Raiden IV

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Raiden IV Logo.png
Raiden IV Overkill Logo Medium.png

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.


Raiden IV
Raiden IV Title Screen.png

Title screen

Developer: MOSS
Music: Go Sato
Program: Person B
Art: Person C
Release date: June 7, 2007
Next game: Raiden V



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


Joystick (Two Buttons).png

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

An approximation of the hitbox size/location of Fighting Thunder ME-02

Ship Comparison

Ship Name Player 1 Player 2 Speed Max Power-Ups Max Damage Bomb Effect Notes
Fighting Thunder ME-02 Raiden IV Fighting Thunder P1 Side Red.png Raiden IV Fighting Thunder P2 Side Blue.png Medium 5 Medium Instant start. Expanding circle with full screen coverage
Raiden MK-II Example Slower 7 Stronger Delayed start. Circular area-of-effect with partial screen coverage.
Fairy Example Faster 5 Weaker Instant start. Spreads bottom to top with full screen coverage.

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.

On death number of power-up items are released into the stage and when the player respawns their weapon power is correspondingly decreased [to lowest level?].

Main Weapons

Ships Raiden IV Red Power-Up Green Border Small.png Raiden IV Blue Power-Up Green Border Small.png Raiden IV Purple Power-Up Green Border Small.png Purple
Fighting Thunder ME-02
Raiden MK-II
Vulcan Laser Plasma Laser Proton Laser
Details Details Details Details Details
Fairy Fairy Vulcan Milky Laser Bubble Launcher N/A
Details Details Details Details Details

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.

Sub Weapons

Ships M H R
Fighting Thunder ME-02
Raiden MK-II
Nuclear Missiles Homing Missiles Radar Missiles
Details Details Details Details
Fairy Flower Feather Leaf
Details Details Details Details

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


Item Images Description
Power-Up Raiden IV Red Power-Up Green Border Small.pngRaiden IV Blue Power-Up Green Border Small.pngRaiden IV Purple Power-Up Green Border Small.png This item cycles through the three colours in a Red-Blue-Purple repeating pattern. An indicator around the edge of the item shows how long until the next change. The process will be halted if the player stops firing, and one power-up item on the screen will be drawn to the player. Otherwise, all power-up items will move in a circle near the middle of the screen, and eventually leave the screen if not collected.
Sub Weapon Example This item cycles through the three options in a M-H-R repeateding pattern.
Point Scoring Items Example Medals. Fairy. Miklas.
Bomb Example Example
1UP Example Gives the player an extra life. There is one 1UP item in each loop. See below for the hidden location of these 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.

Scoring (Original)


The following applies when playing in the Arcade or Additional/Xbox 360 modes.

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...

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

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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.


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Gallery

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Video References

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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

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