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Enemy collision types
Each enemy has various properties that determine how they react to collisions.
Collision types
- None: This enemy cannot collide with the player.
- Weak: By far the most common collision type, the player will damage the enemy during collision. Only enemies of this type can be spin killed.
- Invincible: Enemies of this type take no damage from a collision, but might still be damaged by weapons.
- Deadly: Enemies of this type destroy the player on collision.
Enemy list
Basalna City
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
50 |
Usually |
Bumping
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
100 |
Basalna City |
Very low
|
An imp that will dive and try to non-lethally bump the the player. Extremely harmless.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Medium |
0 |
No |
Random cone
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
0 |
Basalna City |
Low
|
An very rare and unusual ship that only appears when traveling at minimum speed near the start of Basalna City. Strangely, it awards no score.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
100 |
Yes |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
200 |
Basalna City |
-
|
Harmless buoys that hug the screen edges in Basalna City.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
500 |
Yes |
Aimed 3-way
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
1000 |
Basalna City |
Medium
|
A flying tank. Destroy quickly or they will pollute the area with bullets.
Spinkill strategy: Spinkill ASAP. You will have trouble approaching them once they start firing.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Medium |
1500 |
Yes |
Static shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
3000 |
Basalna City |
Medium
|
The "toughest" enemies in Basalna City. Sometimes they fail to spawn, causing resets on score runs.
Spinkill strategy: Spinkill before they can fire, or spinkill from the top where there is no threat of being shot.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Very low |
100 |
Yes |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
200 |
Basalna City |
-
|
Just an enemy racer you can destroy for points.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Very low |
100 |
Yes |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
200 |
Basalna City |
-
|
Just an enemy racer you can destroy for points.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Very low |
100 |
Yes |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
200 |
Basalna City |
-
|
Just an enemy racer you can destroy for points.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Very low |
100 |
Yes |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
200 |
Basalna City |
-
|
Just an enemy racer you can destroy for points.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Very low |
150 |
Yes |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
300 |
Basalna City |
-
|
It's Carpet. She becomes a fully playable character in a later game, Armed Police Batrider.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Very low |
100 |
Yes |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
200 |
Basalna City |
-
|
Just an enemy racer you can destroy for points.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
500 |
Yes |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
1000 |
Basalna City |
-
|
Just an enemy racer you can destroy for points. He's worth more points than the others.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Medium |
1300 |
Yes |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
2600 |
Basalna City |
-
|
A sturdy enemy racer worth many more points than all the others.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
High |
5500 |
Yes |
Random cone
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
11000 |
Basalna City |
Medium
|
See Wild Wyvern for details
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Very high |
18000 |
No |
Aimed random shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
30000 |
Basalna City |
High
|
See Wild Wyvern for details
|
Air Circus
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
50 |
If it's safe |
Aimed shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
100 |
Air Circus |
Low
|
Air Circus enemies who float slowly and occasionally shoot. Dangerous if left alone for too long in the tight spaces of Air Circus.
Spinkill strategy: Don't bother unless they're alone and you have nothing better to do.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Medium |
800 |
If it's safe |
Static pattern
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
1000 |
Air Circus |
Low
|
A giant turtle that opens its shell to shoot.
Spinkill strategy: Don't bother unless it's alone. 200 extra points isn't worth the risk.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
150 |
- |
Aimed shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
None |
- |
Air Circus |
Medium
|
Runners who appear on the sides of the Air Circus track. Focus especially on destroying them as they continue to fire at difficult angles.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
500 |
Usually |
Enclosing bullets
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
1000 |
Air Circus, Forest of Dead, Kingdom Grandprix |
Low
|
Mages who appear and fire enclosing patterns. Don't move when they appear and the bullets will fly past.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
100 |
If it's safe |
Static shot
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
200 |
Air Circus |
Very low
|
Demons who will toss a big iron ball to knock racers around. The balls are especially powerful if you're at the very bottom of the screen.
Spinkill Strategy: They are harmless up close, so go ahead and spinkill them unless you have something more important to do.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Medium |
3500 |
No |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
20 |
Air Circus |
-
|
Barricades that break when touched. A massive source of points if you can destroy them with shots or bombs. Worthless when rammed.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
500 |
If it's safe |
Enclosing bullets
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
1000 |
Air Circus, Forest of Dead, Kingdom Grandprix |
Medium
|
Just like regular mages except they fly around before shooting.
Spinkill strategy: It's very tough to pin them down. Shoot them for half points if you can't ram them before they can escape offscreen.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Medium |
500 |
- |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Invincible |
- |
Air Circus |
-
|
Flying bundles of logs that drop 4 logs when destroyed.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
300 |
Yes |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
2000 |
Air Circus |
Medium
|
A falling log. Awards a strangely huge amount of points when spinkilled.
Spinkill strategy: Essential for scoring. The strategy is different for each character. Check the strategy page.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
High |
23000 |
Yes |
Various
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
46000 |
Air Circus |
High
|
See Wheel Crab for details
|
Velmatic Ocean
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
250 |
- |
Aimed shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
None |
- |
Velmatic Ocean |
Low
|
Velmatic Ocean's cannon turtles. Only appear during the chaotic opening of the race. Watch for their shots as they may get lost in the chaos.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
low |
200 |
- |
(Loop 2) Aimed shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
None |
- |
Velmatic Ocean |
Very low
|
Speedboats that are normally too docile to even fire.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Medium |
1000 |
- |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Invincible |
- |
Velmatic Ocean |
Very low
|
Large rocks worth some points if destroyed with weapons. They can crush racers at the bottom of the screen.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
low |
150 |
Sometimes |
Aimed shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
300 |
Velmatic Ocean, Crossfire |
Low
|
Rotating tanks piloted by goblins. They can overwhelm with numbers.
Spinkill strategy: They fire at fixed intervals, so it is possible to safely do spinkills with the right timing and if no other dangers are present, but it's still a bit risky.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Medium |
650 |
- |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
None |
- |
Velmatic Ocean |
-
|
Some uninhabited shacks near the Velmatic Ocean you can destroy for decent points.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
High |
1000 |
Yes |
Static shot spread
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
2000 |
Velmatic Ocean |
Medium
|
The toughest enemies in the Velmatic Ocean. Focus fire and memorizing their pattern helps.
Spinkill strategy: Try to get behind them and bump carefully lest you accidentally end up falling down into their bullet patterns.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Medium-high |
300 |
- |
Aimed shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
None |
- |
Velmatic Ocean |
High
|
Their strange attack angles and relative sturdiness make them quite dangerous, especially on loop 2 where their bullets are very fast. It's possible to sometimes fly directly above them in safety.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
High |
25000 |
Yes |
Various
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
50000 |
Velmatic Ocean |
High
|
See Little Brother Gillman for details
|
Outcast Castle
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Very low |
50 |
Sometimes |
Aimed shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
100 |
Outcast Castle |
Low
|
Spinning coffins that sometimes shoot.
Spinkill strategy: Their rapid movements make them hard to consistently bump and they will shoot you once your speed drops. Bump until it's no longer safe.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
500 |
- |
Various
|
Collision type |
Spin score |
Appears in... |
Danger level
|
None |
- |
Outcast Castle |
Low
|
Their unexpected shots can make them dangerous while trying to bump kill enemies in the vicinity.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Very low |
30 |
Usually no |
Suicide bullets (Loop 2)
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
60 |
Outcast Castle, Forest of Dead |
Very low (High)
|
Bats that can only slightly bump players. Extremely dangerous on loop 2 where they fire suicide bullets.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
150 |
Usually |
Bumping
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
300 |
Outcast Castle |
Very low
|
Flying portraits of the undead that try to block and decelerate the player.
Spinkill strategy: There's not much happening during this section, so try to bump kill these guys when there's no pods nearby. The score is little so it's not worth much risk.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Very low |
100 |
- |
Aimed shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
None |
- |
Outcast Castle, Cold Corridor |
Medium
|
Zombies. Their unexpected and sudden aimed shots make them surprisingly dangerous.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
100 |
- |
Aimed shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
None |
- |
Outcast Castle |
Medium
|
A ghost that can pass through solid matter. Their sudden aimed shots from odd angles make them surprisingly dangerous.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Medium |
800 |
Usually no |
Static shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
None |
1000 |
Outcast Castle, Deeply Dungeon |
Medium
|
Floating zombies that are sturdier than others. Weak attacks, but they can swarm the screen and trap you.
Spinkill strategy: They can randomly shoot you at close range, ruining a score run over 200 points. Pretty much don't bother.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
High |
28000 |
Yes |
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Invincible |
50000 |
Outcast Castle |
High
|
See Vampire Earl McGee-McGee for details
|
Crossfire
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
low |
150 |
Sometimes |
Aimed shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
300 |
Velmatic Ocean, Crossfire |
Low
|
Rotating tanks piloted by goblins. They can overwhelm with numbers.
Spinkill strategy: They fire at fixed intervals, so it is possible to safely do spinkills with the right timing and if no other dangers are present, but it's still a bit risky.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
150 |
- |
Aimed shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
None |
- |
Crossfire |
Medium
|
Small turrets that never stop firing aimed shots. If you leave even one alive, it could be your doom.
Bug: On crossfire loop 2, you can make them fire slowly if you drop to minimum speed because of rank overflow.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Medium |
500 |
- |
Aimed shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
None |
- |
Crossfire |
Medium
|
Large turrets that never stop firing aimed shots. There is a large safe spot near their center, but there is not really any reason to use it as another turret will probably just shoot you instead.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
High |
900 |
Usually no |
Aimed streams
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
1200 |
Crossfire, Strato Sphere, Kobold Tower |
High
|
One of the most dangerous enemies in the game, they fire aimed streams for a very long time and are sturdy.
Spinkill Strategy: Usually not worth the 300 extra points unless they are alone and you have a good route.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
40 |
- |
Aimed shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
None |
- |
Crossfire |
Low
|
Goblins with bazookas. Very weak when alone, they can become dangerous if left alive or when paired with other enemies.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Medium |
500 |
- |
Enemy spawn
|
Collision type |
Spin score |
Appears in... |
Danger level
|
None |
- |
Crossfire |
-
|
A rotator spawner that is invincible until it opens. Quite hard to destroy on the second loop because of the invulnerable period. For max points, let it spawn some rotators before destroying it.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Low |
100 |
Usually no |
Aimed shots
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
200 |
Crossfire |
High
|
These often spawn behind you or suddenly shoot you from offscreen in the tight confines of Crossfire. It's recommended to boost and try to despawn them.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
High |
3500 |
- |
Enemy spawn
|
Collision type |
Spin score |
Appears in... |
Danger level
|
None |
- |
Crossfire |
-
|
A battleship vehicle bay which holds one goblin juggernaut. Essential for scoring, but has extremely high health. Some characters may need bombs to take it out in time.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Medium |
600 |
- |
-
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Invincible |
- |
Crossfire |
-
|
After destroying at least 2 of these propellers, the attached wing will explode and clear a path. If more propellers are destroyed at exactly at the same time, some extra points can be earned. Try destroying one propeller and then lining up to destroy two more at exactly the same time.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
- |
1500 |
- |
Blocks path
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Invincible |
- |
Crossfire |
Very low
|
A giant battleship wing that blocks the path of racers.
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
Medium |
5000 |
Yes |
Divebomb, bump
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Deadly |
10000 |
Crossfire |
Medium
|
See Skull Howard the 4th for details
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
 |
- |
20000 |
No |
Various
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Invincible |
20000 |
Crossfire |
Medium
|
See Skull Howard the 4th for details
|