Difference between revisions of "Choujikuu Yousai Macross II"

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* '''B:''' Bomb
 
* '''B:''' Bomb
  
=== Characters / Ships / Styles ===
+
=== Interface ===
 +
----
 +
WIP
 +
 
 +
=== Characters ===
 
----
 
----
 
[[File:MacrossII_Select_Coloured.png | 360px | Character select screen]]
 
[[File:MacrossII_Select_Coloured.png | 360px | Character select screen]]
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=== Weapons ===
 
=== Weapons ===
 
----
 
----
 +
 +
'''Main Shot'''
 +
 
The player's ship has 2 modes. Power ups allow the player to change between these modes.
 
The player's ship has 2 modes. Power ups allow the player to change between these modes.
  
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| 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.
 
| 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.
 
|}
 
|}
 +
 +
When the player is hit, two different outcomes can happen based on their power level.
 +
 +
# At minimum power, the player is shot down. They will respawn on the left as Fighter, regardless of which mode they were in before they were hit. This takes about 80 frames before the player can act again.
 +
# Above minimum power, the player staggers in place and remains on-screen. They will remain in the mode they were originally in (e.g. getting hit as Gerwalk still leaves you in Gerwalk). It takes about 70 frames before the player can act again.
 +
 +
 +
'''Missiles'''
  
 
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 types. Both missile types follow the progression below:
 
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 types. Both missile types follow the progression below:
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* Missile level 1: 1 missile, below the ship
 
* Missile level 1: 1 missile, below the ship
 
* Missile level 2: 2 missiles, one above and the other below the ship
 
* Missile level 2: 2 missiles, one above and the other below the ship
 +
 +
When the player is hit, they return to missile level 0.
  
 
{| class="wikitable" style="margin-left: 10px;"
 
{| class="wikitable" style="margin-left: 10px;"
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| Missiles are fired diagonally forward, going towards the nearest enemy.
 
| Missiles are fired diagonally forward, going towards the nearest enemy.
 
|}
 
|}
 +
 +
 +
'''Bomb'''
  
 
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.
 
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.
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| 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.
 
| 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).
+
Worth 500 points before fully powering up, and 3,000 points at full power (even when switching modes).
 
|-
 
|-
 
| style="text-align:center" | [[File:MacrossII_Missile_item.png | 35px | Missile item showing a green M]] [[File:MacrossII_Homing_item.png | 35px | Missile item showing a red H]]
 
| style="text-align:center" | [[File:MacrossII_Missile_item.png | 35px | Missile item showing a green M]] [[File:MacrossII_Homing_item.png | 35px | Missile item showing a red H]]
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| 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 type to Missile. If it is collected as H, switches the player's missile type to Homing.
 
| 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 type to Missile. If it is collected as H, switches the player's missile type to Homing.
  
Worth 500 points before missile level 2, and 3000 points at missile level 2 (even when switching modes).
+
Worth 500 points before missile level 2, and 3,000 points at missile level 2 (even when switching modes).
 
|-
 
|-
 
| style="text-align:center" | [[File:MacrossII_Minmay.png | 35px | Minmay item]]
 
| style="text-align:center" | [[File:MacrossII_Minmay.png | 35px | Minmay item]]
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| Hidden items, revealed by shooting at her a few times or bombed. For every 3 Minmays collected, a UN-bomb item is spawned.
 
| 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.
+
Worth 5,000 points.
 
|-
 
|-
 
| style="text-align:center" | [[File:MacrossII_Bomb.png | 40px | UN-bomb item]]
 
| style="text-align:center" | [[File:MacrossII_Bomb.png | 40px | UN-bomb item]]
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| Usually hidden and revealed when shot or bombed. Increases in value as more wings medals are collected, up to 10000 from the 12th medal in the chain. If the player gets hit, the value of the medals will be fully reset.
 
| Usually hidden and revealed when shot or bombed. Increases in value as more wings medals are collected, up to 10000 from the 12th medal in the chain. If the player gets hit, the value of the medals will be fully reset.
  
Progression: 100 > 500 > 1000 > 2000 > 3000 > 4000 > 5000 > 6000 > 7000 > 8000 > 9000 > 10000
+
Progression: 100 > 500 > 1,000 > 2,000 > 3,000 > 4,000 > 5,000 > 6,000 > 7,000 > 8,000 > 9,000 > 10,000
 
|-
 
|-
 
| style="text-align:center" | [[File:MacrossII_Small_medal.png | 40px | Small medal]] [[File:MacrossII_Big_medal.png | 70px | Big medal]]
 
| style="text-align:center" | [[File:MacrossII_Small_medal.png | 40px | Small medal]] [[File:MacrossII_Big_medal.png | 70px | Big medal]]
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| Usually hidden and revealed when shot or bombed. Worth a fixed amount of points depending on its size.
 
| Usually hidden and revealed when shot or bombed. Worth a fixed amount of points depending on its size.
  
* Small: 1000
+
* Small: 1,000
* Large: 3000
+
* Large: 3,000
 
|-
 
|-
 
| style="text-align:center" | [[File:MacrossII_Small_coin.png | 45px | Blue small coin]] [[File:MacrossII_Medium_coin.png | 50px | Pink medium coin]] [[File:MacrossII_Big_coin.png | 65px | Green large coin]]
 
| style="text-align:center" | [[File:MacrossII_Small_coin.png | 45px | Blue small coin]] [[File:MacrossII_Medium_coin.png | 50px | Pink medium coin]] [[File:MacrossII_Big_coin.png | 65px | Green large coin]]
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* Small: 500
 
* Small: 500
* Medium: 1000
+
* Medium: 1,000
* Large: 2000
+
* Large: 2,000
 
|}
 
|}
  
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=== Scoring ===
 
=== Scoring ===
 
----
 
----
 +
Scoring in Macross II is relatively simple. Besides killing enemies and collecting items, the main source of score is a number of secret bonuses that are awarded for meeting certain conditions.
 +
 +
 +
'''Bonus'''
 +
 +
The list of hidden bonuses can be found at ''[[Choujikuu Yousai Macross II/Strategy#Bonus]]''.
 +
 +
 +
'''Medals'''
 +
 +
As stated in the [[#Items | items]] section, there are several types of items that are worth a considerable amount of points. The most notable one is the wings medals, which can be worth up to 10,000 points each. While the player has unlimited lives, it is still ideal to avoid taking hits in order to preserve the value of the wings medals.
 +
 +
 +
'''Bomb Bonus'''
 +
 +
At the end of every stage, 10,000 points are awarded for every remaining bomb in stock.
  
 
== Strategy ==
 
== Strategy ==
 
<div style='text-align: center;'>
 
<div style='text-align: center;'>
''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.''
+
''See [[Choujikuu Yousai Macross II/Strategy]] for '''a list of bonuses''', '''Minmay locations''', and '''other scoring strategies'''.''
 
</div>  
 
</div>  
 
----
 
----
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== Gallery ==
 
== Gallery ==
 
<div style='text-align: center;'>
 
<div style='text-align: center;'>
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''
+
''See [[Choujikuu Yousai Macross II/Gallery]] for our collection of images and scans for the game.''
 
</div>
 
</div>
 
----
 
----
  
 
== Video References ==
 
== Video References ==
 
+
<div style='text-align: center;'>
 
+
''See [[Choujikuu Yousai Macross II/Video Index]] for a list of replays.''
 
+
</div>
== 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.
 
 
 
{| class="wikitable" style="float: right; margin-left: 10px;"
 
|-
 
! [[(Template Page)]]
 
|-
 
| put your stuff here
 
|}
 
  
 
== References & Contributors ==
 
== References & Contributors ==
 
<small>
 
<small>
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.
+
# Information of bonuses and Minmay locations acquired from replays by Jaimers, Kyper and various members of the Blazing APEs team in La Calice Cup 5.
# If you are a primary source of information for a game, be sure to link to your Shmup Wiki user account by including a link to your profile, such as: <nowiki>[[User:(You)|(Your Name)]]</nowiki>
+
</small>
## And while you're at it, make yourself a little profile page (if you want, of course)! As a contributor, you deserve to be recognized for your efforts.
 
 
 
 
 
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].</small>
 

Revision as of 18:02, 12 September 2023


Macross II
MAC2-infotitle.jpeg

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.

Story

Gameplay Overview

Controls


  • A: Shot
  • B: Bomb

Interface


WIP

Characters


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


Main Shot

The player's ship has 2 modes. Power ups allow the player to change between these modes.

Mode Description
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
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.

When the player is hit, two different outcomes can happen based on their power level.

  1. At minimum power, the player is shot down. They will respawn on the left as Fighter, regardless of which mode they were in before they were hit. This takes about 80 frames before the player can act again.
  2. Above minimum power, the player staggers in place and remains on-screen. They will remain in the mode they were originally in (e.g. getting hit as Gerwalk still leaves you in Gerwalk). It takes about 70 frames before the player can act again.


Missiles

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 types. Both missile types follow the progression below:

  • 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

When the player is hit, they return to missile level 0.

Missile Type Description
Player ship firing regular missiles forward

Missile

Missiles are deployed slightly above and below the ship, then quickly move forward, spreading out a little as they go.
Player ship firing homing missiles at enemies diagonally above and below them

Homing

Missiles are fired diagonally forward, going towards the nearest enemy.


Bomb

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.

When a bomb is used, the player ship fires several missiles in front of them, which leave many blue explosions in their wake

Items


Item Description
Power up item showing a blue F Power up item showing an orange G

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 3,000 points at full power (even when switching modes).

Missile item showing a green M Missile item showing a red H

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 type to Missile. If it is collected as H, switches the player's missile type to Homing.

Worth 500 points before missile level 2, and 3,000 points at missile level 2 (even when switching modes).

Minmay item

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 5,000 points.

UN-bomb item

UN-bomb

Gives the player 1 bomb.

Worth 500 points.

Wings medal

Wings medal

Usually hidden and revealed when shot or bombed. Increases in value as more wings medals are collected, up to 10000 from the 12th medal in the chain. If the player gets hit, the value of the medals will be fully reset.

Progression: 100 > 500 > 1,000 > 2,000 > 3,000 > 4,000 > 5,000 > 6,000 > 7,000 > 8,000 > 9,000 > 10,000

Small medal Big medal

Medal

Usually hidden and revealed when shot or bombed. Worth a fixed amount of points depending on its size.
  • Small: 1,000
  • Large: 3,000
Blue small coin Pink medium coin Green large coin

Coloured coin

Spawned by defeating certain enemies. Worth a fixed amount of points depending on its size.
  • Small: 500
  • Medium: 1,000
  • Large: 2,000

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:

Course Par Scores
Course select screen, Beginner course

Beginner

Stage 1: 150,000

Stage 2: 250,000

Stage 3: 500,000

Course select screen, Medium course

Medium

Stage 1: 250,000

Stage 2: 300,000

Stage 3: 700,000

Course select screen, Expert course

Expert

Stage 1: 300,000

Stage 2: 600,000

Stage 3: 750,000

Stage preview screen, stage 4

All courses

Stage 4: 999,990

Scoring


Scoring in Macross II is relatively simple. Besides killing enemies and collecting items, the main source of score is a number of secret bonuses that are awarded for meeting certain conditions.


Bonus

The list of hidden bonuses can be found at Choujikuu Yousai Macross II/Strategy#Bonus.


Medals

As stated in the items section, there are several types of items that are worth a considerable amount of points. The most notable one is the wings medals, which can be worth up to 10,000 points each. While the player has unlimited lives, it is still ideal to avoid taking hits in order to preserve the value of the wings medals.


Bomb Bonus

At the end of every stage, 10,000 points are awarded for every remaining bomb in stock.

Strategy

See Choujikuu Yousai Macross II/Strategy for a list of bonuses, Minmay locations, and other scoring strategies.



Development History


Version Differences


Trivia


Gallery

See Choujikuu Yousai Macross II/Gallery for our collection of images and scans for the game.


Video References

See Choujikuu Yousai Macross II/Video Index for a list of replays.

References & Contributors

  1. Information of bonuses and Minmay locations acquired from replays by Jaimers, Kyper and various members of the Blazing APEs team in La Calice Cup 5.