||
+ | ** 4: 2000 | ||
+ | ** 5: 3000 | ||
+ | ** 6: 4000 | ||
+ | ** 7: 5000 | ||
+ | ** 8: 6000 | ||
+ | ** 9: 7000 | ||
+ | ** 10: 8000 | ||
+ | ** 11: 9000 | ||
+ | ** 12+: 10000 | ||
+ | |||
+ | * '''Medal''': Usually hidden and revealed when shot or bombed. Worth a fixed amount of points depending on its size. | ||
+ | ** Small: 1000 | ||
+ | ** Large: 3000 | ||
+ | * '''Rainbow coin''': Spawned by defeating certain enemies. Worth a fixed amount of points depending on its size. | ||
+ | ** Small: 500 | ||
+ | ** Medium: 1000 | ||
+ | ** Large: 2000 | ||
− | === | + | === Courses === |
---- | ---- | ||
+ | There are 3 courses: Beginner, Medium and Expert. Each course is 4 stages long, but they only differ in the first 3 stages. Stage 4 is the same, no matter which course is chosen. Despite the names of the courses, there is no significant difference in difficulty between the courses. | ||
+ | |||
+ | Being a caravan shmup, each stage has a par score. Failing to reach the par score results in a game over. The par scores are listed below: | ||
+ | |||
+ | {| class="wikitable" style="float: right; margin-left: 10px;" | ||
+ | |- | ||
+ | | style="width:50%;text-align:center" | <b><big>Course</big></b> | ||
+ | | style="width:50%;text-align:center" | <b><big>Par Scores</big></b> | ||
+ | |- | ||
+ | | style="text-align:center" | [[File:MacrossII_Beginner.png | 500px | Course select screen, Beginner course]] | ||
+ | |||
+ | '''Beginner''' | ||
+ | | style="text-align:center" | Stage 1: 150,000 | ||
+ | |||
+ | Stage 2: 250,000 | ||
+ | |||
+ | Stage 3: 500,000 | ||
+ | |- | ||
+ | | style="text-align:center" | [[File:MacrossII_Medium.png | 500px | Course select screen, Medium course]] | ||
+ | |||
+ | '''Medium''' | ||
+ | | style="text-align:center" | Stage 1: 250,000 | ||
+ | |||
+ | Stage 2: 300,000 | ||
+ | Stage 3: 700,000 | ||
+ | |- | ||
+ | | style="text-align:center" | [[File:MacrossII_Expert.png | 500px | Course select screen, Expert course]] | ||
− | = | + | '''Expert''' |
− | --- | + | | style="text-align:center" | Stage 1: 300,000 |
+ | |||
+ | Stage 2: 600,000 | ||
+ | |||
+ | Stage 3: 750,000 | ||
+ | |- | ||
+ | | style="text-align:center" | [[File:MacrossII_Stage4.png | 175px | Stage preview screen, stage 4]] | ||
+ | |||
+ | '''All courses''' | ||
+ | | style="text-align:center" | Stage 4: 999,990 | ||
+ | |} | ||
+ | ((Placeholder text to prevent page breaking)) | ||
=== Scoring === | === Scoring === | ||
---- | ---- | ||
− | |||
== Strategy == | == Strategy == | ||
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---- | ---- | ||
− | |||
− | |||
− | |||
− | |||
== Development History == | == Development History == |
Revision as of 14:29, 10 September 2023
Title screen
Developer: | NMK |
---|---|
Planning: | Morio Kishimoto "Mug" |
Music: | Hideya Kazunori Akira Hirokami Manabu Namiki Ryu Takami |
Program: | Youichi Koyama Tamio Nakasato |
Art: | Gaku Arita Akemi Tsunoda Hiromi Seki Eisaku Origami Kenji Yokoyama "Midori" |
Release date: | JP: 1993 |
Previous game: | Gunnail |
Next game: | Thunder Dragon 2 |
Choujikuu Yousai Macross II (超時空要塞マクロスII, Super Dimensional Fortress Macross II) is an arcade game developed by NMK and published by Banpresto in 1993. It is based on the OVA and movie compilation of Super Dimensional Fortress Macross II: Lovers Again. It is notable for having Japanese gaming magazine Gamest involved in its creation, as well as for being one of the last caravan-style shmups released in Japanese arcades and for being one of the few horizontally-scrolling caravan shmups.
Contents
Story
Gameplay Overview
Controls
- A: Shot
- B: Bomb
Characters / Ships / Styles
- Player 1: Silvie Gena (translated as Serbee in-game)
- Player 2: Nexx Gilbert (translated as Necks in-game)
The only difference between them is the movement speed; Necks is a little faster than Serbee.
Weapons
The player's ship has 2 modes. Power ups allow the player to change between these modes.
The player does not start with any missiles, but they can be acquired by picking up a missile item. Similarly, missile items also allow the player to switch between missile modes.
- Missile: Missiles are deployed slightly above and below the ship, then quickly move forward, spreading out a little as they go.
- Missile level 0: no missiles
- Missile level 1: 1 missile, below the ship
- Missile level 2: 2 missiles, one above and the other below the ship
- Homing: Missiles are fired diagonally forward, going towards the nearest enemy. The number of missiles per level is the same as Missile mode.
The player also starts with 3 UN-bombs. These bombs do damage to the entire screen and makes the player invulnerable for the duration of the bomb. Bomb items spawn whenever 3 Minmays are collected.
Items
- Power up: Increases the power level by 1, up to 3 times. Changes between F and G at regular intervals. If it is collected as F, switches the player's ship to Fighter. If it is collected as G, switches the player's ship to Gerwalk. Worth 500 points before fully powering up, and 3000 points at full power (even when switching modes).
- Missile item: Increases the missile level by 1, up to 2 times. Changes between M and H at regular intervals. If it is collected as M, switches the player's missile behaviour to Missile. If it is collected as H, switches the player's missiles to Homing. Worth 500 points before missile level 2, and 3000 points at missile level 2 (even when switching modes).
- Minmay: Hidden items, revealed by shooting at her a few times or bombed. For every 3 Minmays collected, a UN-bomb item is spawned. Worth 5000 points.
- UN-bomb: Gives the player 1 bomb. Worth 500 points.
- Wings: Usually hidden and revealed when shot or bombed. Increases in value as more wings are collected, up to 10000. If the player gets hit, the value of the wings will be fully reset.
- 1: 100
- 2: 500
- 3: 1000
- 4: 2000
- 5: 3000
- 6: 4000
- 7: 5000
- 8: 6000
- 9: 7000
- 10: 8000
- 11: 9000
- 12+: 10000
- Medal: Usually hidden and revealed when shot or bombed. Worth a fixed amount of points depending on its size.
- Small: 1000
- Large: 3000
- Rainbow coin: Spawned by defeating certain enemies. Worth a fixed amount of points depending on its size.
- Small: 500
- Medium: 1000
- Large: 2000
Courses
There are 3 courses: Beginner, Medium and Expert. Each course is 4 stages long, but they only differ in the first 3 stages. Stage 4 is the same, no matter which course is chosen. Despite the names of the courses, there is no significant difference in difficulty between the courses.
Being a caravan shmup, each stage has a par score. Failing to reach the par score results in a game over. The par scores are listed below:
((Placeholder text to prevent page breaking))
Scoring
Strategy
See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.
Development History
Version Differences
Trivia
Gallery
See (Template Page)/Gallery for our collection of images and scans for the game.
Video References
Other
We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.
(Template Page) |
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put your stuff here |
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