Difference between revisions of "Strikers 1999"

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== General remarks ==
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[[File:Strikers 1999 logo.gif|center]]
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{{GameInfobox
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|bordercolor = #170f88
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|innerbordercolor = #eeeeac
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|title = Strikers 1999
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|background = #dbecf5
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|image = Strikers1999_titlescreen_jp.png
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|width = 324px;
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|imagecaption = Start screen
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|imagescalepx = 180px
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|developer = [[Psikyo]]<ref name="psikyomoby">"[https://www.mobygames.com/company/x-nautpsikyo X-Naut.Psikyo]" at Mobygames. Retrieved 2020.09.16.</ref>
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|releasedate = '''Arcade''': 1999<ref name="strikersarc">"[https://www.arcade-museum.com/game_detail.php?game_id=9850 Strikers 1945 III]" at Arcade Museum. Retrieved 2021.01.30.</ref><br>'''Android''': 2015 <ref name="taitomoby">"[https://play.google.com/store/apps/details?id=com.mobirix.s1945iii_gg STRIKERS 1999]" at Google Play Store. Retrieved 2021.01.30.</ref><br>'''Switch''': Aug 29th, 2019 (Zerodiv)<ref name="zerodiv">"[https://www.mobygames.com/game/switch/strikers-1999 Strikers 1999 For Nintendo Switch]" at mobygames.com. Retrieved 2020.09.16</ref><br>Jan 21st, 2020 (City Connection, NIS America)<ref name="nis">"[https://www.nintendo.com/games/detail/psikyo-shooting-stars-alpha-switch/ Psikyo Shooting Stars Alpha]" at Nintendo.com. Retrieved 2020.09.16.</ref><ref name="city">Screenshots page for "[https://www.nintendolife.com/games/nintendo-switch/psikyo_shooting_stars_alpha/screenshots Psikyo Shooting Stars Alpha]" at Nintendo.com. Retrieved 2020.09.16.</ref><br>'''PC''': Jun 30th, 2020 (City Connection)<ref name="steam">"[https://store.steampowered.com/app/1279400/STRIKERS_1945_III/ Strikers 1945 III]" at Metacritic. Retrieved 2021.01.30.</ref>
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|previousgame = [[Space Bomber]]
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|nextgame = [[Strikers 1945 Plus]]
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|officialsite = [https://web.archive.org/web/20060206092727/http://www.x-nauts.com/psikyo/product/1999/index.html  X-Nauts]
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}}
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'''''Strikers 1999''''' (ストライカーズ1999), released internationally as Strikers 1945 III, is a vertical [[shooting game]] developed and published in 1999 by [[Psikyo]]. The game was ported to Android in 2015 and to the Switch in 2018 as part of the ''Psikyo Shooting Stars Alpha'' collection.
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The game is a direct sequel to [[Strikers 1945 II]], and is set 54 years after it's predecessor. The game deviates from the WWII aesthetic of previous Strikers titles, and incorporates more sci-fi elements. The game introduces the Technical Bonus scoring mechanic, which was later adopted by [[Dragon Blaze]].
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{{VideoIndex}}
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__TOC__
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{{clear}}
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== Gameplay Overview ==
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Strikers 1999 is a 2 button game and consists of 8 stages. As with previous Psikyo titles, the order of the first 4 stages is randomised with each credit. The difficulty of these stages varies depending on how late they appear in the stage order. After clearing all 8 stages, the player automatically enters a second loop, which features significantly denser bullet patterns.
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=== Controls ===
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----
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* '''A Button (Press):''' Shot
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* '''A Button (Hold):''' Super Shot (depletes Super Gauge)
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* '''B Button:''' Bomb (depletes bomb stock)
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=== Weapons ===
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----
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[[File:Strikers1999_screenshot.png|175px|thumb|right|F-4 Phantom II and AV-8 Harrier in action]]
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'''Main Shot'''
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Basic attack performed by pressing the shot button. This attack is upgraded by collecting Power-Up items, and reaches max power after three items have been collected. After collecting two Power-Up items the shot is supplemented by a secondary attack, or sub-shot, which offers some additional screen coverage. Colliding with an enemy will reduce the shot power by one level, and losing a life will reduce the shot to its base level.
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'''Super Shot'''
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The super gauge is located at the bottom left of the screen, and is filled by dealing damage to enemies (including bosses). Holding the A button releases a powerful attack which depletes the gauge. The Super Shot will be active for as long as the A button is held down until the gauge is fully depleted. Super Shots are character-specific and there are three different power levels of the Super Shot depending on how much of the gauge is filled when it is activated.
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Filling up the gauge is solely tied to damage inflicted. The more damage is dealt, the quicker the gauge is filling up - regardless of enemy destruction. Moreover, filling up single increments of the blue Lv.0 gauge takes less damage than filling up increments of the green Lv.1 gauge. Lastly, the yellow Lv.2 gauge is filled up the slowest.
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'''Bomb'''
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Bombs not only grant invincibility but also clear enemy bullets and deal damage within specific areas of the screen. The precise effects of bombs are ship-specific.
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== Ships ==
  
=== Creating a new page ===
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Strikers 1999 offers five playable ships by default, each with their own playstyle and unique advantages. A sixth ship, the X-36, can be unlocked by entering the code 01999 in Maintenance Mode. After this, the ship becomes selectable by pressing UP on the random ship on the ship select screen.
There are two ways to create a new entry in the wiki:
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# Reference the new page that you would like to make on a page somewhere ( <nowiki>[[Your Page Name Here]]</nowiki> ), and then click the red link to be taken to the "missing page" screen. You can then click "create a new page" and start filling it out.
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<h3> <span style="display:none;"> F/A-18 Super Hornet </span></h3>
# In the search box on the top right, type in the name of the page you would like to make, and then search. You will be taken to a similar page as above, prompting you to create the missing page.
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{| class="wikitable" style="width: 75%; margin-bottom: 0px; margin-top: 0px;"
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|-
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! colspan=6 style="background-color:#541488; color:#ffffff;" | <big>F/A-18 Super Hornet</big>
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|-
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{{!}} colspan="6" rowspan="1" | [[File:Strikers1999_fa18.png|150px|frameless|left]]<br>
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• '''Shot:''' An 8-way blue shot, flanked by an additional green shot on each side.<br>
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• '''Sub Weapon:''' ''Homing Missile.'' Heat-seeking missiles that home in on enemies. Up to 4 on screen at once.<br>
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• '''Super Shot:''' ''Rapid Missile.'' The F/A-18's four options lock into position and fire a barrage of missiles directly forward.<br>
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• '''Bomb:''' ''Super Tomahawk.'' Deploys a bomb that clears most of the screen of bullets and deals damage to enemies. After the initial effect, a fiery circle stays on screen for a bit longer but is limited in range. Regardless of the player's position when the bomb is activated, the effect always stays right in the center of the screen.<br>
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• '''Movement Speed:''' Medium [91F]<br>
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|-
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|colspan="13"|
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Super Hornet is a well-balanced ship with good damage when up close. While it deals significantly less damage if they are away from the enemy, due to how projectiles work in this game, it can be made up for with its Super Shot. A solid option overall, that can make good job of enemies with some routing.
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{{!}}}
  
=== Writing etiquette ===
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<h3> <span style="display:none;"> F-117 Stealth </span></h3>
* Write from a [https://en.wikipedia.org/wiki/Wikipedia:Neutral_point_of_view neutral point of view], avoid personal opinions and overly subjective explanations.
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{| class="wikitable" style="width: 75%; margin-bottom: 0px; margin-top: 0px;"
* Particularly when it comes to the inner workings of a game (e.g. scoring, rank system etc.), please confirm and double-check your statements, ideally backing them up with hard evidence. If you can't confirm something right away but have very good reasons to believe that it's true, please attach the tag <code><nowiki>{{unconfirmed}}</nowiki></code> to the statement in question. This way, other people can work on this part and eventually confirm it.
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|-
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! colspan=6 style="background-color:#1b0c8c; color:#ffffff;" | <big>F-117 Stealth</big>
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|-
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{{!}} colspan="6" rowspan="1" | [[File:Strikers1999_f117.png|150px|frameless|left]]<br>
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• '''Shot:''' An 8-way purple shot, flanked by an additional green shot on each side.<br>
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• '''Sub Weapon:''' ''Heat Mine.'' Slow moving mines that explode on contact with enemies. Up to 6 on screen at once.<br>
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• '''Super Shot:''' ''Sonic Wave.'' Options move forward and deal damage in two small circular aoes directly in from of the craft.<br>
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• '''Bomb:''' ''Thunderbolt.'' Fully clears the screen of bullets and deals damage to enemies. The damage output is very weak.<br>
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• '''Movement Speed:''' Slow [96F]<br>
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|-
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|colspan="13"|
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Stealth fires *very* slow projectiles and it's one of the slowest ships, this makes perform poorly when played in a regular way. To really make good use of it, the player must perform very aggressive shotgun strats. Due to how the game handles projectiles, they will repeatedly spawn if your distance between the enemy is small. They can also be used to cover multiple spaces at one due to their low speed, firing them before an enemy spawns in a location while you are covering another section of the screen. It can fall back on its wide shot and Super Shot when you aren't able to move their faces, but the Super Shot itself is very tricky to use, having comparably low range to the other ships. A powerful ship with potential, just not a conventional one.
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{{!}}}
  
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<h3> <span style="display:none;"> F-22 Raptor </span></h3>
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{| class="wikitable" style="width: 75%; margin-bottom: 0px; margin-top: 0px;"
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|-
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! colspan=6 style="background-color:#541488; color:#ffffff;" | <big>F-22 Raptor</big>
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|-
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{{!}} colspan="6" rowspan="1" | [[File:Strikers1999_f22.png|150px|frameless|left]]<br>
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• '''Shot:''' A narrow green shot aimed directly forward.<br>
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• '''Sub Weapon:''' ''Baryon Laser.'' 6 lasers that flank the main shot (3 on either side). Can pierce through multiple enemies.<br>
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• '''Super Shot:''' ''Twin Stinger.'' The ship's two options lock into position and each fire a powerful laser directly forward.<br>
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• '''Bomb:''' ''Cluster Bomb.'' Drops a bomb that fully clears the screen of bullets and deals damage to enemies.<br>
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• '''Movement Speed:''' Fast [81F]<br>
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|-
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|colspan="13"|
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Raptor's piercing Shots allow it to have a very good stage performance, and with some bosses with multiple parts and/or a myriad of [[Zako]] accompanying them, it's also good there. It suffers from a weak main shot however, so making good use of your Super Shot when needed is crucial, otherwise, big HP targets will spell disaster.
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{{!}}}
  
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<h3> <span style="display:none;"> AV-8 Harrier </span></h3>
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{| class="wikitable" style="width: 75%; margin-bottom: 0px; margin-top: 0px;"
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|-
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! colspan=6 style="background-color:#1b0c8c; color:#ffffff;" | <big>AV-8 Harrier</big>
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|-
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{{!}} colspan="6" rowspan="1" | [[File:Strikers1999_av8.png|150px|frameless|left]]<br>
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• '''Shot:''' Two columns of purple projectiles aimed directly forward.<br>
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• '''Sub Weapon:''' ''Straight Missile.'' Missiles fired directly forward from the ship's two options.<br>
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• '''Super Shot:''' ''Hunter Fortmation.'' Options will disengage from the craft and independently seek out targets to attack.<br>
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• '''Bomb:''' ''B-52 Carpet Bombing.'' Two large planes will carpet bomb the screen, clearing the screen of bullets and dealing damage to enemies. Extremely high damage output. Unlike the other craft, the Harrier is not locked into an animation for this attack and can move freely. Since bullets do not disappear instantly, panic-bombing can often lead to death.<br>
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• '''Movement Speed:''' Slow [102F]<br>
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|-
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|colspan="13"|
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Harrier has the most consistent main shot damage of any ship, and a very good bomb that let's you reposition very easily. It can use its Super Shot for stage portions with many [[Zako]]. Its the slowest ship in the game, even more than Stealth, so it necessitates heavy routing when compared to the other ships, and you will either have to let go of some medals or sacrifice enemy destruction if you want the most amount of points. Due to this, it's amongst the worst ships for scoring, but for survival, its flaws can be worked with for a ship that's really good at doing what it can do.
  
[[File:Template_Logo.png|center]]
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*Note that unlike most other crafts, Harrier's two side options directly follow the movements of the main ship, rather than simply flanking on either side (i.e. similar behaviour to those in the [[Gradius]] series). This doesn't end up mattering much as you can only ever get two options, so lining all of them up isn't as important as with other trace options.
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{{!}}}
  
{{GameInfobox
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<h3> <span style="display:none;"> F-4 Phantom II </span></h3>
|bordercolor = black
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{| class="wikitable" style="width: 75%; margin-bottom: 0px; margin-top: 0px;"
|title = Game Title
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|-
|background = #f8f8f8
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! colspan=6 style="background-color:#541488; color:#ffffff;" | <big>F-4 Phantom II</big>
|image = Template_Title.png
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|-
|width = 324px;
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{{!}} colspan="6" rowspan="1" | [[File:Strikers1999_f4.png|150px|frameless|left]]<br>
|imagecaption = Title screen
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• '''Shot:''' 5-way spread shot, flanked by green projectiles on either side.<br>
|imagescalepx = 180px
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• '''Sub Weapon:''' ''Roll Napalm.'' Slow moving projectiles aimed directly forward. Up to 4 at once.<br>
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• '''Super Shot:''' ''Cross Napalm.'' A single slow-moving, but highly damaging missile.<br>
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• '''Bomb:''' ''Samurai Sword '99.'' Performs a loop, while firing a large fiery projectile aimed directly forward. Similar to the bomb animation in [[Sengoku Ace]]. The bomb has incredible damage output when used pointblank (perhaps the highest damage in the game) but does almost no damage to targets further away.<br>
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• '''Movement Speed:''' Medium [85F]<br>
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|-
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|colspan="13"|
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Phantom is both fast and very powerful when up front, but has some of the worst stage performance in the game by itself since its sub shot can disappear if it doesn't hit something in its short travel distance. It's not encouraged to shotgun with this ship, it's required, but becomes *the* best boss killer if the player knows what they are doing thanks to its high damage and ability to macro dodge some peculiarly difficult patterns unlike Stealth or Harrier.
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{{!}}}
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<h3> <span style="display:none;"> X-36 </span></h3>
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{| class="wikitable" style="width: 75%; margin-bottom: 0px; margin-top: 0px;"
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|-
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! colspan=6 style="background-color:#1b0c8c; color:#ffffff;" | <big>X-36</big>
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|-
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{{!}} colspan="6" rowspan="1" | [[File:Strikers1999_x36.png|150px|frameless|left]]<br>
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• '''Shot:''' Column of five blue shots aimed directly forward.<br>
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• '''Sub Weapon:''' ''Variable Laser.'' Purple lasers that home-in on enemies.<br>
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• '''Super Shot:''' ''Spiral Laser.'' Fires a powerful laser directly forward.<br>
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• '''Bomb:''' ''Mega Smasher.'' X-36 transforms into a mech and hurls an energy ball across the screen, damaging enemies in a large area. Can move during the transform animation.<br>
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• '''Movement Speed:''' Fast [78F] <br>
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|-
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|colspan="13"|
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The X-36 is considered the strongest ship in the game, thanks to its powerful homing lasers, fastest speed in the game, and devastating super shot attack. It lacks any meaningful weakness aside from dealing less damage when up front compared to other ships, but it's inconsequential when factoring how destructive its damage can be thanks to Super Shot. Recommended for beginners and veterans alike.
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{{!}}}
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=== Hitboxes ===
  
|developer = Dev here
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[[File:Strikers 1999 hitboxes.png|500px|center]]
|
 
|music = Person A
 
|
 
|program = Person B
 
|
 
|art = Person C
 
|
 
|releasedate = Release Date
 
  
|nextgame = Next game in a series
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The exact dimensions of each of the hitboxes are as follows.<ref>All information on hitbox size provided by ''sikraiken''.</ref>
}}
 
  
__TOC__
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• '''F/A-18 Super Hornet:''' 5x8<br>
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• '''F-117 Stealth:''' 5x6<br>
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• '''F-22 Raptor:''' 5x7<br>
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• '''AV-8 Harrier:''' 3x6<br>
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• '''F-4 Phantom II:''' 5x6<br>
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• '''X-36:''' 5x7
  
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The hitbox size is consistent and does not shrink during horizontal movement or when the ship is pushed against the edge of the screen.
  
== ( Insert Game Title Here ) ==
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== Items ==
'''(Template Page)''' is a page that is dedicated to be easily copied and modified, in order to massively simplify the process of creating new '''game pages'''. The introduction to the player should be a simple, concise summary of the game, including information like release date, ports, and making sure to note who the developer is using [] brackets.
 
  
It's also important to note when games might contain specific cultural relevance, such as innovating on a new style of game, or excellent/poor critical reception.
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{| class="wikitable"
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|-
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| [[File:Gunbird2_p.png|center]] || '''Power Up''' <br>Increases your shot power (max power after the 3rd item).  <br> At max power each item is worth 4000 points.
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|-
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| [[File:Gunbird_b.png|center]] || '''Bomb''' <br>Increases your bomb stock by 1 up to a max of 9.  <br> At max bombs each item is worth 10,000 points.
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|-
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| [[File:Strikers1999_medal.png|center]] || '''Medal''' <br>200-2000 point score item.  <br> Point reward depends on when the coin is collected during its spin animation. <br> An additional bonus of 200 points is rewarded for each consecutive medal collected at max value.
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|}
  
The infobox (on the top right on this page) should contain all basic information about the game such as developer, people involved, release date etc. The image included should be the title screen of the game. You can change the color of the infobox and add a variety of other parameters. For this, please check the template page for the infoxbox: [[Template:GameInfobox]]
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== Loops ==
  
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After clearing all 8 regular stages, the player automatically enters a second loop. The second loop features significantly denser bullet patterns, and bosses have all-new patterns.
  
== Gameplay Overview ==
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== Scoring ==
The '''gameplay overview''' section starts out with the '''controls''' of the game, including all of the buttons used and what they're used for. ''It's recommended to keep the control layout simple and easy to understand.'' Feel free to note the directions that the player can move as well, if you wish or if it's notable (horizontal only, 4 way, 8 way, analog, etc). Advanced and strategic ways of manipulating the controls can be included in a following Strategy section, or wherever that information might be the most relevant.
 
  
=== Controls ===
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=== Medals ===
 
----
 
----
* '''A:''' Description
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Certain enemies, when destroyed, will leave behind gold medals that rotate on the spot. These medals will reward the player with 200, 500, 1000 or 2000 points, depending on when they are collected during their spin animation. To achieve the max score of 2000 points, medals must be collected specifically when they flash brightly. Each of the animation states lasts for 7 frames.
* '''A (Press):''' Description
 
* '''A (Hold):''' Description
 
* '''B:''' Description
 
  
=== Unlockable Secrets ===
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If two 2000pt medals are collected consecutively, the player is awarded a chain bonus of 200 points. A yellow chain counter appears at the top of the screen that keeps track of the number of medals chained together in succession. This counter resets every time a lower scoring medal is picked up. The chain counter itself has no effect on scoring whatsoever, as the chain bonus stays consistently at 200 points for every chained medal.
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One loop contains 101 medals. If all of them were to be picked up when they are at their highest value, they are worth 222,000 points for loop 1 and 222,200 points for loop 2, as the chain bonus carries over from loop 1. Additionally, the final form of the boss in stage 2-8 can spawn up to four medal rings consisting of 16 medals each before the timeout. As these cannot all be picked up at their highest value, scores can significantly vary here.
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=== Technical Bonus ===
 
----
 
----
If a game features unlockable modes, extras, secrets character etc. such as the Mahou characters in ''[[Battle Garegga|Battle Garegga]]'' or Strong Style in ''[[DoDonPachi DaiFukkatsu|DoDonPachi DaiFukkatsu]]'' that are relevant to the basic system of a game, put these codes here. ''Otherwise, omit this section.''
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[[File:Strikers1999_technicalbonus.png|150px|thumb|right|Boss enemy exposing its weak point]]
  
=== Characters / Ships / Styles ===
+
This mechanic made its debut in Strikers 1999, and was later featured in Psikyo's 2000 title [[Dragon Blaze]]. At specific points during the second phase of each boss fight, bosses will temporarily expose a blue weak point for you to destroy. By default these weak points are invulnerable, but moving within close proximity will cause them to turn red, and dealing any damage to the red core will instantly kill the boss, and award you a '''Technical Bonus''' of 40,000 pts (bosses 1 to 4), 50,000 pts (bosses 5 and 7), or 36,000 pts (both of the stage 6 bosses). The final boss in stage 8 does not have a Technical Bonus.
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Bosses will only expose their weak point once per fight, and will usually release a barrage of bullets at the same time, so careful positioning is needed to take advantage of this opportunity. Note that the stage 8 boss does not have a weak point, so a Technical Bonus is not possible on this stage.
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=== Double Kill ===
 
----
 
----
This section should include the characters or ships, if any, that the player can select in the game. Ideally, different "styles" (for games that use them, such as ''[[DoDonPachi]]'') would also be included here.  
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In some situations, it is possible to destroy the core of a boss and get the reward for the Technical Bonus as well as destroy the regular body of the boss for a Double Kill. This trick is sometimes referred to as a "double Technical Bonus". This designation is a misnomer, as the Technical Bonus is only rewarded once.
  
If there is only one playable character and no elements to augment/customize your ship, ''this section can be omitted from the page''.
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Generally speaking, there are two types of Double Kills depending on the nature of the boss fight:
  
=== Weapons ===
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==== Geo Bite (stage 6) and Shadow Blinder (stage 7) ====
----
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This section describes the weapons that you use in the game and elaborates on them further. Stuff like standard shots, focus shots, bombs, weapon pickups that differ in functionality, options, etc. ''This can be omitted if not relevant to the game in question.''
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When the core for the Technical Bonus is destroyed the last moment before the boss covers it up again and would start its final attack, the bonus for the Technical Bonus is rewarded and the boss enters a zombie state. In this bugged state, the boss will not shoot bullets, collisions are turned off and the player cannot use the Super Shot or bomb.
  
=== Items ===
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The boss can then be destroyed regularly for the boss kill. The total score gain from Geo Bite is 36,000+20,000 for this trick and 50,000+30,000 for Shadow Blinder.
----
 
This section describes any and all collectibles that you acquire in the game. An example being any '''Power Up items''' or '''Medals''' from ''[[Battle Garegga|Battle Garegga]]''. Include secret items such as extra lives as well.
 
  
=== Rank ===
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==== All other bosses ====
----
 
If the game features a relevant [[rank]] system, use this section to discuss it in more detail. ''Otherwise, this can be omitted.''
 
  
=== Loops ===
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Theoretically a double kill can also be achieved on all of the other bosses. As none of them can reach the bugged state, the core and the main body of the boss have to be destroyed simultaneously within a very small frame window. For some ships this might require a bomb to make it more consistent, while others can rely on their Super Shot alone.
----
 
If a game features a [[loop]] system, elaborate on it in detail here. ''Otherwise, omit this section.''
 
  
=== Scoring ===
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=== Endgame Bonus ===
 
----
 
----
This section should cover a general breakdown of the scoring system of the game. Feel free to put the meat and potatoes here. A great example of a scoring section is the ''[[DoDonPachi]]'' page.
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Clearing both loops rewards the player with an endgame bonus as follows:
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*Lives Remaining x 100,000 (for a maximum of 300,000)
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*Bomb Stock x 50,000 (for a maximum of 450,000)
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*Power Level x 10,000 (for a maximum of 30,000)
  
 
== 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 [[Strikers 1999/Strategy]] for '''secrets''' and '''advanced play strategies'''.''
 
</div>  
 
</div>  
 
----
 
----
  
This section details some particular strategic information about the game and its gameplay, such as hidden 1UPs and some basic scoring tricks. For anything particularly deep or highly complex, you can probably leave it in the Strategy page.
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=== Choosing the boss in stage 6 ===
  
''(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)''
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Depending on the position of the player ship when the boss is launched toward the end of stage 6, one of two different bosses will be chosen. If the player ship is positioned on either side (marked in green), '''Geo Bite''' will appear. If the player ship is positioned in the center (marked in red), '''Cross Blade''' will appear.
  
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This principle is the same for both loops.
  
== Story ==
+
<gallery mode=packed heights=320px>
Basic story breakdowns, plot information, and endings are included here.  
+
Strikers 1999 Cross Blade.png|Cross Blade
 +
Strikers 1999 stage 6 boss select.png
 +
Strikers 1999 Geo Bite.png|Geo Bite
 +
</gallery>
  
If there is no story at all, or any information about the setting, then this section can be omitted. Try to include at least small things here when you can.
+
== Ports ==
----
 
  
== Development History ==
+
Following its original arcade release in 1999,<ref name="strikersarc"/> Strikers 1999 received an Android port in 2015.<ref name="taitomoby"/> The game was ported to the Nintendo Switch in 2018 by Zerodiv.<ref name="zerodiv"/> After initially only being available on the Nintendo eShop, the game was later released physically as part of the Psikyo Shooting Stars Alpha compilation.<ref name="nis"/>
If available, you can include information here about the hardware, the development of the game, and its general reception. ''Try to have as much information in this section cited as possible.''
 
----
 
  
== Version Differences ==
+
On June 30th 2020, the game was released on Steam by Zerodiv and City Connection.<ref name="steam"/>
* Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.
 
----
 
  
== Trivia ==
+
== Maintenance Codes ==  
* Cool facts and random tidbits go here!
 
----
 
  
== Gallery ==
+
In the Service Menu, the player can access different features by entering the following Maintenance Codes.<ref>[https://rf-emporium.ghegs.com/s1999/tech.htm Raiden Fighters Emporium] by Ghegs</ref>
<div style='text-align: center;'>
 
''See [[(Template Page)/Gallery]] for our collection of images and scans for the game.''
 
</div>
 
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== Video References ==
+
'''81650-Maintenance Mode:''' Makes more options in the main Operator Test Menu available, including a stage select option, rank select, and different levels of powerup.
  
If the game already has an existing entry in the [[:Category:Video_Index|Video Index]], please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.
+
'''81630-Secret Random Enabled:''' The X-36 is available in the "?" Random Selector.
  
 +
'''81620-Secret All Disabled:'''
  
== Other ==
+
'''12345-Reset Scores:'''
  
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.
+
'''81610-All Data Erased:''' Includes bookkeeping records and extended play information.
 
 
{| class="wikitable" style="float: right; margin-left: 10px;"
 
|-
 
! [[(Template Page)]]
 
|-
 
| put your stuff here
 
|}
 
  
== References & Contributors ==
+
'''01999-Secret Command Enabled:''' Press Up on the Joystick after selecting the "?" Random Selector to select the X-36.
<small>
 
# Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.
 
# 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>
 
## 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.
 
  
 +
== References ==
  
* This template page was assembled by [[User:CHA-STG|CHA-STG]] and [[User:Plasmo|Plasmo]].</small>
+
[[Category:Psikyo]]
 +
[[Category:Vertical orientation]]
 +
[[Category:Medal mechanic]]

Latest revision as of 05:43, 16 July 2025

Strikers 1999 logo.gif
Strikers 1999
Strikers1999 titlescreen jp.png

Start screen

Developer: Psikyo[1]
Official site: X-Nauts
Release date: Arcade: 1999[2]
Android: 2015 [3]
Switch: Aug 29th, 2019 (Zerodiv)[4]
Jan 21st, 2020 (City Connection, NIS America)[5][6]
PC: Jun 30th, 2020 (City Connection)[7]
Previous game: Space Bomber
Next game: Strikers 1945 Plus

Strikers 1999 (ストライカーズ1999), released internationally as Strikers 1945 III, is a vertical shooting game developed and published in 1999 by Psikyo. The game was ported to Android in 2015 and to the Switch in 2018 as part of the Psikyo Shooting Stars Alpha collection.

The game is a direct sequel to Strikers 1945 II, and is set 54 years after it's predecessor. The game deviates from the WWII aesthetic of previous Strikers titles, and incorporates more sci-fi elements. The game introduces the Technical Bonus scoring mechanic, which was later adopted by Dragon Blaze.

For replay videos, visit the Video Index.

Gameplay Overview

Strikers 1999 is a 2 button game and consists of 8 stages. As with previous Psikyo titles, the order of the first 4 stages is randomised with each credit. The difficulty of these stages varies depending on how late they appear in the stage order. After clearing all 8 stages, the player automatically enters a second loop, which features significantly denser bullet patterns.

Controls


  • A Button (Press): Shot
  • A Button (Hold): Super Shot (depletes Super Gauge)
  • B Button: Bomb (depletes bomb stock)

Weapons


F-4 Phantom II and AV-8 Harrier in action

Main Shot

Basic attack performed by pressing the shot button. This attack is upgraded by collecting Power-Up items, and reaches max power after three items have been collected. After collecting two Power-Up items the shot is supplemented by a secondary attack, or sub-shot, which offers some additional screen coverage. Colliding with an enemy will reduce the shot power by one level, and losing a life will reduce the shot to its base level.

Super Shot

The super gauge is located at the bottom left of the screen, and is filled by dealing damage to enemies (including bosses). Holding the A button releases a powerful attack which depletes the gauge. The Super Shot will be active for as long as the A button is held down until the gauge is fully depleted. Super Shots are character-specific and there are three different power levels of the Super Shot depending on how much of the gauge is filled when it is activated.

Filling up the gauge is solely tied to damage inflicted. The more damage is dealt, the quicker the gauge is filling up - regardless of enemy destruction. Moreover, filling up single increments of the blue Lv.0 gauge takes less damage than filling up increments of the green Lv.1 gauge. Lastly, the yellow Lv.2 gauge is filled up the slowest.

Bomb

Bombs not only grant invincibility but also clear enemy bullets and deal damage within specific areas of the screen. The precise effects of bombs are ship-specific.

Ships

Strikers 1999 offers five playable ships by default, each with their own playstyle and unique advantages. A sixth ship, the X-36, can be unlocked by entering the code 01999 in Maintenance Mode. After this, the ship becomes selectable by pressing UP on the random ship on the ship select screen.

F/A-18 Super Hornet

F/A-18 Super Hornet
Strikers1999 fa18.png

Shot: An 8-way blue shot, flanked by an additional green shot on each side.
Sub Weapon: Homing Missile. Heat-seeking missiles that home in on enemies. Up to 4 on screen at once.
Super Shot: Rapid Missile. The F/A-18's four options lock into position and fire a barrage of missiles directly forward.
Bomb: Super Tomahawk. Deploys a bomb that clears most of the screen of bullets and deals damage to enemies. After the initial effect, a fiery circle stays on screen for a bit longer but is limited in range. Regardless of the player's position when the bomb is activated, the effect always stays right in the center of the screen.
Movement Speed: Medium [91F]

Super Hornet is a well-balanced ship with good damage when up close. While it deals significantly less damage if they are away from the enemy, due to how projectiles work in this game, it can be made up for with its Super Shot. A solid option overall, that can make good job of enemies with some routing.

F-117 Stealth

F-117 Stealth
Strikers1999 f117.png

Shot: An 8-way purple shot, flanked by an additional green shot on each side.
Sub Weapon: Heat Mine. Slow moving mines that explode on contact with enemies. Up to 6 on screen at once.
Super Shot: Sonic Wave. Options move forward and deal damage in two small circular aoes directly in from of the craft.
Bomb: Thunderbolt. Fully clears the screen of bullets and deals damage to enemies. The damage output is very weak.
Movement Speed: Slow [96F]

Stealth fires *very* slow projectiles and it's one of the slowest ships, this makes perform poorly when played in a regular way. To really make good use of it, the player must perform very aggressive shotgun strats. Due to how the game handles projectiles, they will repeatedly spawn if your distance between the enemy is small. They can also be used to cover multiple spaces at one due to their low speed, firing them before an enemy spawns in a location while you are covering another section of the screen. It can fall back on its wide shot and Super Shot when you aren't able to move their faces, but the Super Shot itself is very tricky to use, having comparably low range to the other ships. A powerful ship with potential, just not a conventional one.

F-22 Raptor

F-22 Raptor
Strikers1999 f22.png

Shot: A narrow green shot aimed directly forward.
Sub Weapon: Baryon Laser. 6 lasers that flank the main shot (3 on either side). Can pierce through multiple enemies.
Super Shot: Twin Stinger. The ship's two options lock into position and each fire a powerful laser directly forward.
Bomb: Cluster Bomb. Drops a bomb that fully clears the screen of bullets and deals damage to enemies.
Movement Speed: Fast [81F]

Raptor's piercing Shots allow it to have a very good stage performance, and with some bosses with multiple parts and/or a myriad of Zako accompanying them, it's also good there. It suffers from a weak main shot however, so making good use of your Super Shot when needed is crucial, otherwise, big HP targets will spell disaster.

AV-8 Harrier

AV-8 Harrier
Strikers1999 av8.png

Shot: Two columns of purple projectiles aimed directly forward.
Sub Weapon: Straight Missile. Missiles fired directly forward from the ship's two options.
Super Shot: Hunter Fortmation. Options will disengage from the craft and independently seek out targets to attack.
Bomb: B-52 Carpet Bombing. Two large planes will carpet bomb the screen, clearing the screen of bullets and dealing damage to enemies. Extremely high damage output. Unlike the other craft, the Harrier is not locked into an animation for this attack and can move freely. Since bullets do not disappear instantly, panic-bombing can often lead to death.
Movement Speed: Slow [102F]

Harrier has the most consistent main shot damage of any ship, and a very good bomb that let's you reposition very easily. It can use its Super Shot for stage portions with many Zako. Its the slowest ship in the game, even more than Stealth, so it necessitates heavy routing when compared to the other ships, and you will either have to let go of some medals or sacrifice enemy destruction if you want the most amount of points. Due to this, it's amongst the worst ships for scoring, but for survival, its flaws can be worked with for a ship that's really good at doing what it can do.

  • Note that unlike most other crafts, Harrier's two side options directly follow the movements of the main ship, rather than simply flanking on either side (i.e. similar behaviour to those in the Gradius series). This doesn't end up mattering much as you can only ever get two options, so lining all of them up isn't as important as with other trace options.

F-4 Phantom II

F-4 Phantom II
Strikers1999 f4.png

Shot: 5-way spread shot, flanked by green projectiles on either side.
Sub Weapon: Roll Napalm. Slow moving projectiles aimed directly forward. Up to 4 at once.
Super Shot: Cross Napalm. A single slow-moving, but highly damaging missile.
Bomb: Samurai Sword '99. Performs a loop, while firing a large fiery projectile aimed directly forward. Similar to the bomb animation in Sengoku Ace. The bomb has incredible damage output when used pointblank (perhaps the highest damage in the game) but does almost no damage to targets further away.
Movement Speed: Medium [85F]

Phantom is both fast and very powerful when up front, but has some of the worst stage performance in the game by itself since its sub shot can disappear if it doesn't hit something in its short travel distance. It's not encouraged to shotgun with this ship, it's required, but becomes *the* best boss killer if the player knows what they are doing thanks to its high damage and ability to macro dodge some peculiarly difficult patterns unlike Stealth or Harrier.

X-36

X-36
Strikers1999 x36.png

Shot: Column of five blue shots aimed directly forward.
Sub Weapon: Variable Laser. Purple lasers that home-in on enemies.
Super Shot: Spiral Laser. Fires a powerful laser directly forward.
Bomb: Mega Smasher. X-36 transforms into a mech and hurls an energy ball across the screen, damaging enemies in a large area. Can move during the transform animation.
Movement Speed: Fast [78F]

The X-36 is considered the strongest ship in the game, thanks to its powerful homing lasers, fastest speed in the game, and devastating super shot attack. It lacks any meaningful weakness aside from dealing less damage when up front compared to other ships, but it's inconsequential when factoring how destructive its damage can be thanks to Super Shot. Recommended for beginners and veterans alike.

Hitboxes

Strikers 1999 hitboxes.png

The exact dimensions of each of the hitboxes are as follows.[8]

F/A-18 Super Hornet: 5x8
F-117 Stealth: 5x6
F-22 Raptor: 5x7
AV-8 Harrier: 3x6
F-4 Phantom II: 5x6
X-36: 5x7

The hitbox size is consistent and does not shrink during horizontal movement or when the ship is pushed against the edge of the screen.

Items

Gunbird2 p.png
Power Up
Increases your shot power (max power after the 3rd item).
At max power each item is worth 4000 points.
Gunbird b.png
Bomb
Increases your bomb stock by 1 up to a max of 9.
At max bombs each item is worth 10,000 points.
Strikers1999 medal.png
Medal
200-2000 point score item.  
Point reward depends on when the coin is collected during its spin animation.
An additional bonus of 200 points is rewarded for each consecutive medal collected at max value.

Loops

After clearing all 8 regular stages, the player automatically enters a second loop. The second loop features significantly denser bullet patterns, and bosses have all-new patterns.

Scoring

Medals


Certain enemies, when destroyed, will leave behind gold medals that rotate on the spot. These medals will reward the player with 200, 500, 1000 or 2000 points, depending on when they are collected during their spin animation. To achieve the max score of 2000 points, medals must be collected specifically when they flash brightly. Each of the animation states lasts for 7 frames.

If two 2000pt medals are collected consecutively, the player is awarded a chain bonus of 200 points. A yellow chain counter appears at the top of the screen that keeps track of the number of medals chained together in succession. This counter resets every time a lower scoring medal is picked up. The chain counter itself has no effect on scoring whatsoever, as the chain bonus stays consistently at 200 points for every chained medal.

One loop contains 101 medals. If all of them were to be picked up when they are at their highest value, they are worth 222,000 points for loop 1 and 222,200 points for loop 2, as the chain bonus carries over from loop 1. Additionally, the final form of the boss in stage 2-8 can spawn up to four medal rings consisting of 16 medals each before the timeout. As these cannot all be picked up at their highest value, scores can significantly vary here.

Technical Bonus


Boss enemy exposing its weak point

This mechanic made its debut in Strikers 1999, and was later featured in Psikyo's 2000 title Dragon Blaze. At specific points during the second phase of each boss fight, bosses will temporarily expose a blue weak point for you to destroy. By default these weak points are invulnerable, but moving within close proximity will cause them to turn red, and dealing any damage to the red core will instantly kill the boss, and award you a Technical Bonus of 40,000 pts (bosses 1 to 4), 50,000 pts (bosses 5 and 7), or 36,000 pts (both of the stage 6 bosses). The final boss in stage 8 does not have a Technical Bonus.

Bosses will only expose their weak point once per fight, and will usually release a barrage of bullets at the same time, so careful positioning is needed to take advantage of this opportunity. Note that the stage 8 boss does not have a weak point, so a Technical Bonus is not possible on this stage.

Double Kill


In some situations, it is possible to destroy the core of a boss and get the reward for the Technical Bonus as well as destroy the regular body of the boss for a Double Kill. This trick is sometimes referred to as a "double Technical Bonus". This designation is a misnomer, as the Technical Bonus is only rewarded once.

Generally speaking, there are two types of Double Kills depending on the nature of the boss fight:

Geo Bite (stage 6) and Shadow Blinder (stage 7)

When the core for the Technical Bonus is destroyed the last moment before the boss covers it up again and would start its final attack, the bonus for the Technical Bonus is rewarded and the boss enters a zombie state. In this bugged state, the boss will not shoot bullets, collisions are turned off and the player cannot use the Super Shot or bomb.

The boss can then be destroyed regularly for the boss kill. The total score gain from Geo Bite is 36,000+20,000 for this trick and 50,000+30,000 for Shadow Blinder.

All other bosses

Theoretically a double kill can also be achieved on all of the other bosses. As none of them can reach the bugged state, the core and the main body of the boss have to be destroyed simultaneously within a very small frame window. For some ships this might require a bomb to make it more consistent, while others can rely on their Super Shot alone.

Endgame Bonus


Clearing both loops rewards the player with an endgame bonus as follows:

  • Lives Remaining x 100,000 (for a maximum of 300,000)
  • Bomb Stock x 50,000 (for a maximum of 450,000)
  • Power Level x 10,000 (for a maximum of 30,000)

Strategy

See Strikers 1999/Strategy for secrets and advanced play strategies.


Choosing the boss in stage 6

Depending on the position of the player ship when the boss is launched toward the end of stage 6, one of two different bosses will be chosen. If the player ship is positioned on either side (marked in green), Geo Bite will appear. If the player ship is positioned in the center (marked in red), Cross Blade will appear.

This principle is the same for both loops.

Ports

Following its original arcade release in 1999,[2] Strikers 1999 received an Android port in 2015.[3] The game was ported to the Nintendo Switch in 2018 by Zerodiv.[4] After initially only being available on the Nintendo eShop, the game was later released physically as part of the Psikyo Shooting Stars Alpha compilation.[5]

On June 30th 2020, the game was released on Steam by Zerodiv and City Connection.[7]

Maintenance Codes

In the Service Menu, the player can access different features by entering the following Maintenance Codes.[9]

81650-Maintenance Mode: Makes more options in the main Operator Test Menu available, including a stage select option, rank select, and different levels of powerup.

81630-Secret Random Enabled: The X-36 is available in the "?" Random Selector.

81620-Secret All Disabled:

12345-Reset Scores:

81610-All Data Erased: Includes bookkeeping records and extended play information.

01999-Secret Command Enabled: Press Up on the Joystick after selecting the "?" Random Selector to select the X-36.

References

  1. "X-Naut.Psikyo" at Mobygames. Retrieved 2020.09.16.
  2. 2.0 2.1 "Strikers 1945 III" at Arcade Museum. Retrieved 2021.01.30.
  3. 3.0 3.1 "STRIKERS 1999" at Google Play Store. Retrieved 2021.01.30.
  4. 4.0 4.1 "Strikers 1999 For Nintendo Switch" at mobygames.com. Retrieved 2020.09.16
  5. 5.0 5.1 "Psikyo Shooting Stars Alpha" at Nintendo.com. Retrieved 2020.09.16.
  6. Screenshots page for "Psikyo Shooting Stars Alpha" at Nintendo.com. Retrieved 2020.09.16.
  7. 7.0 7.1 "Strikers 1945 III" at Metacritic. Retrieved 2021.01.30.
  8. All information on hitbox size provided by sikraiken.
  9. Raiden Fighters Emporium by Ghegs