Difference between revisions of "Raiden Fighters Jet"
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+ | <center><big>('''NOTE:''' This page is currently in need of a '''formatting''' and '''re-organization''' update to fall in line with the current [[(Template Page)|template]] format!)</big></center> | ||
− | + | ---- | |
+ | [[File:RFJ_logo.png|center]] | ||
+ | ---- | ||
+ | {{GameInfobox | ||
+ | |bordercolor = #000000 | ||
+ | |title = Raiden Fighters Jet | ||
+ | |background = #FFFFFF | ||
+ | |image = RFJ_title_screen.png | ||
+ | |width = 324px; | ||
+ | |imagecaption = Title screen | ||
+ | |imagescalepx = 180px | ||
+ | |innerbordercolor = #18317B | ||
+ | |developer = [[Seibu Kaihatsu]] | ||
+ | |publisher = [[Seibu Kaihatsu]] | ||
+ | |producer = H. Hamada <br> S. Mori | ||
+ | |music = Y. Hashimoto | ||
+ | |program = T. Saito <br> M. Ishikawa <br> I. Doi | ||
+ | |art = T. Sasaki <br> K. Morino <br> T. Hatsuse <br> Y. Gouma <br> Y. Fuyukama <br> N. Ohzeki <br> N. Matsushita <br> S. Ono <br> N. Sugaya | ||
+ | |designer = S. Yano <br> T. Saito | ||
+ | |releasedate = '''Arcade:''' August 1998<ref>[https://archive.org/details/ArcadeGameList1971-2005/page/n103/mode/1up Domestic and Overseas Arcade Game List 1971-2005]</ref> <br> '''Xbox 360''' <br> '''JP:''' March 27, 2008<ref name="rf_aces">[https://www.mobygames.com/game/40648/raiden-fighters-aces/releases/ Raiden Fighters Aces] at MobyGames</ref> <br> '''US:''' May 5, 2009<ref name="rf_aces" /> <br> '''iPhone:''' December 13, 2012<ref name="raiden_legacy">[https://www.mobygames.com/game/63330/raiden-legacy/releases/ Raiden Legacy] at MobyGames</ref> <br> '''PC:''' 2013<ref name="raiden_legacy" /> | ||
+ | |previousgame = [[Raiden Fighters 2: Operation Hell Dive]] | ||
+ | }} | ||
− | + | '''Raiden Fighters Jet''' (JP:ライデンファイターズJET, commonly abbreviated as '''RFJ''') is a [[shooting game|shoot em' up]] developed by [[Seibu Kaihatsu]] and released in 1998. It is the third and final game in the [[Raiden Fighters]] series. It is also the final game by Seibu. RFJ is known for its '''fast bullet speeds''', '''energetic soundtrack''', and '''large number of hidden secrets and easter eggs''' found during gameplay which are integral to playing for score. It was rereleased in 2008 for the Xbox 360 as part of the Raiden Fighters Aces collection, and again on PC in 2013 as part of Raiden Legacy. | |
− | + | {{VideoIndex}} | |
+ | __TOC__ | ||
+ | {{clear}} | ||
+ | == Gameplay Overview == | ||
− | + | ''Raiden Fighters Jet'' is a 2-button game with fourteen playable ships, plus two secret ships. The stages progress in a branching path depending on player performance, with a full run of the game adding up to seven stages. RFJ contains two different scoring systems - one in which medals follow the player and increase in value by merging with each other, and another that's activated mid-run via an easter egg. Bonus points are awarded under certain conditions, including destroying enemies quickly before they begin shooting, destroying multiple enemies simultaneously, destroying parts of enemies in a certain order, and [[Help:Glossary#Grazing|grazing]] enemy bullets. Easter eggs and secrets are very important to score, primarily in the form of point and item-granting fairies which appear under certain conditions, and ''micluses'', Seibu Kaihatsu's mascot, which come out from under specific locations in the scenery when the player hovers over them. | |
− | |||
− | |||
− | |||
− | |||
− | === | + | ===Controls=== |
− | '' | + | * '''A button (Press):''' Fires standard shots from the ship and [[Help:Glossary#Option|slaves]]. |
+ | * '''A button (Hold):''' Charges the player's special attack. | ||
+ | * '''B button (Press):''' Fires a limited-use [[Help:Glossary#Bomb|bomb]]. | ||
− | + | ===Resources=== | |
''RFJ'' uses lives to measure player health, and starts the player at two lives. There are no extra lives granted to the player at any point. | ''RFJ'' uses lives to measure player health, and starts the player at two lives. There are no extra lives granted to the player at any point. | ||
Line 27: | Line 50: | ||
Those playing for pure survival are advised to use a bomb if they feel death is unavoidable, in order to maximize how many bombs will be available to them throughout their playthrough. | Those playing for pure survival are advised to use a bomb if they feel death is unavoidable, in order to maximize how many bombs will be available to them throughout their playthrough. | ||
− | ==== | + | ===Items=== |
+ | |||
+ | ''RFJ'' has four different types of items: '''power up items''' which increase the strength of the player's shot and switch it between laser type (L) and missile type (M) where applicable, '''bomb items''' which grant the player an additional bomb, '''slave items''' which grant the player an additional option ship, and '''medals''' which grant the player score. Every non-medal item grants '''5,000 points''' when collected as a surplus item. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Item || Description | ||
+ | |- | ||
+ | | [[File:RF1_item_missile.png|center]] || '''Missile''' <br> Powers-up the missile weapon. | ||
+ | |- | ||
+ | | [[File:RF1_item_laser.png|center]] || '''Laser''' <br> Powers-up the laser weapon. | ||
+ | |- | ||
+ | | [[File:RF1_item_slave.png|center]] || '''Slaves''' <br> Adds a slave. | ||
+ | |- | ||
+ | | [[File:RF1_item_bomb.png|center]] || '''Bomb'''<br> Adds a bomb up to a maximum of 7. | ||
+ | |- | ||
+ | | [[File:RFJ_medal_1.png|center]] || '''Medal''' <br> Medals that can be combined to create larger medals. <br> Essential for entering '''[[Raiden_Fighters_Jet#Medals|Gold Medal Mode]]'''. | ||
+ | |- | ||
+ | | [[File:RF1_gold_medal.png|center]] || '''Gold Medal''' <br> Medals that increase in value when collected one by one. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | ===Level Progression=== | ||
+ | |||
+ | ''Raiden Fighters Jet'' ditches the stage structure from previous entries. There are 12 stages with a non-linear progression based on the player's own performance (deaths and accomplishing other tasks). This means that not every level will be seen in a single run, as only a maximum of 7 can be played. After clearing, a run will be labelled the following way: | ||
+ | |||
+ | *'''ALL1:''' The last level is '''Level 35'''. | ||
+ | *'''ALL2:''' The last level is '''Level 50'''. | ||
+ | *'''ALL3:''' The last level is '''Real Battle Phase 2'''. | ||
+ | |||
+ | Using a continue in any of the final levels sends the player back to a checkpoint as opposed to instant respawns. '''Level 35''' and '''Level 50''' have 2 checkpoints while '''Real Battle Phase 2''' only features one. | ||
+ | |||
+ | Upon entering '''Real Battle Phase 1''', if the player is using any of the [[Raiden Fighters 2: Operation Hell Dive#Default ships|default fighters]] from Raiden Fighters 2 (or '''Hell Diver''') a cutscene plays and they will control the Ixion for the remainder of the game. This Ixion is different from the one normally selectable in the player select screen, as it inherits the missile and laser weapons of whatever fighter the player was using before this. When using any of the other fighters, the cutscene doesn't play and the game continues as normal without changing to the Ixion. | ||
+ | |||
+ | The exact details about the level progression are presented here: | ||
+ | |||
+ | *If you die 2+ times in '''Level 5''' or before, go to '''Level 10'''. | ||
+ | **Else, go to '''Level 15'''. | ||
+ | *If you die in '''Level 10''' OR '''Level 15''', go to '''Level 20'''. | ||
+ | **Else, go to '''Level 30'''. | ||
+ | *If you continue in '''Level 20''' or before, go to '''Level 30'''. | ||
+ | **Else, go to '''Level 35''', OR '''Level 40''' if you destroy over 98% of enemies AND collect over 90% of medals in '''Level 20'''. | ||
+ | *If you die in '''Level 30''' or before, go to '''Level 40'''. | ||
+ | **Else, go to '''Level 45'''. | ||
+ | *If you continue 4+ times in '''Level 40''' or before, go to '''Level 35'''. | ||
+ | *If you die in '''Level 40''' OR timeout a boss OR Gold Medal Mode is NOT active, go to '''Level 50'''. | ||
+ | **Else, go to '''Real Battle Phase 1'''. | ||
+ | *If Gold Medal Mode is NOT active in '''Level 45''' OR you timeout a boss, go to '''Level 50'''. | ||
+ | **Else, go to '''Real Battle Phase 1'''. | ||
+ | *If you die in '''Real Battle Phase 1''' OR continue in '''Real Battle Phase 2''', XTB-1 (the '''True Last Boss''') cannot be fought. | ||
+ | |||
+ | ==Game Modes== | ||
+ | |||
+ | [[File:RFJ_game_modes.png|right|thumb]] | ||
+ | |||
+ | Similar to [[Raiden_Fighters_2:_Operation_Hell_Dive|Raiden Fighters 2]], ''Raiden Fighters Jet'' has 3 different modes that can be selected. Special and Expert have to be enabled using the game's Service Mode. | ||
+ | |||
+ | ===Normal=== | ||
+ | |||
+ | This is the mode that is always played when Special and Expert aren't available. It follows the level progression described previously. | ||
+ | |||
+ | ===Special=== | ||
+ | |||
+ | Special follows a boss rush structure with the player starting shortly before the boss area of each level. This is the only mode of the 3 where every level in the game is played and doesn't have any requirements for accessing the TLB. | ||
+ | |||
+ | ===Expert=== | ||
+ | |||
+ | Expert is a harder version of Normal version. All the enemies (and destructible scenery) fire slow, aimed revenge bullets when destroyed, while the regular bullets move much faster. | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | ==Ships== | ||
+ | |||
+ | [[File:RFJ hitboxes.jpg|250px|thumb|right|The hit-boxes (yellow) and graze-boxes (red) for the different ships in Raiden Fighters Jet]] | ||
+ | |||
+ | ''RFJ'' contains 14 standard ships and 2 secret ships. Each differs by speed, shot type, bomb type, base bomb count and hitbox size, as well as whether they have access to laser and missile weapons. The only new ship is the '''Ixion''', a high mobility fighter with front-focused firepower, while '''Aegis IIC''' and '''Dark Sword''' from [[Raiden Fighters 2: Operation Hell Dive|Raiden Fighters 2]] have been removed. | ||
+ | |||
+ | Using 2P side gives some of the ships an alternate color scheme, (most of them have their original [[Raiden Fighters 2: Operation Hell Dive|Raiden Fighters 2]] palette), but this difference is purely cosmetical. | ||
+ | |||
+ | When the ship's animation is fully tilted by moving either left or right, the hitbox decreases in width (note that the actual hitbox dimensions are currently unknown). | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! 1P !! 2P | ||
+ | |- | ||
+ | | [[File:RFJ_player_select_1P.png]] || [[File:RFJ_player_select_2P.png]] | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | Included in the '''Speed''' bullet point is the speed measured in pixels by frame for both horizontal ('''X''') and vertical ('''Y''') movement. | ||
+ | |||
+ | ===Default ships=== | ||
+ | |||
+ | <h4><span style="display:none;">Aegis IV</span></h4> | ||
+ | |||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#F79421; color:#FFFFFF;" | <big>Aegis IV</big> | ||
+ | ! style="background-color:#F79421; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#F79421; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_player_select_1P.png|350px]] | ||
+ | | [[File:RF2_aegis_iv_sprite.png|center]] | ||
+ | | [[File:RFJ_aegis_iv_2P.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Medium ('''3.2X''', '''2.3Y'''). | ||
+ | *'''Shot:''' Medium width. | ||
+ | *'''Missile:''' Fires missiles forward. | ||
+ | **'''Special attack:''' Fires several missiles forward. | ||
+ | *'''Laser:''' Fires short homing lasers. | ||
+ | **'''Special attack:''' Fires a single burst of lasers followed by several of them. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | Straightforward fighter with easy to use weapons. Versatile laser that can be surprisingly strong when charged. Missile weapon is underwhelming and as a whole performance is average. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <h4><span style="display:none;">Beast Wing</span></h4> | ||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#52A5B5; color:#FFFFFF;" | <big>Beast Wing</big> | ||
+ | ! style="background-color:#52A5B5; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#52A5B5; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_beast_wing.png|350px]] | ||
+ | | [[File:RFJ_beast_wing_1P.png|center]] | ||
+ | | [[File:RF2_beast_wing_sprite.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Slowest ('''2.5X''', '''1.8Y'''). | ||
+ | *'''Shot:''' Wide 7-way shot. | ||
+ | *'''Missile:''' Fires homing missiles. The missiles have a slight delay before moving towards an enemy. | ||
+ | **'''Special attack:''' Fires several homing missiles. | ||
+ | *'''Laser:''' Fires a flamethrower. | ||
+ | **'''Special attack:''' Fires a taller, piercing version of the flamethrower. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | Slow speed, high-firepower role. Easy to fall behind but wide shot and missile can make up for lack of routing to some degree. Flamethrower is really strong minus the long cooldown between shots. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <h4><span style="display:none;">Chaser 2000</span></h4> | ||
+ | |||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#738C8C; color:#FFFFFF;" | <big>Chaser 2000</big> | ||
+ | ! style="background-color:#738C8C; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#738C8C; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_chaser_2000.png|350px]] | ||
+ | | [[File:RFJ_chaser_2000_1P.png|center]] | ||
+ | | [[File:RF2_chaser_2000_sprite.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Very fast ('''4X''', '''3Y'''). | ||
+ | *'''Shot:''' Narrow single shot. | ||
+ | *'''Missile:''' Missiles are deployed to the sides and move forward slightly tracking targets. | ||
+ | **'''Special attack:''' Fires 6 rows of missiles forward. | ||
+ | *'''Laser:''' Shoots a laser alternating from each side. When hitting an enemy it'll bounce towards other targets. | ||
+ | **'''Special attack:''' Plasma Laser from Raiden II. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | Above average speed and easy to use weapons. However, its main shot is among the weakest. Good usage of the charged missile attack is mandatory to survive. | ||
+ | |||
+ | Laser weapon is fairly bad for stages but can be great against bosses. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <h4><span style="display:none;">Death Header</span></h4> | ||
+ | |||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#BD5A52; color:#FFFFFF;" | <big>Death Header</big> | ||
+ | ! style="background-color:#BD5A52; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#BD5A52; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_death_header.png|350px]] | ||
+ | | [[File:RFJ_death_header_1P.png|center]] | ||
+ | | [[File:RF2_death_header_sprite.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Medium ('''3.2X''', '''2.3Y'''). | ||
+ | *'''Shot:''' Wide 5-Way shot. | ||
+ | *'''Missile:''' Throws missiles that spin in place before tracking enemies. The missiles attach to their targets before exploding. | ||
+ | **'''Special attack:''' Continuously fires 4 sets of missile that track enemies. | ||
+ | *'''Laser:''' Fires 3 straight lasers that tilt towards enemies. | ||
+ | **'''Special attack:''' 4 lasers rotate clockwise (when moving left) or counter-clockwise (when moving right) and stick to whatever they hit. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | Standard performance, similar to Aegis IV. Both weapons are homing with laser being on the weaker side. Charged missile can do great damage when all 4 are locked on to the same target such as a boss. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <h4><span style="display:none;">Eraser</span></h4> | ||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#6B7B63; color:#FFFFFF;" | <big>Eraser</big> | ||
+ | ! style="background-color:#6B7B63; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#6B7B63; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_eraser.png|350px]] | ||
+ | | [[File:RFJ_eraser_1P.png|center]] | ||
+ | | [[File:RF2_eraser_sprite.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Slow ('''2.6X''', '''2Y'''). | ||
+ | *'''Shot:''' Narrow twin shots. | ||
+ | *'''Missile:''' Fires slow missiles forward that release a tall explosion upon impact. | ||
+ | **'''Special attack:''' Fires several of the same missiles in a row. | ||
+ | *'''Laser:''' Fires two twin lasers forward. | ||
+ | **'''Special attack:''' Fires a large laser. The damage is at its highest when the attack first starts. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | Remarkable fighter as far as raw damage goes. Unfortunately, the movement speed is slow and all of Eraser's weapons have very narrow coverage. Precise routing and knowledge of enemy placement is required in order to be played effectively. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <h4><span style="display:none;">Flying Ray</span></h4> | ||
+ | |||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#7B849C; color:#FFFFFF;" | <big>Flying Ray</big> | ||
+ | ! style="background-color:#7B849C; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#7B849C; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_flying_ray.png|350px]] | ||
+ | | [[File:RFJ_flying_ray_1P.png|center]] | ||
+ | | [[File:RF2_flying_ray_sprite.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Fast ('''3.6X''', '''2.6Y'''). | ||
+ | *'''Shot:''' Narrow twin shot. | ||
+ | *'''Missile:''' Fires missiles that turn horizontally towards enemies. | ||
+ | **'''Special attack:''' Fires several of the same missiles. | ||
+ | *'''Laser:''' Fires long lasers at diagonal angles. | ||
+ | **'''Special attack:''' Fires several lasers in a wide arc. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | Fits a similar role to Chaser 2000 as a high mobility fighter with narrow shot. The main source of Flying Ray's damage is the laser weapon, particularly when charged, but it has to be used up close to destroy enemies quickly otherwise performs rather average. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <h4><span style="display:none;">Griffin</span></h4> | ||
+ | |||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#738C4A; color:#FFFFFF;" | <big>Griffin</big> | ||
+ | ! style="background-color:#738C4A; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#738C4A; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_griffin.png|350px]] | ||
+ | | [[File:RFJ_griffin_1P.png|center]] | ||
+ | | [[File:RF2_griffin_sprite.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Slow ('''2.8X''', '''2.1Y'''). | ||
+ | *'''Shot:''' Narrow shot fired in a zig-zag pattern. It spreads outwards slightly. | ||
+ | *'''Missile:''' Throws slow grenades that erase bullets upon exploding. | ||
+ | **'''Special attack:''' Throws grenades at every direction. | ||
+ | *'''Laser:''' Deploys guns that aim and fire lasers at enemies. | ||
+ | **'''Special attack:''' Fires 4 lasers with piercing properties. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | The strongest out of the [[Raiden Fighters 2: Operation Hell Dive#Default ships|default fighters from Raiden Fighters 2]]. Lasers have little to no cooldown, aim automatically and have piercing, much needed tool to make up for the lack of speed. | ||
+ | |||
+ | Missile weapon is completely useless. Never worth using. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <h4><span style="display:none;">Hell Diver</span></h4> | ||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#635A6B; color:#FFFFFF;" | <big>Hell Diver</big> | ||
+ | ! style="background-color:#635A6B; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#635A6B; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_hell_diver.png|350px]] | ||
+ | | [[File:RFJ_hell_diver_1P.png|center]] | ||
+ | | [[File:RF2_hell_diver_sprite.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Very fast ('''4.5X''', '''3.3Y'''). | ||
+ | *'''Shot:''' Narrow twin shot that spreads outwards. | ||
+ | *'''Missile:''' Fires missiles to the sides that target enemies. The missiles have a considerable delay before going forward. | ||
+ | **'''Special attack:''' Fires several of the same missiles. | ||
+ | *'''Laser:''' Throws boomerangs with piercing properties. | ||
+ | **'''Special attack:''' Throws several boomerangs. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | The flagship fighter in Raiden Fighters 2 and one of the best performing in said entry, but considerably weaker in Jet. It is difficult to do good damage due to finnicky arsenal: main shot that spreads outwards, missiles with long cooldown and boomerangs can only hit specific angles, offering very little other than fast speed. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <h4><span style="display:none;">Raiden mk-II</span></h4> | ||
+ | |||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#BD3121; color:#FFFFFF;" | <big>Raiden mk-II</big> | ||
+ | ! style="background-color:#BD3121; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#BD3121; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_raiden_mkii.png|350px]] | ||
+ | | [[File:RF2_raiden_mkii_sprite.png|center]] | ||
+ | | [[File:RF2_raiden_mkii_sprite.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Slowest ('''2.5X''', '''1.8Y'''). | ||
+ | *'''Shot:''' Plasma Laser from Raiden II. Starts as a narrow twin shot, when powered-up it turns into a laser that bends to hit multiple targets. | ||
+ | *'''Missile:''' Homing missiles from Raiden II. | ||
+ | *'''Bomb:''' Thermonuclear bomb (red) from Raiden II. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | Considered the worst fighter in every entry. Slowest speed, Plasma Laser is weak and difficult to control. The only way to mitigate lack of power is keeping the Plasma Laser at its initial state, which does higher and more consistent damage from any distance (not that pointblanking makes much of a difference for Raiden mk-II anyways). | ||
+ | |||
+ | Bomb has a large radius (about on par with Judge Spear's) but it is severely crippled by low damage and delayed detonation. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <h4><span style="display:none;">Judge Spear</span></h4> | ||
+ | |||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#A5ADAD; color:#FFFFFF;" | <big>Judge Spear</big> | ||
+ | ! style="background-color:#A5ADAD; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#A5ADAD; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_judge_spear.png|350px]] | ||
+ | | [[File:RF2_judge_spear_sprite.png|center]] | ||
+ | | [[File:RF2_judge_spear_sprite.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Fastest ('''5.4X''', '''4Y'''). | ||
+ | *'''Shot:''' Narrow twin shots. | ||
+ | *'''Missile:''' Napalm missiles from Viper Phase 1. Sets of 2 missiles are fired forward that release several napalm explosions upon impact. | ||
+ | *'''Bomb:''' Bomb from Viper Phase 1. Detonates slightly ahead of the ship into a large sphere. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | Top tier fighter with great damage and the strongest bomb in the game. Because all of Judge Spear's weapons are focused on the front, this can allow for a more "campy" playstyle while still disposing of enemies quickly. | ||
+ | |||
+ | Despite of this, Judge Spear has a slight learning curve at first due to its movement speed and missile weapon hindering visibility. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <h4><span style="display:none;">Raiden mk-IIβ</span></h4> | ||
+ | |||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#7BC3EF; color:#FFFFFF;" | <big>Raiden mk-IIβ</big> | ||
+ | ! style="background-color:#7BC3EF; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#7BC3EF; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_raiden_mkiib.png|350px]] | ||
+ | | [[File:RF2_raiden_mkiib_sprite.png|center]] | ||
+ | | [[File:RF2_raiden_mkiib_sprite.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Medium ('''3.2X''', '''2.3Y'''). | ||
+ | *'''Shot:''' Vulcan shot from Raiden II. Basic shot that becomes increasingly wider. | ||
+ | *'''Missile:''' Nuclear missiles from Raiden II. Missiles fired forward with a quick reload time. | ||
+ | *'''Bomb:''' Cluster bomb (yellow) from Raiden II. Throws small bombs that detonate around it. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | Raiden mk-IIβ excels at pointblank damage, being one of the few fighters that can destroy the Level 45 boss without a bomb (alongside Miclus). However, moving away even a small distance drastically reduces damage. Bomb lasts very little and is generally unsafe. On top of that, the bombs themselves have collision before detonating (quirk from the original Raiden II), using them close to flying enemies with a high enough HP that kill the player upon contact (the vast majority of them) will cause them to cancel out part of the explosion. | ||
+ | |||
+ | Furthermore, Raiden mk-IIβ is nigh unplayable without external autofire. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <h4><span style="display:none;">Blue Javelin</span></h4> | ||
+ | |||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#316394; color:#FFFFFF;" | <big>Blue Javelin</big> | ||
+ | ! style="background-color:#316394; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#316394; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_blue_javelin.png|350px]] | ||
+ | | [[File:RF2_blue_javelin_sprite.png|center]] | ||
+ | | [[File:RF2_blue_javelin_sprite.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Fast ('''3.6X''', '''2.6Y'''). | ||
+ | *'''Shot:''' Narrow 3-Way shot. | ||
+ | *'''Missile:''' Regular missiles from Viper Phase 1. Fires missiles forward in a wide arc. | ||
+ | *'''Bomb:''' Same as Judge Spear. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | Somewhat easier to pick up than Judge Spear due to its medium speed while still having the strong bomb. Unlike most other missile weapons that have 2-3 volleys the player can control by tapping manually, all of Blue Javelin's missiles are released with a single tap of the A button, which can be a nuisance when trying to keep specific enemies alive. This also means Blue Javelin's playstyle is much more pointblank heavy compared to Judge Spear's. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <h4><span style="display:none;">Miclus</span></h4> | ||
+ | |||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#00217B; color:#FFFFFF;" | <big>Miclus</big> | ||
+ | ! style="background-color:#00217B; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#00217B; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_miclus.png|350px]] | ||
+ | | [[File:RF2_miclus_sprite.png|center]] | ||
+ | | [[File:RFJ_miclus_2P.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Medium ('''3.2X''', '''2.3Y'''). | ||
+ | *'''Shot:''' 3-Way shot. | ||
+ | *'''Bomb:''' Breathes fire, similar to Beast Wing's charged flamethrower. This bomb is unique in that it is the only one that grants full invincibility against projectiles, but the flames themselves do not clear bullets. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | Extremely strong damage even surpassing that of a Slave. The bomb duration has been considerably shortened compared to Raiden Fighters 2 while retaining the same quirks (bullets can only be cleared by colliding with them), can lead to accidental deaths once invincibility wears off. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <h4><span style="display:none;">Ixion</span></h4> | ||
+ | |||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#8C9CAD; color:#FFFFFF;" | <big>Ixion</big> | ||
+ | ! style="background-color:#8C9CAD; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#8C9CAD; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_ixion.png|350px]] | ||
+ | | [[File:RFJ_ixion_1P.png|center]] | ||
+ | | [[File:RFJ_ixion_1P.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Very fast ('''5X''', '''3.6Y'''). | ||
+ | *'''Shot:''' Wide shot. | ||
+ | *'''Missile:''' Fires missiles to the sides that go forward, releasing large explosions. | ||
+ | **'''Special attack:''' Fires several missiles in a zig-zag pattern. | ||
+ | *'''Laser:''' Fires 2 sets of rotating lasers. | ||
+ | **'''Special attack:''' Fires 4 thick lasers that slowly merge together. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | Another one of the best fighters in the game. Wide shot that gets much stronger at close range and good laser weapon. Missile weapon is incredibly situational, the only real use it has is granting more points than laser when charged due to the missiles' explosions. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | ===Hidden ships=== | ||
+ | |||
+ | The only hidden ships are the slaves. To play as a Slave, simply hold the B button before starting a credit. Slaves retain the movement speed and bomb of the original selection. | ||
+ | |||
+ | <h4><span style="display:none;">Fairy</span></h4> | ||
+ | |||
+ | {| class="wikitable" style="width:52%;" | ||
+ | |- | ||
+ | ! style="background-color:#F7CE94; color:#FFFFFF;" | <big>Fairy</big> | ||
+ | ! style="background-color:#F7CE94; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#F7CE94; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_fairy.png|350px]] | ||
+ | | [[File:RF2_fairy_sprite.png|center]] | ||
+ | | [[File:RF2_fairy_sprite.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Same as Miclus. | ||
+ | *'''Shot:''' Wide 5-Way shot. | ||
+ | *'''Bomb:''' Same as Miclus. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | The absolute best fighter in Raiden Fighters 2 for both scoring and just clearing, still very usable in Jet but retains the bomb nerf from Miclus. | ||
+ | |- | ||
+ | |} | ||
− | + | <h4><span style="display:none;">Slave</span></h4> | |
− | '' | + | {| class="wikitable" style="width:52%;" |
+ | |- | ||
+ | ! style="background-color:#000000; color:#FFFFFF;" | <big>Slave</big> | ||
+ | ! style="background-color:#000000; color:#FFFFFF;" | <big>1P</big> | ||
+ | ! style="background-color:#000000; color:#FFFFFF;" | <big>2P</big> | ||
+ | |- | ||
+ | | rowspan="2" style="width:50%;" | [[File:RFJ_slave.png|350px]] | ||
+ | | [[File:RF2_slave_sprite.png|center]] | ||
+ | | [[File:RF2_slave_sprite.png|center]] | ||
+ | |- | ||
+ | | colspan="2" | | ||
+ | *'''Speed:''' Inherits the speed of the ship originally highlighted. | ||
+ | *'''Shot:''' Wide 5-Way shot. | ||
+ | *'''Bomb:''' Inherits the bomb of the ship originally highlighted. | ||
+ | |- | ||
+ | | colspan="3" | | ||
+ | The most popular choice in every entry. Easy to use thanks to strong wide shot, adjustable speed and smaller hitbox. | ||
+ | |- | ||
+ | |} | ||
− | ==Scoring | + | ==Scoring== |
''Full details: [[Raiden Fighters Jet/Scoring]]'' | ''Full details: [[Raiden Fighters Jet/Scoring]]'' | ||
Line 39: | Line 543: | ||
===Medals=== | ===Medals=== | ||
− | + | The medal system in ''Raiden Fighters Jet'' can be summed up in two states: '''before''' and '''after''' Gold Medal Mode. At first, enemies always drop the same medals. These differ from the ones in the previous entries since collecting all of them never increases the value of the next one, neither does the number of slaves equipped. Instead, these medals can '''merge together''' into a higher value medal. When medals are '''dropped by airborne enemies''', there are 2 ways the player can intentionally achieve this: | |
− | + | *'''Grazing bullets:''' This causes all the floating medals to follow the player and merge together in the process, for as long as the player is earning points from the graze. | |
− | + | *'''Having at least one slave:''' This makes floating medals follow the player's slave(s). Floating medals can then be guided to merge with ground medals speeding-up the process. It's worth noting that the hidden slave formations can affect this, and may even make it impossible to collect the medal until all of the player's slaves are destroyed. | |
− | |||
+ | From there, the player must perform the following steps to enter Gold Medal Mode. | ||
+ | |||
+ | # '''Build up a 2,048,000 points medal:''' By merging enough medals together this will create a medal worth 2,048,000 points, the maximum possible value. This is accompanied by a distinct sound effect. | ||
+ | # '''Make 9 medals appear:''' After picking up the maximum 2,048,000 points medal, medals will continue to spawn as normal until the player makes 9 medals appear on screen at once (e.g. by shooting a Miclus but not immediately picking up the medals). When done correctly, the medals will explode and all subsequent medals will appear as gold medals instead, fundamentally changing the scoring system. | ||
+ | # '''Gold Medal Mode:''' In Gold Medal Mode, the medals that merge together are replaced by the gold medals from the first 2 Raiden Fighters games, which have a base value of '''10,000 points'''. Collecting all the medals on screen will increase the medal value by another 10,000 points, up to a maximum value of '''100,000 points''' per medal. If a medal goes offscreen, the medal value will reset back to 10,000 for the next medal to appear on screen. Once the player has entered Gold Medal Mode, the game will not return to any of the earlier phases of medal collection. The only way to exit Gold Medal Mode is using a continue in Real Battle Phase 2. | ||
===Miclus & Fairy=== | ===Miclus & Fairy=== | ||
Line 55: | Line 563: | ||
Both of them can also appear as rewards for fulfilling additional stage specific secret conditions. | Both of them can also appear as rewards for fulfilling additional stage specific secret conditions. | ||
− | |||
===Bonus Message Chaining=== | ===Bonus Message Chaining=== | ||
− | + | Certain actions will trigger various bonuses that grant points, indicated by a message at the top of the screen. When several bonuses are achieved in quick succession a multiplier is built up, which caps at '''x9'''. The multiplier is active as long as there is at least one message displayed on screen. The bonus messages are as follows: | |
− | + | {| class="wikitable" | |
+ | |- | ||
+ | ! Bonus !! Description | ||
+ | |- | ||
+ | | '''QUICK SHOT! <br> (10,000-100,000 points)''' || Destroy certain enemies before they shoot. | ||
+ | |- | ||
+ | | '''DESTROYED AT A TIME! <br> (100,000 points)''' || Destroy certain 2 enemies simultaneously. | ||
+ | |- | ||
+ | | '''DX BONUS! <br> (100,000 points)''' || Destroy all parts of the trains in '''Level 05'''. | ||
+ | |- | ||
+ | | '''DISCOVERED THE MICLUS! <br> (100,000 points)''' || Make a miclus appear. | ||
+ | |- | ||
+ | | '''DISCOVERED THE FAIRY!* <br> (100,000 points)''' || Make a fairy appear. | ||
+ | |- | ||
+ | | '''KILLED THE FAIRY! <br> (10 points)''' || Shoot down a fairy. | ||
+ | |} | ||
+ | <nowiki>*</nowiki>There are a few variations of this bonus where the fairies don't leave a bomb item, such as the '''DISCOVERED FAIRIES!''' bonus involving the crane at the end of '''Level 05''' (fly over every part of the crane to uncover this secret) and the small tanks that can be ran over by the boss in '''Level 15'''. | ||
− | + | It is worth mentioning that the chainable messages for the fairy and the miclus immediately appear when uncovering them, which then increases the multiplier. However, the actual score which effectively can be multiplied is gained only after picking up the fairy and destroying the Miclus (after shooting it for 9 medals). | |
− | + | ===Grazing=== | |
+ | When bullets make contact with the player's graze hitbox (see [[Raiden Fighters Jet#Ships|the picture above]]) points will be awarded, this is accompanied by a unique sound effect and sparks appearing near the bullet. Points on a per-frame basis are granted, starting at 220 and increasing by 20 points every frame until reaching the max of 2,220 points per frame. The graze value resets back to 220 if no grazing is done for 60 frames. This is the same for all ships (including their slave variants) except for the Fairy. The graze value for the Fairy stays consistently at 2,220 points. This makes her accumulate much more score from grazing over the course of an entire run. | ||
===Stage Completion Points=== | ===Stage Completion Points=== | ||
Line 75: | Line 599: | ||
Technical points are awarded according to the following criteria: | Technical points are awarded according to the following criteria: | ||
− | # '''Not dying in the level:''' five points | + | # '''Not dying in the level:''' five points. |
− | # '''Enemy destruction:''' up to three points, based on the number of medium and large enemies destroyed | + | # '''Enemy destruction:''' up to three points, based on the number of medium and large enemies destroyed. |
− | # '''Discovering at least one miclus:''' one point | + | # '''Discovering at least one miclus:''' one point. |
# '''Discovering at least one fairy:''' one point. However, killing a fairy will deduct a technical point. | # '''Discovering at least one fairy:''' one point. However, killing a fairy will deduct a technical point. | ||
The number of technical points for a level cannot exceed ten. | The number of technical points for a level cannot exceed ten. | ||
+ | |||
+ | ===Clear Bonus=== | ||
+ | |||
+ | Clearing the '''ALL3''' route will grant a special bonus unlike the '''ALL1''' and '''ALL2''' routes. Defeating the TLB makes the bonus be '''10,000,000 points''', if the level instead ends on the massive tank before that the bonus is only '''1,000,000 points'''. | ||
+ | |||
+ | ==Strategy== | ||
+ | |||
+ | ===Slave Formations=== | ||
+ | |||
+ | By collecting surplus slave items there are different slave formations the player can use, determined by the sum of lives and bombs when picking up the item. For ships that have access to the charged special attack the formations are only available when using it, otherwise the formations activate immediately. This system is mostly a carryover from the previous entries, the only change is that the formation activated by having a total of 1, 5 or 9 makes the slaves fire a thin, non-piercing laser. | ||
+ | |||
+ | {| class="wikitable" style="text-align:center;" | ||
+ | |- | ||
+ | ! #Lives + #Bombs !! Formation | ||
+ | |- | ||
+ | | 0, 4, 8 | ||
+ | | style="text-align:left;" | | ||
+ | Slaves positioned ahead of the player fire spread twin shots. | ||
+ | |- | ||
+ | | 1, 5, 9 | ||
+ | | style="text-align:left;" | | ||
+ | *Fixed position ('''A-I lettered ships'''). | ||
+ | *Slaves slowly follow the player ('''the rest of the ships'''). | ||
+ | |- | ||
+ | | 2, 6 | ||
+ | | style="text-align:left;" | | ||
+ | Slaves move sideways and fire 3-way shots. | ||
+ | |- | ||
+ | | 3, 7 | ||
+ | | style="text-align:left;" | | ||
+ | Homing slaves. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | ===Enemy Spawns=== | ||
+ | |||
+ | Achieving bonuses can cause extra enemies to appear during the levels, these hidden enemies can grant more bonuses and usually drop bombs. Almost every level in the optimal '''ALL3''' route has these. | ||
+ | |||
+ | ====Level 01==== | ||
+ | |||
+ | *As the level starts immediately destroy the turret on top of the aircraft that is moving away ('''QUICK SHOT!''' bonus). This makes a stationary plane appear a few seconds afterwards that drops a slave item and a medal. | ||
+ | |||
+ | [[File:RFJ_level01_spawn_1.png|left]] | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | *Destroy all the midsize planes before they fire ('''QUICK SHOT!''' bonus). This makes an extra truck appear to the left near the end. Drops 4 medals and has the same bonuses as the truck on the right ('''QUICK SHOT!''' and '''DISCOVERED THE FAIRY!'''). | ||
+ | |||
+ | [[File:RFJ_level01_spawn_2.png|left]] | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | ====Level 05==== | ||
+ | |||
+ | *This train can drop up to 3 medals from the carts and grants a '''DX BONUS!''' when every part is destroyed. This spawn has more than one condition and is determined by the player's actions in Level 01. More specifically: | ||
+ | |||
+ | **Have a floating medal accompanying you that is above the lowest value from the previous level (2,000 points and onwards, floating medals worth 100 point don't carryover during level transitions). | ||
+ | |||
+ | **Alternatively, simply unlock the gold medals in Level 01. | ||
+ | |||
+ | [[File:RFJ_level05_spawn_1.png|left]] | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | *Fly over the first large round turret for roughly a second to achieve a '''DISCOVERED THE MICLUS!''' bonus. This makes a second plane appear shortly afterwards that has a '''QUICK SHOT!''' bonus and drops a slave item. | ||
+ | |||
+ | [[File:RFJ_level05_spawn_2.png|left]] | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | *Virtually the same as the bonus from before. Fly over the second large round turret for roughly a second to achieve a '''DISCOVERED THE MICLUS!''' bonus. This makes a second plane appear shortly afterwards that has a '''QUICK SHOT!''' bonus and drops a slave item. | ||
+ | |||
+ | [[File:RFJ_level05_spawn_3.png|left]] | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | *Achieve at least one '''DX Bonus!'''. This makes an extra truck appear before the crane that grants a '''QUICK SHOT!''' bonus and drops 2 medals. | ||
+ | |||
+ | [[File:RFJ_level05_spawn_4.png|left]] | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | *Achieve at least 2 '''DX BONUS!'''. This makes a second truck appear at the center near the end of the level that grants a '''QUICK SHOT!''' bonus and drops 2 medals. There are 3 trains in this level, so a mistake is allowed when triggering this enemy. | ||
+ | |||
+ | [[File:RFJ_level05_spawn_5.png|left]] | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | *Fly over the third large round turret for roughly a second to achieve a '''DISCOVERED THE MICLUS!''' bonus. This makes a large plane appear at the end of the level, drops a bomb and has a '''QUICK SHOT!''' bonus. | ||
+ | |||
+ | [[File:RFJ_level05_spawn_6.png|left]] | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | ====Level 15==== | ||
+ | |||
+ | *Destroy 4 of the large planes that appear halfway through the level, each drops a bomb and have a '''QUICK SHOT!''' bonus. This makes a large plane appear that has a '''QUICK SHOT!''' bonus and drops a slave item. The appearance of the 4 planes isn't exactly fixed and is simply based on how fast you destroy them, failing a '''QUICK SHOT!''' cancels out subsequent planes and so does taking too long (it's possible to achieve 3 bonuses and have the 4th plane not appear). Note that the bonus doesn't dictate the spawn, only the kills do, so failing the 4th bonus still counts. | ||
+ | |||
+ | [[File:RFJ level 15 spawn 1.png|left]] | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | ====Level 30==== | ||
+ | |||
+ | *In the first half of the level there are 6 planes with a '''QUICK SHOT!''' bonus, the 1st, 3rd and 5th also drop a slave item. Every successful bonus will cause the same planes to appear during the second half. Furthermore, achieving 5 or more of these '''QUICK SHOT!''' causes an extra enemy to appear that drops a bomb and has a '''QUICK SHOT!''' bonus. | ||
+ | |||
+ | [[File:RFJ level30 spawn 1.png|left]] | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | ====Level 40==== | ||
+ | |||
+ | *Very similar to the one previously described in Level 15. Destroy the planes without letting them fire, a new plane appears as soon as the previous one is disposed of. Destroying 4 causes an extra enemy to appear with a '''QUICK SHOT!''' bonus, 2 of them when 6 are destroyed. | ||
+ | |||
+ | [[File:RFJ level40 spawn 1.png|left]] | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | ====Level 45==== | ||
+ | |||
+ | The submarines are the main enemies in this level and the hidden spawns, they have 3 rotating guns that when destroyed before the main part will cause it to release a fairy (also a throwback to the ice level in the first [[Raiden Fighters]]). | ||
+ | |||
+ | The extra submarines are caused by finding a Miclus (2 in total), one is tied to achieving several '''QUICK SHOT!''' bonuses in a row and the other simply appears by flying over a specific spot. | ||
+ | |||
+ | *Achieve one '''DISCOVERED THE MICLUS!''' bonus. A second submarine (right one) will appear. | ||
+ | |||
+ | [[File:RFJ level45 spawn 1.png|left]] | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | *Achieve 2 '''DISCOVERED THE MICLUS!''' bonuses. A third submarine (left one) will appear. | ||
+ | |||
+ | [[File:RFJ level45 spawn 2.png|left]] | ||
+ | |||
+ | {{clear}} | ||
+ | |||
+ | ====Real Battle Phase 1==== | ||
+ | |||
+ | Halfway through the level a massive plane will descend, destroy it fast enough ('''QUICK SHOT!''' bonus) to make a second one appear. | ||
+ | |||
+ | [[File:RFJ phase1 spawn 1.png|left]] | ||
+ | |||
+ | {{clear}} | ||
== References == | == References == | ||
<small> | <small> | ||
− | # | + | # [https://rf-emporium.ghegs.com/rfjet/index.html Raiden Fighters Emporium] |
− | # Primary info provided by [[User:SLRmercury|SLRmercury]] | + | # [https://shmups.system11.org/viewtopic.php?t=16237 System11 forum thread] |
+ | # Primary info provided by [[User:SLRmercury|SLRmercury]], [[User:Plasmo|Plasmo]] and sht_ycw79 | ||
</small> | </small> | ||
+ | |||
+ | [[Category:Bomb_mechanic]] | ||
+ | [[Category:Grazing_mechanic]] | ||
+ | [[Category:Option_mechanic]] | ||
+ | [[Category:Raiden Fighters Jet]] | ||
+ | [[Category:Grazing mechanic]] | ||
+ | [[Category:True Last Boss]] | ||
+ | [[Category:Medal_mechanic]] | ||
+ | [[Category:Vertical_orientation]] |
Latest revision as of 20:52, 16 January 2025
Title screen
Developer: | Seibu Kaihatsu |
---|---|
Publisher: | Seibu Kaihatsu |
Producer: | H. Hamada S. Mori |
Music: | Y. Hashimoto |
Program: | T. Saito M. Ishikawa I. Doi |
Art: | T. Sasaki K. Morino T. Hatsuse Y. Gouma Y. Fuyukama N. Ohzeki N. Matsushita S. Ono N. Sugaya |
Designer: | S. Yano T. Saito |
Release date: | Arcade: August 1998[1] Xbox 360 JP: March 27, 2008[2] US: May 5, 2009[2] iPhone: December 13, 2012[3] PC: 2013[3] |
Previous game: | Raiden Fighters 2: Operation Hell Dive |
Raiden Fighters Jet (JP:ライデンファイターズJET, commonly abbreviated as RFJ) is a shoot em' up developed by Seibu Kaihatsu and released in 1998. It is the third and final game in the Raiden Fighters series. It is also the final game by Seibu. RFJ is known for its fast bullet speeds, energetic soundtrack, and large number of hidden secrets and easter eggs found during gameplay which are integral to playing for score. It was rereleased in 2008 for the Xbox 360 as part of the Raiden Fighters Aces collection, and again on PC in 2013 as part of Raiden Legacy.
For replay videos, visit the Video Index.
Gameplay Overview
Raiden Fighters Jet is a 2-button game with fourteen playable ships, plus two secret ships. The stages progress in a branching path depending on player performance, with a full run of the game adding up to seven stages. RFJ contains two different scoring systems - one in which medals follow the player and increase in value by merging with each other, and another that's activated mid-run via an easter egg. Bonus points are awarded under certain conditions, including destroying enemies quickly before they begin shooting, destroying multiple enemies simultaneously, destroying parts of enemies in a certain order, and grazing enemy bullets. Easter eggs and secrets are very important to score, primarily in the form of point and item-granting fairies which appear under certain conditions, and micluses, Seibu Kaihatsu's mascot, which come out from under specific locations in the scenery when the player hovers over them.
Controls
- A button (Press): Fires standard shots from the ship and slaves.
- A button (Hold): Charges the player's special attack.
- B button (Press): Fires a limited-use bomb.
Resources
RFJ uses lives to measure player health, and starts the player at two lives. There are no extra lives granted to the player at any point.
The player starts off with two or three bombs depending on the ship selected, which are replenished after respawning from death, regardless of how many bombs they had before. Additional bombs are granted by killing specific enemies.
Those playing for pure survival are advised to use a bomb if they feel death is unavoidable, in order to maximize how many bombs will be available to them throughout their playthrough.
Items
RFJ has four different types of items: power up items which increase the strength of the player's shot and switch it between laser type (L) and missile type (M) where applicable, bomb items which grant the player an additional bomb, slave items which grant the player an additional option ship, and medals which grant the player score. Every non-medal item grants 5,000 points when collected as a surplus item.
Item | Description |
---|---|
Missile Powers-up the missile weapon. | |
Laser Powers-up the laser weapon. | |
Slaves Adds a slave. | |
Bomb Adds a bomb up to a maximum of 7. | |
Medal Medals that can be combined to create larger medals. Essential for entering Gold Medal Mode. | |
Gold Medal Medals that increase in value when collected one by one. |
Level Progression
Raiden Fighters Jet ditches the stage structure from previous entries. There are 12 stages with a non-linear progression based on the player's own performance (deaths and accomplishing other tasks). This means that not every level will be seen in a single run, as only a maximum of 7 can be played. After clearing, a run will be labelled the following way:
- ALL1: The last level is Level 35.
- ALL2: The last level is Level 50.
- ALL3: The last level is Real Battle Phase 2.
Using a continue in any of the final levels sends the player back to a checkpoint as opposed to instant respawns. Level 35 and Level 50 have 2 checkpoints while Real Battle Phase 2 only features one.
Upon entering Real Battle Phase 1, if the player is using any of the default fighters from Raiden Fighters 2 (or Hell Diver) a cutscene plays and they will control the Ixion for the remainder of the game. This Ixion is different from the one normally selectable in the player select screen, as it inherits the missile and laser weapons of whatever fighter the player was using before this. When using any of the other fighters, the cutscene doesn't play and the game continues as normal without changing to the Ixion.
The exact details about the level progression are presented here:
- If you die 2+ times in Level 5 or before, go to Level 10.
- Else, go to Level 15.
- If you die in Level 10 OR Level 15, go to Level 20.
- Else, go to Level 30.
- If you continue in Level 20 or before, go to Level 30.
- Else, go to Level 35, OR Level 40 if you destroy over 98% of enemies AND collect over 90% of medals in Level 20.
- If you die in Level 30 or before, go to Level 40.
- Else, go to Level 45.
- If you continue 4+ times in Level 40 or before, go to Level 35.
- If you die in Level 40 OR timeout a boss OR Gold Medal Mode is NOT active, go to Level 50.
- Else, go to Real Battle Phase 1.
- If Gold Medal Mode is NOT active in Level 45 OR you timeout a boss, go to Level 50.
- Else, go to Real Battle Phase 1.
- If you die in Real Battle Phase 1 OR continue in Real Battle Phase 2, XTB-1 (the True Last Boss) cannot be fought.
Game Modes
Similar to Raiden Fighters 2, Raiden Fighters Jet has 3 different modes that can be selected. Special and Expert have to be enabled using the game's Service Mode.
Normal
This is the mode that is always played when Special and Expert aren't available. It follows the level progression described previously.
Special
Special follows a boss rush structure with the player starting shortly before the boss area of each level. This is the only mode of the 3 where every level in the game is played and doesn't have any requirements for accessing the TLB.
Expert
Expert is a harder version of Normal version. All the enemies (and destructible scenery) fire slow, aimed revenge bullets when destroyed, while the regular bullets move much faster.
Ships
RFJ contains 14 standard ships and 2 secret ships. Each differs by speed, shot type, bomb type, base bomb count and hitbox size, as well as whether they have access to laser and missile weapons. The only new ship is the Ixion, a high mobility fighter with front-focused firepower, while Aegis IIC and Dark Sword from Raiden Fighters 2 have been removed.
Using 2P side gives some of the ships an alternate color scheme, (most of them have their original Raiden Fighters 2 palette), but this difference is purely cosmetical.
When the ship's animation is fully tilted by moving either left or right, the hitbox decreases in width (note that the actual hitbox dimensions are currently unknown).
1P | 2P |
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Included in the Speed bullet point is the speed measured in pixels by frame for both horizontal (X) and vertical (Y) movement.
Default ships
Griffin | 1P | 2P |
---|---|---|
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The strongest out of the default fighters from Raiden Fighters 2. Lasers have little to no cooldown, aim automatically and have piercing, much needed tool to make up for the lack of speed. Missile weapon is completely useless. Never worth using. |
Hidden ships
The only hidden ships are the slaves. To play as a Slave, simply hold the B button before starting a credit. Slaves retain the movement speed and bomb of the original selection.
Scoring
Full details: Raiden Fighters Jet/Scoring
Medals
The medal system in Raiden Fighters Jet can be summed up in two states: before and after Gold Medal Mode. At first, enemies always drop the same medals. These differ from the ones in the previous entries since collecting all of them never increases the value of the next one, neither does the number of slaves equipped. Instead, these medals can merge together into a higher value medal. When medals are dropped by airborne enemies, there are 2 ways the player can intentionally achieve this:
- Grazing bullets: This causes all the floating medals to follow the player and merge together in the process, for as long as the player is earning points from the graze.
- Having at least one slave: This makes floating medals follow the player's slave(s). Floating medals can then be guided to merge with ground medals speeding-up the process. It's worth noting that the hidden slave formations can affect this, and may even make it impossible to collect the medal until all of the player's slaves are destroyed.
From there, the player must perform the following steps to enter Gold Medal Mode.
- Build up a 2,048,000 points medal: By merging enough medals together this will create a medal worth 2,048,000 points, the maximum possible value. This is accompanied by a distinct sound effect.
- Make 9 medals appear: After picking up the maximum 2,048,000 points medal, medals will continue to spawn as normal until the player makes 9 medals appear on screen at once (e.g. by shooting a Miclus but not immediately picking up the medals). When done correctly, the medals will explode and all subsequent medals will appear as gold medals instead, fundamentally changing the scoring system.
- Gold Medal Mode: In Gold Medal Mode, the medals that merge together are replaced by the gold medals from the first 2 Raiden Fighters games, which have a base value of 10,000 points. Collecting all the medals on screen will increase the medal value by another 10,000 points, up to a maximum value of 100,000 points per medal. If a medal goes offscreen, the medal value will reset back to 10,000 for the next medal to appear on screen. Once the player has entered Gold Medal Mode, the game will not return to any of the earlier phases of medal collection. The only way to exit Gold Medal Mode is using a continue in Real Battle Phase 2.
Miclus & Fairy
Full details: Raiden Fighters Jet/Scoring#Secrets
Hovering over certain locations in the scenery will cause a Miclus, Seibu Kaihatsu's mascot, to appear. Continuously shooting a Miclus will release a total of 9 medals and destroying a Miclus awards an additional 100,000 points.
Fairies can appear when shooting down the main turret of a large ground enemy and waiting for it to advance far down on the screen. Picking up a fairy grants 100,000 points. Fairies will drop a bomb item if left on the screen for some time. However, they can also be killed by the player, reducing their value to only 10 points.
Both of them can also appear as rewards for fulfilling additional stage specific secret conditions.
Bonus Message Chaining
Certain actions will trigger various bonuses that grant points, indicated by a message at the top of the screen. When several bonuses are achieved in quick succession a multiplier is built up, which caps at x9. The multiplier is active as long as there is at least one message displayed on screen. The bonus messages are as follows:
Bonus | Description |
---|---|
QUICK SHOT! (10,000-100,000 points) |
Destroy certain enemies before they shoot. |
DESTROYED AT A TIME! (100,000 points) |
Destroy certain 2 enemies simultaneously. |
DX BONUS! (100,000 points) |
Destroy all parts of the trains in Level 05. |
DISCOVERED THE MICLUS! (100,000 points) |
Make a miclus appear. |
DISCOVERED THE FAIRY!* (100,000 points) |
Make a fairy appear. |
KILLED THE FAIRY! (10 points) |
Shoot down a fairy. |
*There are a few variations of this bonus where the fairies don't leave a bomb item, such as the DISCOVERED FAIRIES! bonus involving the crane at the end of Level 05 (fly over every part of the crane to uncover this secret) and the small tanks that can be ran over by the boss in Level 15.
It is worth mentioning that the chainable messages for the fairy and the miclus immediately appear when uncovering them, which then increases the multiplier. However, the actual score which effectively can be multiplied is gained only after picking up the fairy and destroying the Miclus (after shooting it for 9 medals).
Grazing
When bullets make contact with the player's graze hitbox (see the picture above) points will be awarded, this is accompanied by a unique sound effect and sparks appearing near the bullet. Points on a per-frame basis are granted, starting at 220 and increasing by 20 points every frame until reaching the max of 2,220 points per frame. The graze value resets back to 220 if no grazing is done for 60 frames. This is the same for all ships (including their slave variants) except for the Fairy. The graze value for the Fairy stays consistently at 2,220 points. This makes her accumulate much more score from grazing over the course of an entire run.
Stage Completion Points
Bonus points are awarded at the end of each stage based on three criteria: ability, medals earned, and technical points. Ability is a cumulative bonus based on enemies killed, medals collected, and bonuses chained. Medals earned is the number of medals collected during the stage, excluding medals blown up to enter gold medal mode.
Technical points are awarded according to the following criteria:
- Not dying in the level: five points.
- Enemy destruction: up to three points, based on the number of medium and large enemies destroyed.
- Discovering at least one miclus: one point.
- Discovering at least one fairy: one point. However, killing a fairy will deduct a technical point.
The number of technical points for a level cannot exceed ten.
Clear Bonus
Clearing the ALL3 route will grant a special bonus unlike the ALL1 and ALL2 routes. Defeating the TLB makes the bonus be 10,000,000 points, if the level instead ends on the massive tank before that the bonus is only 1,000,000 points.
Strategy
Slave Formations
By collecting surplus slave items there are different slave formations the player can use, determined by the sum of lives and bombs when picking up the item. For ships that have access to the charged special attack the formations are only available when using it, otherwise the formations activate immediately. This system is mostly a carryover from the previous entries, the only change is that the formation activated by having a total of 1, 5 or 9 makes the slaves fire a thin, non-piercing laser.
#Lives + #Bombs | Formation |
---|---|
0, 4, 8 |
Slaves positioned ahead of the player fire spread twin shots. |
1, 5, 9 |
|
2, 6 |
Slaves move sideways and fire 3-way shots. |
3, 7 |
Homing slaves. |
Enemy Spawns
Achieving bonuses can cause extra enemies to appear during the levels, these hidden enemies can grant more bonuses and usually drop bombs. Almost every level in the optimal ALL3 route has these.
Level 01
- As the level starts immediately destroy the turret on top of the aircraft that is moving away (QUICK SHOT! bonus). This makes a stationary plane appear a few seconds afterwards that drops a slave item and a medal.
- Destroy all the midsize planes before they fire (QUICK SHOT! bonus). This makes an extra truck appear to the left near the end. Drops 4 medals and has the same bonuses as the truck on the right (QUICK SHOT! and DISCOVERED THE FAIRY!).
Level 05
- This train can drop up to 3 medals from the carts and grants a DX BONUS! when every part is destroyed. This spawn has more than one condition and is determined by the player's actions in Level 01. More specifically:
- Have a floating medal accompanying you that is above the lowest value from the previous level (2,000 points and onwards, floating medals worth 100 point don't carryover during level transitions).
- Alternatively, simply unlock the gold medals in Level 01.
- Fly over the first large round turret for roughly a second to achieve a DISCOVERED THE MICLUS! bonus. This makes a second plane appear shortly afterwards that has a QUICK SHOT! bonus and drops a slave item.
- Virtually the same as the bonus from before. Fly over the second large round turret for roughly a second to achieve a DISCOVERED THE MICLUS! bonus. This makes a second plane appear shortly afterwards that has a QUICK SHOT! bonus and drops a slave item.
- Achieve at least one DX Bonus!. This makes an extra truck appear before the crane that grants a QUICK SHOT! bonus and drops 2 medals.
- Achieve at least 2 DX BONUS!. This makes a second truck appear at the center near the end of the level that grants a QUICK SHOT! bonus and drops 2 medals. There are 3 trains in this level, so a mistake is allowed when triggering this enemy.
- Fly over the third large round turret for roughly a second to achieve a DISCOVERED THE MICLUS! bonus. This makes a large plane appear at the end of the level, drops a bomb and has a QUICK SHOT! bonus.
Level 15
- Destroy 4 of the large planes that appear halfway through the level, each drops a bomb and have a QUICK SHOT! bonus. This makes a large plane appear that has a QUICK SHOT! bonus and drops a slave item. The appearance of the 4 planes isn't exactly fixed and is simply based on how fast you destroy them, failing a QUICK SHOT! cancels out subsequent planes and so does taking too long (it's possible to achieve 3 bonuses and have the 4th plane not appear). Note that the bonus doesn't dictate the spawn, only the kills do, so failing the 4th bonus still counts.
Level 30
- In the first half of the level there are 6 planes with a QUICK SHOT! bonus, the 1st, 3rd and 5th also drop a slave item. Every successful bonus will cause the same planes to appear during the second half. Furthermore, achieving 5 or more of these QUICK SHOT! causes an extra enemy to appear that drops a bomb and has a QUICK SHOT! bonus.
Level 40
- Very similar to the one previously described in Level 15. Destroy the planes without letting them fire, a new plane appears as soon as the previous one is disposed of. Destroying 4 causes an extra enemy to appear with a QUICK SHOT! bonus, 2 of them when 6 are destroyed.
Level 45
The submarines are the main enemies in this level and the hidden spawns, they have 3 rotating guns that when destroyed before the main part will cause it to release a fairy (also a throwback to the ice level in the first Raiden Fighters).
The extra submarines are caused by finding a Miclus (2 in total), one is tied to achieving several QUICK SHOT! bonuses in a row and the other simply appears by flying over a specific spot.
- Achieve one DISCOVERED THE MICLUS! bonus. A second submarine (right one) will appear.
- Achieve 2 DISCOVERED THE MICLUS! bonuses. A third submarine (left one) will appear.
Real Battle Phase 1
Halfway through the level a massive plane will descend, destroy it fast enough (QUICK SHOT! bonus) to make a second one appear.
References
- Raiden Fighters Emporium
- System11 forum thread
- Primary info provided by SLRmercury, Plasmo and sht_ycw79
- ↑ Domestic and Overseas Arcade Game List 1971-2005
- ↑ 2.0 2.1 Raiden Fighters Aces at MobyGames
- ↑ 3.0 3.1 Raiden Legacy at MobyGames