Difference between revisions of "Choujikuu Yousai Macross II"

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(Added some basic info about the game)
m (Added more images, better formatting)
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The player's ship has 2 modes. Power ups allow the player to change between these modes.
 
The player's ship has 2 modes. Power ups allow the player to change between these modes.
  
{| class="wikitable" style="float: right; margin-left: 10px;"
+
{| class="wikitable" style="margin-left: 10px;"
 
|-
 
|-
 
| style="width:25%;text-align:center" | <big><b>Mode</b></big>
 
| style="width:25%;text-align:center" | <big><b>Mode</b></big>
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|}
 
|}
  
The player does not start with any missiles, but they can be acquired by picking up a missile item. Similarly, missile items also allow the player to switch between missile modes.
+
The player does not start with any missiles, but they can be acquired by picking up a missile item. Similarly, missile items also allow the player to switch between missile types. Both missile types follow the progression below:
  
* '''Missile''': Missiles are deployed slightly above and below the ship, then quickly move forward, spreading out a little as they go.
+
* Missile level 0: no missiles
** Missile level 0: no missiles
+
* Missile level 1: 1 missile, below the ship
** Missile level 1: 1 missile, below the ship
+
* Missile level 2: 2 missiles, one above and the other below the ship
** Missile level 2: 2 missiles, one above and the other below the ship
 
  
* '''Homing''': Missiles are fired diagonally forward, going towards the nearest enemy. The number of missiles per level is the same as Missile mode.
+
{| class="wikitable" style="margin-left: 10px;"
 +
|-
 +
| style="width:25%;text-align:center" | <big><b>Missile Type</b></big>
 +
| style="width:75%;text-align:center" | <big><b>Description</b></big>
 +
|-
 +
| style="text-align:center" | [[File:MacrossII_Missile.png | 205px | Player ship firing regular missiles forward]]
 +
 
 +
'''Missile'''
 +
| Missiles are deployed slightly above and below the ship, then quickly move forward, spreading out a little as they go.
 +
|-
 +
| style="text-align:center" | [[File:MacrossII_Homing.png | 240px | Player ship firing homing missiles at enemies diagonally above and below them]]
 +
 
 +
'''Homing'''
 +
| Missiles are fired diagonally forward, going towards the nearest enemy.
 +
|}
  
 
The player also starts with 3 UN-bombs. These bombs do damage to the entire screen and makes the player invulnerable for the duration of the bomb. Bomb items spawn whenever 3 Minmays are collected.
 
The player also starts with 3 UN-bombs. These bombs do damage to the entire screen and makes the player invulnerable for the duration of the bomb. Bomb items spawn whenever 3 Minmays are collected.
 +
 +
[[File:MacrossII_Bomb_attack.png | 300px | When a bomb is used, the player ship fires several missiles in front of them, which leave many blue explosions in their wake]]
  
 
=== Items ===
 
=== Items ===
 
----
 
----
* '''Power up''': Increases the power level by 1, up to 3 times. Changes between F and G at regular intervals. If it is collected as F, switches the player's ship to Fighter. If it is collected as G, switches the player's ship to Gerwalk. Worth 500 points before fully powering up, and 3000 points at full power (even when switching modes).
+
{| class="wikitable" style="margin-left: 10px;"
 +
|-
 +
| style="width:25%;text-align:center" | <big><b>Item</b></big>
 +
| style="width:75%;text-align:center" | <big><b>Description</b></big>
 +
|-
 +
| style="text-align:center" | [[File:MacrossII_Fighter_item.png | 45px | Power up item showing a blue F]] [[File:MacrossII_Gerwalk_item.png | 45px | Power up item showing an orange G]]
  
* '''Missile item''': Increases the missile level by 1, up to 2 times. Changes between M and H at regular intervals. If it is collected as M, switches the player's missile behaviour to Missile. If it is collected as H, switches the player's missiles to Homing. Worth 500 points before missile level 2, and 3000 points at missile level 2 (even when switching modes).
+
'''Power up'''
 +
| Increases the power level by 1, up to 3 times. Changes between F and G at regular intervals. If it is collected as F, switches the player's ship to Fighter. If it is collected as G, switches the player's ship to Gerwalk.
  
* '''Minmay''': Hidden items, revealed by shooting at her a few times or bombed. For every 3 Minmays collected, a UN-bomb item is spawned. Worth 5000 points.
+
Worth 500 points before fully powering up, and 3000 points at full power (even when switching modes).
 +
|-
 +
| style="text-align:center" | [[File:MacrossII_Missile_item.png | 35px | Missile item showing a green M]] [[File:MacrossII_Homing_item.png | 35px | Missile item showing a red H]]
  
* '''UN-bomb''': Gives the player 1 bomb. Worth 500 points.
+
'''Missile item'''
 +
| Increases the missile level by 1, up to 2 times. Changes between M and H at regular intervals. If it is collected as M, switches the player's missile type to Missile. If it is collected as H, switches the player's missile type to Homing.
  
* '''Wings''': Usually hidden and revealed when shot or bombed. Increases in value as more wings are collected, up to 10000. If the player gets hit, the value of the wings will be fully reset.
+
Worth 500 points before missile level 2, and 3000 points at missile level 2 (even when switching modes).
** 1: 100
+
|-
** 2: 500
+
| style="text-align:center" | [[File:MacrossII_Minmay.png | 35px | Minmay item]]
** 3: 1000
 
** 4: 2000
 
** 5: 3000
 
** 6: 4000
 
** 7: 5000
 
** 8: 6000
 
** 9: 7000
 
** 10: 8000
 
** 11: 9000
 
** 12+: 10000
 
  
* '''Medal''': Usually hidden and revealed when shot or bombed. Worth a fixed amount of points depending on its size.
+
'''Minmay'''
** Small: 1000
+
| Hidden items, revealed by shooting at her a few times or bombed. For every 3 Minmays collected, a UN-bomb item is spawned.
** Large: 3000
 
  
* '''Rainbow coin''': Spawned by defeating certain enemies. Worth a fixed amount of points depending on its size.
+
Worth 5000 points.
** Small: 500
+
|-
** Medium: 1000
+
| style="text-align:center" | [[File:MacrossII_Bomb.png | 40px | UN-bomb item]]
** Large: 2000
+
 
 +
'''UN-bomb'''
 +
| Gives the player 1 bomb.
 +
 
 +
Worth 500 points.
 +
|-
 +
| style="text-align:center" | [[File:MacrossII_Wings.png | 75px | Wings medal]]
 +
 
 +
'''Wings medal'''
 +
| Usually hidden and revealed when shot or bombed. Increases in value as more wings medals are collected, up to 10000 from the 12th medal in the chain. If the player gets hit, the value of the medals will be fully reset.
 +
 
 +
Progression: 100 > 500 > 1000 > 2000 > 3000 > 4000 > 5000 > 6000 > 7000 > 8000 > 9000 > 10000
 +
|-
 +
| style="text-align:center" | [[File:MacrossII_Small_medal.png | 40px | Small medal]] [[File:MacrossII_Big_medal.png | 70px | Big medal]]
 +
 
 +
'''Medal'''
 +
| Usually hidden and revealed when shot or bombed. Worth a fixed amount of points depending on its size.
 +
 
 +
* Small: 1000
 +
* Large: 3000
 +
|-
 +
| style="text-align:center" | [[File:MacrossII_Small_coin.png | 45px | Blue small coin]] [[File:MacrossII_Medium_coin.png | 50px | Pink medium coin]] [[File:MacrossII_Big_coin.png | 65px | Green large coin]]
 +
 
 +
'''Coloured coin'''
 +
| Spawned by defeating certain enemies. Worth a fixed amount of points depending on its size.
 +
 
 +
* Small: 500
 +
* Medium: 1000
 +
* Large: 2000
 +
|}
  
 
=== Courses ===
 
=== Courses ===
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Being a caravan shmup, each stage has a par score. Failing to reach the par score results in a game over. The par scores are listed below:
 
Being a caravan shmup, each stage has a par score. Failing to reach the par score results in a game over. The par scores are listed below:
  
{| class="wikitable" style="float: right; margin-left: 10px;"
+
{| class="wikitable" style="margin-left: 10px;"
 
|-
 
|-
 
| style="width:50%;text-align:center" | <b><big>Course</big></b>
 
| style="width:50%;text-align:center" | <b><big>Course</big></b>
 
| style="width:50%;text-align:center" | <b><big>Par Scores</big></b>
 
| style="width:50%;text-align:center" | <b><big>Par Scores</big></b>
 
|-
 
|-
| style="text-align:center" | [[File:MacrossII_Beginner.png | 500px | Course select screen, Beginner course]]
+
| style="text-align:center" | [[File:MacrossII_Beginner.png | 250px | Course select screen, Beginner course]]
  
 
'''Beginner'''
 
'''Beginner'''
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Stage 3: 500,000
 
Stage 3: 500,000
 
|-
 
|-
| style="text-align:center" | [[File:MacrossII_Medium.png | 500px | Course select screen, Medium course]]
+
| style="text-align:center" | [[File:MacrossII_Medium.png | 250px | Course select screen, Medium course]]
  
 
'''Medium'''
 
'''Medium'''
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Stage 3: 700,000
 
Stage 3: 700,000
 
|-
 
|-
| style="text-align:center" | [[File:MacrossII_Expert.png | 500px | Course select screen, Expert course]]
+
| style="text-align:center" | [[File:MacrossII_Expert.png | 250px | Course select screen, Expert course]]
  
 
'''Expert'''
 
'''Expert'''
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Stage 3: 750,000
 
Stage 3: 750,000
 
|-
 
|-
| style="text-align:center" | [[File:MacrossII_Stage4.png | 175px | Stage preview screen, stage 4]]
+
| style="text-align:center" | [[File:MacrossII_Stage4.png | 88px | Stage preview screen, stage 4]]
  
 
'''All courses'''
 
'''All courses'''
 
| style="text-align:center" | Stage 4: 999,990
 
| style="text-align:center" | Stage 4: 999,990
 
|}
 
|}
 
((Placeholder text to prevent page breaking))
 
  
 
=== Scoring ===
 
=== Scoring ===

Revision as of 17:46, 11 September 2023


Macross II
MAC2-infotitle.jpeg

Title screen

Developer: NMK
Planning: Morio Kishimoto
"Mug"
Music: Hideya Kazunori
Akira Hirokami
Manabu Namiki
Ryu Takami
Program: Youichi Koyama
Tamio Nakasato
Art: Gaku Arita
Akemi Tsunoda
Hiromi Seki
Eisaku Origami
Kenji Yokoyama
"Midori"
Release date: JP: 1993
Previous game: Gunnail
Next game: Thunder Dragon 2

Choujikuu Yousai Macross II (超時空要塞マクロスII, Super Dimensional Fortress Macross II) is an arcade game developed by NMK and published by Banpresto in 1993. It is based on the OVA and movie compilation of Super Dimensional Fortress Macross II: Lovers Again. It is notable for having Japanese gaming magazine Gamest involved in its creation, as well as for being one of the last caravan-style shmups released in Japanese arcades and for being one of the few horizontally-scrolling caravan shmups.

Story

Gameplay Overview

Controls


  • A: Shot
  • B: Bomb

Characters / Ships / Styles


Character select screen

  • Player 1: Silvie Gena (translated as Serbee in-game)
  • Player 2: Nexx Gilbert (translated as Necks in-game)

The only difference between them is the movement speed; Necks is a little faster than Serbee.

Weapons


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

Mode Description
Player ship in Fighter mode

Fighter

Higher movement speed, shoots straight ahead. Power ups increase the number of shots fired at once. The player starts the game in Fighter mode and respawns as Fighter if they get hit with minimum power.
  • Power level 0: 1 bullet per shot
  • Power level 1: 2 bullets per shot
  • Power level 2: 3 bullets per shot
  • Power level 3: 5 bullets per shot
Player ship in Gerwalk mode

Gerwalk

Slower movement speed, shoots straight ahead and diagonally down. Power ups increase the size and damage of the bullets. At pointblank range, deals more damage than Fighter.

The player does not start with any missiles, but they can be acquired by picking up a missile item. Similarly, missile items also allow the player to switch between missile types. Both missile types follow the progression below:

  • Missile level 0: no missiles
  • Missile level 1: 1 missile, below the ship
  • Missile level 2: 2 missiles, one above and the other below the ship
Missile Type Description
Player ship firing regular missiles forward

Missile

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

Homing

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

The player also starts with 3 UN-bombs. These bombs do damage to the entire screen and makes the player invulnerable for the duration of the bomb. Bomb items spawn whenever 3 Minmays are collected.

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

Items


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

Power up

Increases the power level by 1, up to 3 times. Changes between F and G at regular intervals. If it is collected as F, switches the player's ship to Fighter. If it is collected as G, switches the player's ship to Gerwalk.

Worth 500 points before fully powering up, and 3000 points at full power (even when switching modes).

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

Missile item

Increases the missile level by 1, up to 2 times. Changes between M and H at regular intervals. If it is collected as M, switches the player's missile type to Missile. If it is collected as H, switches the player's missile type to Homing.

Worth 500 points before missile level 2, and 3000 points at missile level 2 (even when switching modes).

Minmay item

Minmay

Hidden items, revealed by shooting at her a few times or bombed. For every 3 Minmays collected, a UN-bomb item is spawned.

Worth 5000 points.

UN-bomb item

UN-bomb

Gives the player 1 bomb.

Worth 500 points.

Wings medal

Wings medal

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

Progression: 100 > 500 > 1000 > 2000 > 3000 > 4000 > 5000 > 6000 > 7000 > 8000 > 9000 > 10000

Small medal Big medal

Medal

Usually hidden and revealed when shot or bombed. Worth a fixed amount of points depending on its size.
  • Small: 1000
  • Large: 3000
Blue small coin Pink medium coin Green large coin

Coloured coin

Spawned by defeating certain enemies. Worth a fixed amount of points depending on its size.
  • Small: 500
  • Medium: 1000
  • Large: 2000

Courses


There are 3 courses: Beginner, Medium and Expert. Each course is 4 stages long, but they only differ in the first 3 stages. Stage 4 is the same, no matter which course is chosen. Despite the names of the courses, there is no significant difference in difficulty between the courses.

Being a caravan shmup, each stage has a par score. Failing to reach the par score results in a game over. The par scores are listed below:

Course Par Scores
Course select screen, Beginner course

Beginner

Stage 1: 150,000

Stage 2: 250,000

Stage 3: 500,000

Course select screen, Medium course

Medium

Stage 1: 250,000

Stage 2: 300,000

Stage 3: 700,000

Course select screen, Expert course

Expert

Stage 1: 300,000

Stage 2: 600,000

Stage 3: 750,000

Stage preview screen, stage 4

All courses

Stage 4: 999,990

Scoring


Strategy

See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.



Development History


Version Differences


Trivia


Gallery

See (Template Page)/Gallery for our collection of images and scans for the game.


Video References

Other

We have support for wikitables, giving us the potential to add lots of cool info in a small box on the page somewhere, but we are not using them at the moment. I'm just leaving this here so we can have it handy in case we decide to actually use them. Feel free to not use this section.

(Template Page)
put your stuff here

References & Contributors

  1. Remember to include everyone that you can in your credits if they contributed information! | Having links handy is even better, when available.
  2. 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: [[User:(You)|(Your Name)]]
    1. 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.