Difference between revisions of "Thunder Force III"

From Shmups Wiki -- The Digital Library of Shooting Games
Jump to navigation Jump to search
m (Remove video index template bit)
(Re-worked most of the page, spelling fixes. Gonna work on it later.)
Line 12: Line 12:
 
|developer = [[Technosoft]]
 
|developer = [[Technosoft]]
 
|
 
|
|music = Person A
+
|music = Toshiharu Yamanishi, Tomomi Ōtani
 
|
 
|
|program = Person B
+
|program = Izumi Fukuda, Takashi Iwanaga, Haruhiko Ohtsuka
 
|
 
|
|art = Person C
+
|art = Osamu Tsujikawa, Yoichi Muto
 
|
 
|
|releasedate = Release Date
+
|releasedate = June 8, 1990
  
 
|previousgame = [[Thunder Force II]]
 
|previousgame = [[Thunder Force II]]
Line 24: Line 24:
 
}}
 
}}
  
Thunder Force III, released in 1990, is the first original game Technosoft developed for the Mega Drive.
+
'''Thunder Force III''', released in 1990, is the third entry in Tecnhosoft's Thunder Force series of games, and the second to be released for the Sega Genesis. This game notably removes the top-view stages entirely and simplifies the weapon system, making the game much more easier compared to its predecessor. Thunder Force III would end up being a success, spawning an arcade port titled ''Thunder Force AC'', which also got ported to the Super Nintendo Entertainment System as ''Thunder Spirits''.
 +
 
 +
Since the game is rather generous with extra lives, less severe with its punishment on death, and has very strong weapons, ''Thunder Force III'' is a rather easy game to 1CC on default settings and doesn't need as much practice compared to other games in the series.
  
 
__TOC__
 
__TOC__
Line 30: Line 32:
  
 
== Gameplay Overview ==
 
== Gameplay Overview ==
Thunderforce is a traditional shmup with a focus on memorization for survival. It is considered a relatively easy game to 1CC.  
+
Thunder Force III is similar to it's predecessor, which has a heavy focus on weapon usage and memorization. Enemies come in from all directions, which usually requires the correct weapon for the right scenario. Losing a life results in an instant respawn and the loss of the currently equipped weapon excluding the starting weapons (Unless the difficulty is on Mania, then all weapons are lost.)
  
 
=== Controls ===
 
=== Controls ===
 
----
 
----
 +
The player controls the Fire LEO-03 "Styx", which has the ability to change between four levels of speed and cycle up to 5 weapon slots.
  
  
 
[[File:Mega Drive Contoller Illustration.png|frameless|none|]]
 
[[File:Mega Drive Contoller Illustration.png|frameless|none|]]
  
* '''A:''' Change Movement Speed
 
* '''B:''' Fire
 
* '''C:''' Change Weapon
 
 
=== Characters / Ships / Styles ===
 
----
 
 
The player ship is called the Styx (also known as the Fire LEO-03).
 
 
==== Hitbox ====
 
 
''Image/description here''
 
 
=== Weapons ===
 
----
 
 
All weapons that have been collected remain available to be switched to with the C button, unless they are lost by dying.
 
 
The ship starts with two weapons:
 
  
{| class="wikitable"
+
* '''A:''' Speed Change. The Styx can cycle between four different levels of speed which starts from slowest to fastest, starting from the slowest again after reaching the fastest.
|-
 
! Name !! Image/Description !! Notes
 
|-
 
| Twin-Shot || Example ||
 
|-
 
| Backfire || Example ||
 
|}
 
  
Additional weapons are added by collecting weapon items. On death, if any of these weapons is currently equipped, it is lose.
+
* '''B:''' Fire Button. The game has a built-in autofire.
  
{| class="wikitable"
+
* '''C:''' Weapon Select. The next available weapon in the weapon bar is selected, reverting to the first weapon after reaching the end.
|-
 
! Name !! Image/Description !! Notes
 
|-
 
| Sever || Example || Upgrade to Twin-Shot
 
|-
 
| Lancer || Example || Upgrade to Backfire
 
|-
 
| Wave || Example ||
 
|-
 
| Fire || Example ||
 
|-
 
| Hunter || Example ||
 
|}
 
  
The claw item will increase the fire power of whichever weapon is equipped.
+
=== Weapons & Items ===
 
 
=== Items ===
 
 
----
 
----
  
{| class="wikitable"
+
<tabber>
|-
+
Twin-Shot =
! Name !! Image !! Description
+
*Damage: 6 per bullet.
|-
+
The starting front-firing weapon, which can be upgraded to Sever. The weapon itself fires pairs of bullets from the front, which are limited to 8 on screen. Despite being a starting weapon, Twin-Shot's damage output is decent enough, as it is able to easily take out most aerial popcorn, however its larger hitbox makes it somewhat tricky to hit ground targets and some larger enemies or bosses. With CLAWs equipped, up to four more bullets are added to damage output, providing a slight damage boost.
| Weapons || Example || Example
+
|-|
|-
+
Back-Fire =
| Shield || Example || Example
+
*Damage: 6 per bullet.
|-
+
The starting back-firing weapon, which gets upgraded to Lancer. Back-Fire provides a stream of up to 4 bullets from the back and the front. It is the weakest weapon in the game as its damage output is split in half. Giving it very few niche use cases if Lancer is not acquired. The CLAW upgrade for this weapon is the same as Twin-Shot except backwards, providing the same damage output as Twin-Shot from the back without CLAWs.
| Claw || Example || Example
+
|-|
|-
+
Sever =
| 1-UP || Example || Example
+
*Damage: 6 per segment, 36 total per beam.
|}
+
An upgrade to Twin-Shot. Sever is by far the strongest weapon in the entire game, firing high-speed lasers that rapidly alternate from the top and bottom of the Styx. The laser fired is split into four segments which quickly pulverize any enemy in front of it and trivializes some bosses. Adding CLAWs provide two extra beams, effectively doubling the damage output.
 +
|-|
 +
Lancer =
 +
*Damage: 9 per bullet.
 +
The upgraded Back-Fire. Lancer fires two large projectiles from behind with one from the front.
 +
|-|
 +
Wave =
 +
*Damage: 6 per segment.
 +
WIP
 +
|-|
 +
Fire =
 +
*Damage: 18 per missile, 6 per bullet, 12 per CLAW wave.
 +
WIP
 +
|-|
 +
Hunter =
 +
*Damage: 3 per missile.
 +
WIP
 +
|-|
 +
CLAW =
 +
WIP
 +
|-|
 +
Shield =
 +
WIP
 +
|-|
 +
</tabber>
  
 
==== Extra Lives ====
 
==== Extra Lives ====
 
+
Score based extra lives are earned at 20,000, 50,000, then every other 50,000 points. Extra lives can also be found as an item picked up throughout the game.
 
=== Rank ===
 
=== Rank ===
 
----
 
----
Line 124: Line 110:
 
* Cerberus
 
* Cerberus
 
* Orn Base
 
* Orn Base
 +
* Orn Core
  
 
=== Scoring ===
 
=== Scoring ===

Revision as of 06:03, 13 March 2026

Thunder Force III Logo.png
Thunder Force III
Thunder Force III Title Screen.png

Title screen

Developer: Technosoft
Music: Toshiharu Yamanishi, Tomomi Ōtani
Program: Izumi Fukuda, Takashi Iwanaga, Haruhiko Ohtsuka
Art: Osamu Tsujikawa, Yoichi Muto
Release date: June 8, 1990
Previous game: Thunder Force II
Next game: Thunder Force IV

Thunder Force III, released in 1990, is the third entry in Tecnhosoft's Thunder Force series of games, and the second to be released for the Sega Genesis. This game notably removes the top-view stages entirely and simplifies the weapon system, making the game much more easier compared to its predecessor. Thunder Force III would end up being a success, spawning an arcade port titled Thunder Force AC, which also got ported to the Super Nintendo Entertainment System as Thunder Spirits.

Since the game is rather generous with extra lives, less severe with its punishment on death, and has very strong weapons, Thunder Force III is a rather easy game to 1CC on default settings and doesn't need as much practice compared to other games in the series.

Gameplay Overview

Thunder Force III is similar to it's predecessor, which has a heavy focus on weapon usage and memorization. Enemies come in from all directions, which usually requires the correct weapon for the right scenario. Losing a life results in an instant respawn and the loss of the currently equipped weapon excluding the starting weapons (Unless the difficulty is on Mania, then all weapons are lost.)

Controls


The player controls the Fire LEO-03 "Styx", which has the ability to change between four levels of speed and cycle up to 5 weapon slots.


Mega Drive Contoller Illustration.png


  • A: Speed Change. The Styx can cycle between four different levels of speed which starts from slowest to fastest, starting from the slowest again after reaching the fastest.
  • B: Fire Button. The game has a built-in autofire.
  • C: Weapon Select. The next available weapon in the weapon bar is selected, reverting to the first weapon after reaching the end.

Weapons & Items


  • Damage: 6 per bullet.
The starting front-firing weapon, which can be upgraded to Sever. The weapon itself fires pairs of bullets from the front, which are limited to 8 on screen. Despite being a starting weapon, Twin-Shot's damage output is decent enough, as it is able to easily take out most aerial popcorn, however its larger hitbox makes it somewhat tricky to hit ground targets and some larger enemies or bosses. With CLAWs equipped, up to four more bullets are added to damage output, providing a slight damage boost.

  • Damage: 6 per bullet.
The starting back-firing weapon, which gets upgraded to Lancer. Back-Fire provides a stream of up to 4 bullets from the back and the front. It is the weakest weapon in the game as its damage output is split in half. Giving it very few niche use cases if Lancer is not acquired. The CLAW upgrade for this weapon is the same as Twin-Shot except backwards, providing the same damage output as Twin-Shot from the back without CLAWs.

  • Damage: 6 per segment, 36 total per beam.
An upgrade to Twin-Shot. Sever is by far the strongest weapon in the entire game, firing high-speed lasers that rapidly alternate from the top and bottom of the Styx. The laser fired is split into four segments which quickly pulverize any enemy in front of it and trivializes some bosses. Adding CLAWs provide two extra beams, effectively doubling the damage output.

  • Damage: 9 per bullet.
The upgraded Back-Fire. Lancer fires two large projectiles from behind with one from the front.

  • Damage: 6 per segment.
WIP

  • Damage: 18 per missile, 6 per bullet, 12 per CLAW wave.
WIP

  • Damage: 3 per missile.
WIP

WIP

WIP

Extra Lives

Score based extra lives are earned at 20,000, 50,000, then every other 50,000 points. Extra lives can also be found as an item picked up throughout the game.

Rank


Unknown. Add details here.

Stages


The stage select screen

The player can choose which stage to start on. The stages the proceed in a clockwise order around the stage select screen.

  • Hydra
  • Gorgon
  • Seiren
  • Haides
  • Ellis

When all five initial stages are complete, the player proceeds to the final stages in the following order:

  • Cerberus
  • Orn Base
  • Orn Core

Scoring


Add details here.

Strategy

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


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.

(Currently evaluating whether or not this specific section should even include information outside of the separated Strategy pages. Worth thinking about as a community.)


Story

Basic story breakdowns, plot information, and endings are included here.

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.


Development History

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

  • Include information here about differences in a game between various versions. This includes regional differences, patch updates/bugfixes, and the like.

Trivia

  • Cool facts and random tidbits go here!

Gallery

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


References & Contributors