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Chapter I: War upon the East Frontier
Frontier Tank
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Behavior: Small grounded walking tanks with little health that come in huge groups. On Judgement difficulty, they are much more dangerous as they shoot a large amount of bullets in a cone around their target with green rings being shot among them.
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Special: no Special condition
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Stats:
- health: 2HP
- point values: 200pts (no special)
- regular item drops: 1 small cog (10pts, 2.5% Vaunt)
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Frontier Hopper
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Behavior: Small enemies that drill out of the ground and jump along fixed routes.
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Special: The enemy is destroyed mid-air.
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Stats:
- health: 9HP
- point values: 200pts (no special), 1000pts (special)
- regular item drops: 1 small cog (10pts, 2.5% Vaunt)
- special item drops: 6 small cogs, 2 medium cogs (260pts, 35% Vaunt)
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Frontier Saucer
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Behavior: Small betentacled saucers floating across the screen. On Judgement, they shoot revenge bullets upon getting destroyed.
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Special: no special condition
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Stats:
- health: 1HP
- point values: 100pts (no special)
- regular item drops: 1 small cog, 1 medium cog (110pts, 12.5% Vaunt)
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Frontier Rhino
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Behavior: The turrets don't drop their items until the rhino itself is destroyed. On Judgement difficulty the spiralling bullets will maintain their trajectory and fling unpredictably upon the rhino getting destroyed {add video clip to show this}.
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Special: The enemy is destroyed after its three turrets have been destroyed.
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Stats:
- health: 150HP (rhino), 12HP (turret)
- point values: 3000pts (no special), 250pts (turret), 10000pts (special)
- regular item drops: 1 small cog, 1 large cog (1010pts, 22.5% Vaunt)
- turret item drops: 2 small cogs, 2 medium cogs (220pts, 25% Vaunt)
- special item drops: 3 small cogs, 1 large cog, 3 bonus cogs, 1 gear (3630pts, 127.7% Vaunt)
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Tentacle Alien (escort)
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Behavior: Smaller tentacle aliens usually following a greater tentacle alien in groups.
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Special: no special condition
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Stats:
- health: 10HP
- point values: 100pts
- regular item drops: 2 small cog, 1 large cog (1020pts, 25% Vaunt)
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Tentacle Alien (treat)
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Behavior: Medium sized tentacle alien.
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Special: no special condition
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Stats:
- health: 60HP
- point values: 1000pts
- regular item drops: 2 small cogs, 2 medium cogs, 2 bonus cogs, 2 gears (4620pts, 158.6% Vaunt)
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Tentacle Alien (dangerous)
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Behavior: Large sized tentacle alien.
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Special: no special condition
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Stats:
- health: 100HP
- point values: 2000pts
- regular item drops: 2 small cogs, 2 medium cogs, 2 bonus cogs, 2 gears (4620pts, 158.6% Vaunt)
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Chapter II: Journey through the Dark Sector
Small Striker
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Behavior: Small plane. Its green variation only appears if Dog Fighters are destroyed quick enough.
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Special: no special condition
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Stats:
- health: 10HP
- point values: 100pts
- item drops (regular type): 3 medium cogs (300pts, 30% Vaunt charge)
- item drops (green type): 3 medium cogs, 1 large cog (1300pts, 50% Vaunt charge)
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Big Striker
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Behavior: Medium plane. Its green variation only appears if Dog Fighters are destroyed quick enough.
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Special: no special condition
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Stats:
- health: 60HP
- point values: 500pts
- item drops (regular type): 8 medium cogs, 1 large cog (1800pts, 100% Vaunt charge)
- item drops (green type): 6 medium cogs, 1 large cog (1600pts, 80% Vaunt charge)
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Dog Fighter
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Behavior: Large plane. Up to three of these can appear on the stage. If the first dog fighter gets destroyed fast enough, two more will spawn before the rain begins. Otherwise, only one more will spawn.
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Special: The enemy is destroyed as it attempts to escape again.
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Stats:
- health: 900HP
- point values: 10000pts (no special), 15000pts (special)
- regular item drops: 3 small cogs, 1 large cog (1030pts, 27.5% Vaunt charge)
- special item drops: 3 small cogs, 1 large cog, 3 bonus cogs, 1 gear (3630pts, 127.7% Vaunt charge)
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Lightning Bug
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Behavior: Small lightning bug following around its leader. If the leader is destroyed, it becomes enraged.
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Special: no special condition. It does drop a better item if enraged, but it's not handled as a Special. It's also more beneficial to go for the leader's special condition.
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Stats:
- health: 11HP
- point values: 100pts
- regular item drops: 1 small cog (10pts, 2.5% Vaunt charge)
- revenge item drops: 1 medium cog (100pts, 10% Vaunt charge)
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Lightning Bug Leader
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Behavior: Big lightning bug followed around by its subjects. It slowly follows its target along the x axis.
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Special: The enemy is destroyed after its followers.
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Stats:
- health: 80HP
- point values: 1000pts (no special), 5000pts (special)
- item drops: 2 medium cogs, 1 large cog (1200pts, 40% Vaunt charge)
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Green Sprout
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Behavior: Plants that grow and shoot at their target.
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Special: no special condition
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Stats:
- health: 5HP (small), 45HP (big)
- point values: 200pts (small), 500pts (big)
- item drops (small): 2 small cogs (20pts, 5% Vaunt charge)
- item drops (big): 3 medium cogs (300pts, 30% Vaunt charge)
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Orange Sprout
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Behavior: Plants that grow and explode.
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Special: The enemy is destroyed while it's about to explode.
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Stats:
- health: 14HP
- point values: 500pts (no special), 2500pts (special)
- regular item drops: 3 medium cogs (300pts, 30% Vaunt charge)
- special item drops: 8 small cogs, 11 medium cogs, 6 large cogs (7180pts, 250% Vaunt charge)
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Water Tower
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Behavior: Plant that emerges from the water and heals itself constantly. Shooting it causes it to close and stops it from firing bullets.
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Special: no special condition
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Stats:
- health: 120HP
- point values: 5000pts
- item drops: 6 medium cogs, 2 large cogs (2600pts, 100% Vaunt charge)
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Chapter III: Prisoner of the Badlands
Badlands Tank
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Behavior: Small grounded tanks with little health that come in groups. On Judgement difficulty, they are much more dangerous as they shoot a large amount of bullets in a cone around their target with green rings being shot among them.
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Special: no special condition
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Stats:
- health: 2HP
- point values: 200pts
- item drops: 1 small cog (10pts, 2.5% Vaunt charge)
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Badlands Hopper
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Behavior: Small enemies that emerge from underground and jump along fixed routes.
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Special: The enemy is destroyed mid-air.
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Stats:
- health: 9HP
- point values: 200pts (no special), 1000pts (special)
- regular item drops: 1 small cog (10pts, 2.5% Vaunt charge)
- special item drops: 6 small cogs, 2 medium cogs (260pts, 35% Vaunt)
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Badlands Saucer
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Behavior: Small saucer flying in fixed routes. However, if one of them is destroyed, all other saucers will follow the player that destroyed it until that player dies.
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Special: no special condition
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Stats:
- health: 1HP
- point values: 100pts
- regular item drops: 2 small cogs (20pts, 5% Vaunt charge)
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Manatee
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Behavior: An enemy that looks like a Badlands Rhino but wields no shoulder cannons and is much weaker.
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Special: no special condition
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Stats:
- health: 60HP
- point values: 500pts
- regular item drops: 8 medium cogs, 1 large cog (1800pts, 100% Vaunt charge)
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Badlands Rhino
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Behavior: Tanky machine with 4 turrets (2 on each shoulder). The turrets don't drop their items until the rhino itself is destroyed.
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Special: The rhino is destroyed after its four turrets.
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Stats:
- health: 175HP (rhino), 12HP (turret)
- point values: 3000pts (no special), 250pts (turret), 10000pts (special)
- regular item drops: 3 small cogs, 1 large cog, n*3 small cogs, n*1 medium cogs (1030pts+n*130pts, 27.5%+n*17.5% Vaunt charge)
- special item drops: 15 small cogs, 4 medium cogs, 1 large cog, 3 bonus cogs, 1 gear (4150pts, 197.7% Vaunt charge)
- n: destroyed turrets
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Time Bomb
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Behavior: Time bombs that start fusing when the stage scrolls past set points.
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Special: The enemy is destroyed while it's about to explode.
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Stats:
- health: 4HP
- point values: 100pts (no special), 800pts (special)
- regular item drops: 1 small cog, (10pts, 2.5% Vaunt charge)
- special item drops: 1 small cog, 2 medium cog, 1 large cog, (1210pts, 42.5% Vaunt charge)
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Avenger
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Behavior: Exchanges a line of bullets with its partner. If the partner dies, it fires a pattern to avenge it. The pattern depends on the face.
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Special: The enemy is destroyed either within 1.5 seconds of its partner getting destroyed or while its partner's health is lower than a third of its max health.
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Stats:
- health: 45HP
- point values: 1000pts (no special), 5000pts (special)
- regular item drops: 12 small cogs, 3 medium cogs, 1 large cog, (1420pts, 80% Vaunt charge)
- special item drops: 12 small cogs, 3 medium cogs, 1 large cog, 8 bonus cogs, 4 gears, (11020pts, 414% Vaunt charge)
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Chapter IV: Chapter IV: Secret Mines of New Madrid
Pile Driver
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Behavior: Destructible machine that shoots no bullets.
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Special: no Special condition
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Stats:
- health: 50HP
- point values: 1000pts
- regular item drops: 4 medium cogs, 2 large cogs (2400pts, 80% Vaunt charge)
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Shack
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Behavior: Destructible building that shoots no bullets.
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Special: no Special condition
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Stats:
- health: 25HP
- point values: 500pts
- regular item drops: 1 large cog (1000pts, 20% Vaunt charge)
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Container
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Behavior: There are three types of containers: Empty containers that do not shoot (have no animation and don't glow), weak containers that shoot singular bullets (have animation but don't glow) and strong containers that shoot walls of bullets (have animation and glow as well). While all of these are intended to have different point values, they actually don't give any points upon being destroyed due to a bug.
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Special: no Special condition
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Stats:
- health: 30HP (empty), 20HP (weak), 50HP (strong)
- point values: 0pts
- item drops (any type): 1 large cog (1000pts, 20% Vaunt charge)
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Jack in the Box
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Behavior: Flying enemies. Hitting them reveals their arm with their weak spot. Only the weak spot takes regular damage while the machine itself only takes 1/10th of the shot's damage.
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Special: The enemy is destroyed by a shot to its weak spot.
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Stats:
- health: 5HP
- point values: 200pts (no special), 1000pts (special)
- regular item drops: 2 medium cogs (200pts, 20% Vaunt charge)
- special item drops: 2 bonus cogs (400pts, 33.4% Vaunt charge)
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Barge
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Behavior: Large enemy that comes in three different sizes and either 4, 8 or 12 turrets. Destroying their front will uncover all their turrets. Destroying all turrets destroys the entire Barge.
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Special: The green turret gets destroyed last.
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Stats:
- health: 30HP (front), 17HP (small turret), 30HP (big turret), 18.7HP (small, green turret), 33HP (big, green turret)
- point values: 0pts (front), 100pts (small turret), 500pts (big turret), 1000pts (barge, no special), 5000pts (barge, special)
- small turret item drops: 2 small cogs (20pts, 5% Vaunt charge)
- big turret item drops: 2 medium cogs (200pts, 20% Vaunt charge)
- regular barge item drops: 4 small cogs, 1 large cog, n*1 medium cogs (1040pts+n*100pts, 30%+n*10% Vaunt charge)
- special barge item drops: 4 bonus cogs, 1 gear, n*1 bonus cogs (2800pts+n*200pts, 116.9%+n*16.7% Vaunt charge)
- n: number of turrets
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Train
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Behavior: Trains consisting of multiple train cars and one train engine at the front. Destroying all train cars, including the engine, will cause all parts of the train to explode. The cars containing small turrets (red orbs) will shoot singular bullets at their target player while the cars containing big turrets will shoot lines aimed above their target player. The train engine fires a static pattern exclusively in Judgement.
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Special: The train engine gets destroyed last.
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Stats:
- health: 120HP (engine), 20HP (small car), 40HP (big car)
- point values: 200pts (car), 200pts (engine, no special), 10000pts (engine, special), n*100pts (train, no special), n*1000pts (train, special)
- small car item drops: 1 medium cog (100pts, 10% Vaunt charge)
- big car item drops: 1 large cog (1000pts, 20% Vaunt charge)
- regular train engine item drops: 6 medium cogs, 2 large cogs (2600pts, 100% Vaunt charge)
- special train engine item drops: 6 medium cogs, 2 large cogs, 2 bonus cogs (3000pts, 133.4% Vaunt charge)
- n: number of train cars, including train engine
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