Raiden Fighters 2: Operation Hell Dive

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RF2 logo 1.png

Raiden Fighters 2
RF2 title screen 1.png

Title screen

Developer: Seibu Kaihatsu
Publisher: Seibu Kaihatsu
Fabtek (US)
The Metrotainment Network (Hong Kong)
Dream Island Co. (Korea)
Producer: H. Hamada
S. Mori
Music: G. Sato
Program: T. Saito
N. Idesawa
K. Terasaka
Art: N. Machino
T. Sasaki
T. Hatsuse
K. Morino
H. Okumura
N. Kato
C. Takahashi
K. Muto
T. Honda
T. Wada
Y. Yoshihara
Designer: S. Yano
T. Saito
Release date: Arcade
JP: December 1997[1]
US: January 1998[2]
Xbox 360
JP: March 27, 2008[3]
US: May 5, 2009[3]
iPhone: December 13, 2012[4]
PC: 2013[4]
Previous game: Raiden Fighters
Next game: Raiden Fighters Jet

Raiden Fighters 2: Operation Hell Dive (JP:ライデンファイターズ2) is a vertically scrolling-shooter developed by Seibu Kaihatsu in 1997. It is the sequel to Raiden Fighters. Raiden Fighters 2 retains several elements from its prequel, featuring more playable ships, hidden bonuses scattered throughout each stage and the introduction of a true last boss.

An Xbox compilation titled Raiden Fighters Evolution featuring Raiden Fighters and Raiden Fighters 2 was planned for release in 2003 but ended up being cancelled. Raiden Fighters 2 is part of Raiden Fighters Aces for the Xbox 360 and Raiden Legacy for PC and mobile phones.

For replay videos, visit the Video Index.

Story

4 years have passed since the defeat of the dictator's army. However, remaining guerillas gathered under the dictator made a new nation and started attacking our forces. The new government force assembles old fighters and orders a special mission using the newest weapons. This mission shall be called operation "Hell Dive".

Game Modes

RF2 game modes.png

There are 3 different modes present. By default, only Normal is playable and the other two are made available in Service Mode (under GAME SETTINGS set SPECIAL STAGE to ON).

Normal

This mode follows a very similar structure to its prequel. The players goes through 2 missions made up of 3 stages followed by a third mission that is simply the final stage. If the player accomplished a Target Destroy Rate of 100% at the end of stage 3 and 6 and hasn't used a continue up to that point, then the true last boss "Red Eye" will appear, otherwise the game will end after the previous boss "Rafflesia" (which boss is the final one is indicated in the mission briefing screen). During the final stage, using a continue resets the medal state and sends the player back to a specific part of the stage. If the TLB requirements weren't met this is the very beginning of the stage, if the TLB requirements were met and Rafflesia was defeated, then the player starts right before this boss encounter but doesn't need to fight it again.

Special

This is a boss rush mode. Unlike Normal mode there are no requirements for facing the TLB. Using a continue in the last two bosses is handled similar to Normal mode.

Expert

This is the same as Normal mode but with increased difficulty. Suicide bullets are fired by almost everything, though most of them can be sealed when at a close enough distance.

Gameplay Overview

Raiden Fighters 2 has 7 stages with a single loop.

Controls

  • A button (Press): Fires the player's main weapons and slaves' bullets.
  • A button (Hold): Charges the player's special attack.
  • B button (Press): Activates the player's bomb.

Items

Item Description
RF1 item missile.png
Missile
Powers-up the missile weapon, grants 5,000 points when maxed out.
RF1 item laser.png
Laser
Powers-up the laser weapon, grants 5,000 points when maxed out.
RF1 item slave.png
Slaves
Adds a slave, grants 5,000 points when 2 are equipped.
RF1 item bomb.png
Bomb
Adds a bomb up to a maximum of 7, grants 5,000 points when at full stock.
RF1 gold medal.png
Medal
Score item.
RF1 fairy.png
Fairy
Grants 100,000 points. Drops a bomb item before leaving.

Ships

There are 17 playable ships, 7 of them are available by default and the rest need to be unlocked. Devastator and Endeavor from Raiden Fighters aren't playable in this entry, though some of their attributes are present in other ships.

The attributes of each ship are represented the following way:

MOV Movement speed
DEF Defensive spread
POW Attack power
RPD Rapid fire-rate

Default ships

RF2 co-op attack.png

Every ship has a a missile and laser secondary weapon they have access to each with their own special attack. Special attacks may be firing their respective weapon at a faster rate or something completely different, in both cases the player can't fire their regular bullets, though slaves can if there are any. The time it takes to use a special attack depends on the weapon equipped, with the stronger ones taking the longest such as Beast Wing and Eraser's laser weapons. All the fighters have the same bomb: a medium-sized sphere that cancels nearby bullets and deals heavy damage. The detonation can be controlled by holding the B button, the longer it is held the farther the bomb will go.

There is a hidden version of the special attack that is only available in a two-player game. To trigger it, both players must be very close to each other and activate the special attack at roughly the same time. When done correctly, both ships fire a large blue beam and are invincible for its entire duration, however, they also can't move.

Included in the Speed bullet point is the speed measured in pixels by frame for both horizontal and vertical movement.

Aegis IV

Aegis IV
RF2 aegis iv.png
  • Speed: Medium (3.2X, 2.3Y).
  • Shot: Medium width.
  • Fire-rate: Medium.
  • Missile: Fires missiles forward.
    • Special attack: Fires several missiles forward.
  • Laser: Fires short homing lasers.
    • Special attack: Fires a single burst of lasers followed by several of them.

Beast Wing

Beast Wing
RF2 beast wing.png
  • Speed: Slowest (2.5X, 1.8Y).
  • Shot: Wide 7-way shot.
  • Fire-rate: Low.
  • Missile: Fires homing missiles. The missiles have a slight delay before moving towards an enemy.
    • Special attack: Fires several homing missiles.
  • Laser: Fires a flamethrower.
    • Special attack: Fires a taller, piercing version of the flamethrower.

Chaser 2000

Chaser 2000
RF2 chaser 2000.png
  • Speed: Very fast (4X, 3Y).
  • Shot: Narrow single shot.
  • Fire-rate: Very high.
  • Missile: Missiles are deployed to the sides and move forward slightly tracking targets.
    • Special attack: Fires 6 rows of missiles forward.
  • Laser: Shoots a laser alternating from each side. When hitting an enemy it'll bounce towards other targets.
    • Special attack: Plasma Laser from Raiden II.

Death Header

Death Header
RF2 death header.png

Some of Death Header's arsenal is a nod to Devastator from Raiden Fighters, notably the shot and laser weapon.

  • Speed: Medium (3.2X, 2.3Y).
  • Shot: Wide 5-Way shot.
  • Fire-rate: Low.
  • Missile: Throws missiles that spin in place before tracking enemies. The missiles attach to their targets before exploding.
    • Special attack: Throws several of the same missiles.
  • Laser: Fires 3 straight lasers that tilt towards enemies.
    • Special attack: 4 lasers rotate clockwise (when moving left) or counter-clockwise (when moving right) and stick to whatever they hit.

Eraser

Eraser
RF2 eraser.png
  • Speed: Slow (2.6X, 2Y).
  • Shot: Narrow twin shots.
  • Fire-rate: High.
  • Missile: Fires slow missiles forward that release a tall explosion upon impact. Only 2 missiles can be on screen at the same time, similar to Devastator's missile weapon in Raiden Fighters.
    • Special attack: Fires several of the same missiles in a row.
  • Laser: Fires two twin lasers forward, same as Beast Arrow's laser weapon in Raiden Fighters.
    • Special attack: Fires a large laser. The damage is at its highest when the attack first starts.

Flying Ray

Flying Ray
RF2 flying ray.png
  • Speed: Fast (3.6X, 2.6Y).
  • Shot: Narrow twin shot.
  • Fire-rate: Medium.
  • Missile: Fires missiles that turn horizontally towards enemies.
    • Special attack: Fires several of the same missiles.
  • Laser: Fires long lasers at diagonal angles. This is functionally the same as Endeavor's laser weapon from Raiden Fighters.
    • Special attack: Fires several lasers in a wide arc.

Griffin

Griffin
RF2 griffin.png
  • Speed: Slow (2.8X, 2.1Y).
  • Shot: Narrow shot fired in a zig-zag pattern. It spreads outwards slightly.
  • Fire-rate: High.
  • Missile: Throws slow grenades that erase bullets upon exploding. These are similar to Endeavor's missile weapon from Raiden Fighters.
    • Special attack: Throws grenades at every direction.
  • Laser: Deploys guns that aim and fire lasers at enemies.
    • Special attack: Fires 4 lasers with piercing properties.

Hidden ships

The guest fighters and the secret Slave from Raiden Fighters return. With the exception of Hell Diver, all of them start with 3 bombs per life, lack a special attack and may only have a single weapon.

Hell Diver

Hell Diver
RF2 hell diver.png
  • Speed: Very fast (4.5X, 3.3Y).
  • Shot: Narrow twin shot that spreads outwards.
  • Fire-rate: High.
  • Missile: Fires missiles to the sides that target enemies. The missiles have a considerable delay before going forward.
    • Special attack: Fires several of the same missiles.
  • Laser: Throws boomerangs with piercing properties.
    • Special attack: Throws several boomerangs.

Raiden mk-II

Raiden mk-II
RF2 raiden mkii.png
  • Speed: Slowest (2.5X, 1.8Y).
  • Shot: Plasma Laser from Raiden II. Starts as a narrow twin shot, when powered-up it turns into a laser that bends to hit multiple targets.
  • Fire-rate: Highest.
  • Missile: Homing missiles from Raiden II.
  • Bomb: Thermonuclear bomb (red) from Raiden II. Very long detonation time.

Judge Spear

Judge Spear
RF2 judge spear.png
  • Speed: Very fast (5.4X, 4Y).
  • Shot: Narrow twin shots.
  • Fire-rate: High.
  • Missile: Napalm missiles from Viper Phase 1. Sets of 2 missiles are fired forward that release several napalm explosions upon impact.
  • Bomb: Bomb from Viper Phase 1. Detonates slightly ahead of the ship into a large sphere.

Aegis IIC

Aegis IIC
RF2 aegis iic.png

This is a camouflage painted version of the Aegis IV. Both secondary weapons have a higher fire-rate compared to the regular Aegis IV.

  • Speed: Slow (3X, 2.2Y).
  • Shot: Medium width.
  • Fire-rate: Medium.
  • Missile: Fires missiles forward.
  • Laser: Fires homing lasers. These are similar to Aegis IV's charged lasers.

Fun fact: Very rarely, at the start of the airport stage a supporting Aegis IIC appears to assist the player.

Raiden mk-IIβ

Raiden mk-IIβ
RF2 raiden mkiib.png

This is the 2P side version of Raiden mk-II in Raiden II. It has the vulcan shot, nuclear missiles and cluster bomb. Just like in Raiden II, a key difference with the mk-IIβ is faster movement speed.

  • Speed: Medium (3.2X, 2.3Y).
  • Shot: Vulcan shot from Raiden II. Basic shot that becomes increasingly wider.
  • Fire-rate: Lowest.
  • Missile: Nuclear missiles from Raiden II. Missiles fired forward with a quick reload time.
  • Bomb: Cluster bomb (yellow) from Raiden II. Throws small bombs that detonate around it. Unlike Raiden mk-II's bomb, the denotation time is almost instant.

Blue Javelin

Blue Javelin
RF2 blue javelin.png

This is the 2P side version of Judge Spear in Viper Phase 1. Blue Javelin has slower movement speed, a slightly wider shot and different missiles.

  • Speed: Fast (3.6X, 2.6Y).
  • Shot: Narrow 3-Way shot.
  • Fire-rate: High.
  • Missile: Regular missiles from Viper Phase 1. Fires missiles forward in a wide arc, note that a single tap of the A button releases all of them.
  • Bomb: Bomb from Viper Phase 1. Detonates slightly ahead of the ship into a large sphere.

Miclus

Miclus
RF2 miclus.png
  • Speed: Medium (3.2X, 2.3Y).
  • Shot: 3-Way shot.
  • Fire-rate: Low.
  • Bomb: Breathes fire, similar to Beast Wing's charged flamethrower. This bomb is unique in that it is the only one that grants full invincibility against projectiles, but the flames themselves do not clear bullets.

Fairy

Fairy
RF2 fairy.png

Fairy is the Slave of Miclus.

  • Speed: Medium (3.2X, 2.3Y).
  • Shot: Wide 5-Way shot.
  • Fire-rate: Highest.

Slave

Slave
RF2 slave.png

Unlike the previous game, Slave always starts with 3 bombs regardless of the fighter originally selected. It also shares the bomb this time around. Slaves (and therefore the Fairy) have a smaller hitbox than the rest of the fighters.

Dark Sword

Dark Sword
RF2 dark sword.png

This is one of the few ships to not appear in the player select screen even when all the others have been unlocked. Minus its shot which is the same as Judge Spear's, Dark Sword is functionally identical to Blue Javelin with faster speed.

  • Speed: Fastest (6.5X, 4.7Y).
  • Shot: Narrow twin shots.
  • Fire-rate: High.
  • Missile: Regular missiles from Viper Phase 1. Fires missiles forward in a wide arc (same as Blue Javelin).
  • Bomb: Bomb from Viper Phase 1. Detonates slightly ahead of the ship into a large sphere.

Rank

Rank affects bullet speed and enemy fire-rate. Rank decreases considerably after dying.

Scoring

Medals

The medal system is virtually unchanged from how it worked in Raiden Fighters. At first, 3 different groups can appear depending on how many slaves the player currently has. Upon collected, medals increase in value when no other medals are on the screen, making it important to uncover and collect them one by one.

Gray medals appear when the player has no slaves.

RF1 gray medal 1.png
10 points
RF1 gray medal 1.png
20 points
RF1 gray medal 1.png
30 points
RF1 gray medal 2.png
40 points
RF1 gray medal 2.png
50 points
RF1 gray medal 2.png
60 points
RF1 gray medal 3.png
70 points
RF1 gray medal 3.png
80 points
RF1 gray medal 3.png
90 points

Blue medals appear when the player has 1 slave.

RF1 blue medal 1.png
100 points
RF1 blue medal 1.png
200 points
RF1 blue medal 1.png
300 points
RF1 blue medal 2.png
400 points
RF1 blue medal 2.png
500 points
RF1 blue medal 2.png
600 points
RF1 blue medal 3.png
700 points
RF1 blue medal 3.png
800 points
RF1 blue medal 3.png
900 points

Green medals appear when the player has 2 slaves.

RF1 green medal 1.png
1,000 points
RF1 green medal 1.png
2,000 points
RF1 green medal 1.png
3,000 points
RF1 green medal 2.png
4,000 points
RF1 green medal 2.png
5,000 points
RF1 green medal 2.png
6,000 points
RF1 green medal 3.png
7,000 points
RF1 green medal 3.png
8,000 points
RF1 green medal 3.png
9,000 points

After each medal group has been maxed out, they will be replaced by gold medals worth 10,000 points. Gold medals can increase their value as well through different means: when nine 10k medals are on screen at once they will explode, now their maximum value is 100,000 points. Dropping a 100k medal will reset their value back to 10,000 points, but the unlocking method doesn't have to be done a second time.

RF1 gold medal.png
10,000 points
RF1 gold medal.png
20,000 points
RF1 gold medal.png
30,000 points
RF1 gold medal.png
40,000 points
RF1 gold medal.png
50,000 points
RF1 gold medal.png
60,000 points
RF1 gold medal.png
70,000 points
RF1 gold medal.png
80,000 points
RF1 gold medal.png
90,000 points
RF1 gold medal.png
100,000 points

Hidden bonus

There are several bonuses that can be triggered by performing specific tasks. A message appears near the top of the screen when a bonus is done successfully.

  • QUICK SHOT! (10,000 points - 100,000 points)
    • Destroy an enemy before it fires.
  • DESTROYED AT A TIME! (100,000 points)
    • Destroy two specific targets under roughly 1 second.
  • DISCOVERED THE FAIRY! (100,000 points)
    • A fairy will appear when achieving multiple bonuses in a row, stalling the destruction of a large enemy, or other tasks. The fairy can be collected for 100,000 points, but drops a bomb item before leaving.
  • DISCOVERED FAIRIES! (100,000 points)
    • During the sky stage, destroy the engine parts of every large aircraft and several fairies will dive down the screen at the end, taking the place of regular enemy spawns. These fairies don't leave bombs.
  • KILLED THE FAIRY! (10 points)
    • Shoot down a fairy.
  • DISCOVERED THE MICLUS! (100,000 points)
    • A Miclus appears when flying over a specific spot or by doing other tasks. They release up to 9 medals when shot at and subsequently explode granting 100,000 points.
  • DEFENDED THE TANK! (100,000 points x 3)
    • Near the end of the airport stage, prevent the large tank from destroying the 3 smaller tanks. This is a reference to the "DEFENDED THE HOUSE!" bonus from Raiden Fighters.
  • DESTROYED TANK FIRST! (30,000 points x 2)
    • During the beach stage, there are 2 hovercrafts with a tank appearing, destroy the tank before the hovercraft it came out of to achieve this bonus. This is a reference to the "DESTROYED HOVERSHIP FIRST!" bonus from Raiden Fighters.

Grazing

When the player is close enough to a bullet sparks will appear to the left or right side of their ship (depending on where the bullet is) and a unique sound effect plays. This grants points in a per-frame basis, starting at 10 and increasing by 10 points every frame until reaching the max of 1,110 points per frame. Compared to its prequel, graze opportunities are much more prominent in Raiden Fighters 2 particularly during boss encounters.

Playing the game normally and uncovering most of the secrets usually results in scores in the 70-80 millions range by the end. By implementing grazing strategies it is not rare to reach scores over the 100 millions range with enough practice, though how much is required can heavily depend on a ship's scoring potential. For more information see the STG Hall of Records.

Mission bonus

At the end of stages 3, 6 and the final stage this bonus is awarded. The total amount of points is calculated with the following formula:

Target Destroy Rate × Earned Medals × 100

Clear bonus

A special bonus is awarded for clearing with a single credit. If Red Eye was the final boss this is 10,000,000 points, or 1,000,000 points if the final boss was Rafflesia.

Strategy

Unlock the hidden ships

In Raiden Fighters 2, there are 2 ways to play as the hidden ships: wait for them to be available once the (normally secret) days of operation counter reaches a certain point, and button combos. These 2 factors are intertwined, however, and under certain conditions most hidden ships won't be available. For example, the days of operation counter is under 15 and the player tries the code to play as Miclus (who is unlocked very late), this will never work, not until enough days have passed.

Probably for debugging purposes, there is a way to visualize and manually increase the days of operation. In the Service Menu, inside GAME SETTINGS set both options under SHOOTER1 and SHOOTER2 to 9 and enable Free Play. Now, under I/O TEST the days of operation are visible. Furthermore, holding the buttons corresponding to TEST SW and SERVICE SW followed by pressing the 2P side's Start button increases the days of operation.

Days of operation

In the player select screen, the ? icon (random selection) occasionally shows Hell Diver, Raiden mk-II and Judge Spear. This is the only way to as them initially

Days of operation Available by default Available by button combinations
0-14 Aegis IV, Beast Wing, Chaser 2000, Death Header, Eraser, Flying Ray, Griffin None
15-42 Aegis IV, Beast Wing, Chaser 2000, Death Header, Eraser, Flying Ray, Griffin, Hell Diver Raiden mk-II*, Judge Spear, Aegis IIC
43-70 Aegis IV, Beast Wing, Chaser 2000, Death Header, Eraser, Flying Ray, Griffin, Hell Diver, Raiden mk-II, Judge Spear Aegis IIC, Raiden mk-IIβ, Blue Javelin, Miclus, Fairy, Slave
71 and onwards Aegis IV, Beast Wing, Chaser 2000, Death Header, Eraser, Flying Ray, Griffin, Hell Diver, Raiden mk-II, Judge Spear, Aegis IIC, Raiden mk-IIβ, Blue Javelin, Miclus Fairy, Slave, Dark Sword

*During this period, for some reason Miclus' button combination also selects Raiden mk-II.

Button combinations

Ship Inputs
RF2 raiden mkii sprite.png
Raiden mk-II
  • Highlight ? (random selection).
  • Hold Right.
  • Press the A or B buttons.
RF2 judge spear sprite.png
Judge Spear
  • Highlight ? (random selection).
  • Hold Down.
  • Press the A or B buttons.
RF2 aegis iic sprite.png
Aegis IIC
  • Hold the A button.
  • Start a credit.
  • Highlight Aegis IV.
  • Hold Up.
  • Press the A or B buttons.
RF2 raiden mkiib sprite.png
Raiden mk-IIβ
  • Hold the A button.
  • Start a credit.
  • Highlight ? (random selection).
  • Hold Right.
  • Press the A or B buttons.
RF2 blue javelin sprite.png
Blue Javelin
  • Hold the A button.
  • Start a credit.
  • Highlight ? (random selection).
  • Hold Down.
  • Press the A or B buttons.
RF2 miclus sprite.png
Miclus
  • Hold the A button.
  • Start a credit.
  • Highlight ? (random selection).
  • Hold Down-Right.
  • Press the A or B buttons.
RF2 fairy sprite.png
Fairy
  • Hold the A and B buttons.
  • Start a credit.
  • Highlight ? (random selection).
  • Hold Down-Right.
  • Press the A or B buttons.
RF2 slave sprite.png
Slave
  • Hold the B button.
  • Start a credit.
  • Highlight any fighter.
  • Press the A or B buttons.
RF2 dark sword sprite.png
Dark Sword
  • Hold the A button.
  • Start a credit.
  • Highlight ? (random selection).
  • Press the A or B buttons.

Since Slave's button input simply involves holding the B button it can be used alongside other codes. This is helpful if the player wants to use the Slave of a ship not currently present in the select screen. This is also the only way to play as Slave of Dark Sword.

Stage order

By holding Up, Down, Left or Right before starting a credit stages 1-2 and 4-5 can be set into a fixed order.

Direction Stage 1 Stage 2 Stage 3 Stage 4 Stage 5 Stage 6 Stage 7
Up Airport Lake Train Sky Beach Desert Final Mission
Down Airport Lake Train Beach Sky Desert Final Mission
Left Lake Airport Train Beach Sky Desert Final Mission
Right Lake Airport Train Sky Beach Desert Final Mission

Aegis IIC assistance

When airport is stage 2 and the player has died beforehand, Aegis IIC will appear at the start of the stage to support, up to 2 can be assisting the player depending on the number of deaths (but more than 2 won't trigger this secret). Every enemy destroyed by it awards 10,000 points. 100,000 points will be awarded for every remaining Aegis IIC by the end of the stage.

In a two-player game, these rules do not apply, with 2 Aegis IIC always appearing regardless of the number of deaths.

Slave formations

There are different formations the slaves can assume depending on the sum of lives and bombs the player has, to trigger a formation the only requirement is collecting a surplus slave item. For the 7 default fighters and Hell Diver these formations are only available when using the special attack, otherwise they are permanent until its changed or all of the player's slaves are destroyed.

#Lives + #Bombs Formation
0, 4, 8

Slaves positioned ahead of the player fire spread twin shots.

1, 5, 9
  • Fixed position (default ships).
  • Slaves slowly follow the player (hidden ships).

Both fire narrow twin shots.

2, 6

Slaves move sideways and fire 3-way shots.

3, 7

Homing slaves.

Player side differences

Either due to bugs or intentional design, many shoot em' ups have differences between 1P side and 2P side. In Raiden Fighters 2, the grazing hitbox when playing on 2P side is larger, extended 4 pixels in both vertical dimension[5].

Version Differences

US

RF2 US warning screen.png

This version has the following differences:

  • A Parental Advisory warning screen has been added. It is seen when the game first boots up and throughout the attract cycle.
  • The text in the mission briefing screens has been translated to English.
  • There are no requirements for accessing the Red Eye fight.
  • There is a second loop with faster bullets and suicide bullets, similar to Expert mode in the Japanese version. Only after finishing this second loop the clear bonus is granted.
  • Using a continue in the final stage no longer sends the player back to a specific point. This is an option that can be turned on or off in the Japanese version.
  • After using a continue, the player can choose a different ship as opposed to starting with the one they originally selected. This is another option also present in the Japanese version.
  • The time it takes to uncover a Miclus by flying over its hidden spot has been significantly shortened. For ships with medium to slow speed simply reaching the spot is enough to make the Miclus appear.
  • The days required to unlock the hidden ships is the same as the Japanese version. However, the option to enable the Special and Expert modes only appears once the days of operation counter is over 70 days.
    • Moreover, Expert mode is not selectable in this version, possibly because of the newly added second loop.

US Single Board

This is known as "US Single Board" in emulators like MAME. It is an updated version of the US release (notice the modified logo, Raiden Fighters 2.1). It has the following differences:

  • There is no 999 countdown when the machine is first booted up.
  • All the secret ships are unlocked.
  • Special mode isn't locked under the days of operation (for some reason, the days of operation are maxed out at 9999 by default) and can be enabled anytime in Service Menu just like the Japanese version. But again, Expert mode is not playable.

Aside from that, all the prior changes from the first US release carry over to this version.

China

This is an unofficial Chinese version released in the year 2000, it is known as Raiden Fighters 2 Operation Hell Dive 2000/Raiden Fighters 2 2000 Operation Hell Dive. It has the following differences:

  • The text in the mission briefing screens has been translated to English.
  • There are no requirements for accessing the Red Eye fight.
  • There is no 999 countdown when the machine is first booted up.
  • All the secret ships are unlocked.
  • Expert mode is not playable, but Special mode can be unlocked in Service Menu.
  • Rank is much lower compared to any other version. This causes both demos during the attract sequence to desync.

Audio differences

The Japanese version and every other release use the Yamaha YMF271 for their sound chips, while this version has two Oki MSM6295 (Note: both of these specifications were taken from MAME's "System Information" menu). This version has considerably inferior sound quality, several songs (stages and boss BGM) play as one part of their entire track in a short loop and many sections of the game have the wrong BGM being played.

  • The 'insert credit' sound effect is the same as Raiden Fighters Jet.
  • The intro sequence has no BGM.
  • The lake stage plays the beach stage BGM.
  • The second portion of the train stage (everything after the 'target approaching' warning) plays the boss BGM.
  • The desert stage plays the BGM of the first portion of the train stage.
  • The final stage plays the sky stage BGM.
  • The Red Eye fight plays the beach stage BGM.
  • The ending screen plays the airport stage BGM.
  • The name entry screen plays the mission briefing BGM.
  • The staff roll plays the BGM of the first portion of the train stage.

Korea

  • The text in the mission briefing screens has been translated to English.
  • There are no requirements for accessing the Red Eye fight.
  • There is a second loop with faster bullets and suicide bullets, similar to Expert mode in the Japanese version. Only after finishing this second loop the clear bonus is granted.
  • Using a continue in the final stage no longer sends the player back to a specific point. This is an option that can be turned on or off in the Japanese version.
  • After using a continue, the player can choose a different ship as opposed to starting with the one they originally selected. This is another option also present in the Japanese version.
  • Hell Diver, Raiden mk-II and Judge Spear are available by default along with Aegis IIC, Raiden mk-IIβ, Blue Javelin, Miclus and Slaves via their secret codes (equivalent to the Japanese version when the days of operation are over 42). Setting the days of operation in this version to over 42 unlocks Dark Sword.
  • The option to enable Special mode is only made available once the days of operation are over 70, but Expert mode is not playable.

Trivia

The parked Endeavors.
  • In a two-player game with Raiden mk-II and Raiden mk-IIβ, if the Raiden mk-IIβ's bullets touch the back of Raiden mk-II they will spread into sparks that damage enemies. This is a reference to the original Raiden games where the same behavior is seen with the vulcan shot and blue laser.
  • In the airport stage there are 3 stationary Endeavors that can be seen in the background. Unlike the nearby Aegis IIC these don't trigger any hidden bonuses and are purely a reference to Raiden Fighters.

Gallery

References & Contributors