Difference between revisions of "Raiden IV"
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A [[True Last Boss]] is faced at the end of loop 2. | A [[True Last Boss]] is faced at the end of loop 2. | ||
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+ | == Strategy == | ||
+ | <div style='text-align: center;'> | ||
+ | ''See [[(Template Page)/Strategy]] for '''stage maps''', '''enemy and boss descriptions''', '''walkthroughs''', and '''advanced play strategies'''.'' | ||
+ | </div> | ||
+ | ---- | ||
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+ | ==== Strategic Summary ==== | ||
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+ | Coming soon... | ||
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=== Scoring (Original) === | === Scoring (Original) === | ||
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Coming soon... | Coming soon... | ||
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== Story == | == Story == |
Revision as of 22:51, 29 January 2021
Raiden IV, the seventh full game in the Raiden franchise, was developed by MOSS and was first released on June 7, 2007 in arcades.
Raiden IV is considered to have refined the ideas that Raiden III introduced to the series. Raiden III used 3D graphics instead of sprites; the ship had smaller hitbox; and the bomb deployed instantly instead of after a delay. All these changes were carried over to Raiden IV.
Two significant updates were made to the game in later releases. The Xbox 360 port, released in Japan on October 2, 2008, added two additional stages playable in the “Xbox 360 Mode”. This was renamed Additional Mode in later releases, distinct from the Arcade Mode in which only the original five stages are played.
In April/May 2014, Raiden IV: Overkill was released worldwide for the PS3, which featured Overkill Mode. This mode featured an entirely new scoring system and added two new bonus stages, bringing the total stage count to nine. Enemy patterns were also adjusted.
Title screen
Developer: | MOSS |
---|---|
Music: | Go Sato |
Program: | ? |
Art: | ? |
Release date: | June 7, 2007 |
Next game: | Raiden V |
Contents
Gameplay Overview
Raiden IV’s gameplay is characterized by medium quantities of bullets, fast bullet-speeds, an absence of static obstacles, and a multiple-weapon power-up system. This puts it in line with the style of previous game in the series as well as traditional vertical arcade shmups of the early 90s, where the Raiden series originated.
Controls
Raiden IV has two-button controls with autofire by default.
- A: Fire
- B: Bomb
Sub Weapon Charge Shot: After a sub weapon (ie. missile) has been obtained, releasing the fire button will charge your ship. Firing after a few seconds will release a larger barrage of your missiles. Each missile that hits will score additional points.
Ships
The arcade release had only one playable ship (Fighting Thunder ME-02).
For the Xbox 360 release, two additional characters were made available as DLC. Raiden MK-II is the ship from Raiden II; Fairy was first seen in the original Raiden as a point-scoring item first, now turned into a playable character.
Later releases, for PS3 and PC, made all three ships available in the base game.
Hitbox
Ship Comparison
Weapons
There will be three main weapons in a run that correspond with the three coloured power-up items, and three sub-weapons corresponding to the M, H and R items.
Each ship starts the game with its respective red weapon and no sub-weapon.
Weapon Levels Terminology
Weapon levels will be refered to by the number of items needed to reach that level. Therefore, the player starts at level 0 for both weapons (the weakest main weapon and no sub weapon).
Effect of Death/Continue on Weapon Levels
On death, the ship's main-weapon power is set to 2 and sub-weapon power is set to 1. The weapon types (ie. colour/missile type) will be unchanged. (This happens even the player's weapons are less powerful than this, for instance, at the start of the game. If they player does not have a subweapon when they die, they are equipped with M-type missiles of power 1)
Additionally on death, weapon items are released on the screen. Either two or three power up items are released, based on the players main weapon power. One sub weapon item is released, unless the player had no sub weapon.
On continue, the ship's power is set to 0. A full power item is released onto the screen (if there is not on there already).
Main Weapons
The function of the purple power-up for the ship characters is selected from the two choices at the start of a run, and cannot be changed during a run.
Ship | ![]() |
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Fairy Vulcan | Milky Laser | Bubble Launcher | |
Fairy At max level (5) |
4.7 damage per shot | 6.0 / 2.4 / 2.3 damage per frame? Strong / medium / weak |
7.0 damage per bubble |
Sub Weapons
Despite their appearance, the fairy’s subweapons function identically to those of the Fighting Thunder ME-02, with just a marginal reduction in damage.
Items
1UP Locations
Coming soon...
Rank
To be confirmed?
Loops
A second loop follows the completion of Stage 5 (Arcade) or Stage 7 (Additional/Overkill). There are no requirements to enter loop 2.
A True Last Boss is faced at the end of loop 2.
Strategy
See (Template Page)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.
Strategic Summary
Coming soon...
Scoring (Original)
The following applies when playing in the Arcade or Additional/Xbox 360 modes.
Scoring Summary
Coming Soon...
Action | Image | Points | Explanation |
---|---|---|---|
Inflicting Damage | Example | 10 points/hit? | Example |
Destroying Enemy / Flast Shot System | Example | Enemy Base Value x Flash Shot Multiplier | See below |
Charged Sub Weapon Shots | Example | 500 points/hit (8,000 for one full barrage) | Example |
Collecting Medals | Example | 3,000 points/medal | Medals are found on the ground or by destroying certain enemies or objets. Medals on the ground of a stage start invisible and are revealed when they are hit. Note that medals also provide an end of stage bonus (see below) |
Collect Fairy | Example | 30,000 points | Example |
Destroy Sols (aka Hidden Towers) | Example | 100,000 points/Sol | Each level contains one Sol. The Sol is in a fixed location and is hidden until revealed. To reveal a Sol, hover your ship over the location. Destroy the Sol to collect the points. |
Collect Miklas | Example | 100,000 points/Miklas | In loop 2, destroying a Sol will also reveal one Miklas item nearby. |
End of Stage Bonus: Bombs | Example | 10,000/bomb in stock | Example |
End of Stage Bonus: Lives | Example | 50,000/remaining life | Example |
End of Stage Bonus: Medals | Example | 30,000/medal collected on this stage AND on this life | Example |
End of Loop 2 Completion Bonus | Example | 5,000,000? | Example |
Enemy Destruction Points / Flast Shot System
Each enemy has a base point value. For example, the first enemy you meeet is a small ship with a base value of 1,000 points. Medium size ships are [usually?] 10,000 points, and bosses are 100,000 points.
When an enemy is destroyed, a multiplier is applied to the base value based on how quickly you killed the enemy. The maximum multiplier is x5.0, and decreases the longer the foe is on the screen. The rate of decrease depends on the enemy.?
The multiplier appears on top of large enemies after you kill them, and to the side of th screen when killing small enemies.
Scoring (Overkill)
Coming soon...
Story
Coming Soon...
Development History
Coming Soon...
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.
Video References
If this game receives an existing entry in the Video Index, please link to the page here. If you want to link to smaller clips perhaps not included in the Index, you can also leave them here.
References & Contributors