Shippu Mahou Daisakusen/Enemy list

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Enemy collision types[edit]

Each enemy has various properties that determine how they react to collisions.

Collision types[edit]

  • 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. The enemy still takes damage from the collision and may even die.

Enemy list[edit]

Basalna City [edit]

Enemy Health Score Worth spin-killing? Attack type
KGP-impenemy.png 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
KGP-s1-rareenemy.png 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
KGP-s1-rotator.png 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
KGP-s1-purpleflyingtank.png 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.

Spin kill strategy: Spin kill ASAP. You will have trouble approaching them once they start firing.

Enemy Health Score Worth spin-killing? Attack type
KGP-s1-skullship.png 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.

Spin kill strategy: Spin kill before they can fire, or spin kill from the top where there is no threat of being shot.

Enemy Health Score Worth spin-killing? Attack type
KGP-s1-witch.png 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
KGP-s1-gareggaship.png 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
KGP-s1-yellowgaregga.png 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
KGP-s1-musclegaregga.png 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
KGP-s1-carpet.png 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
KGP-s1-pointyracer.png 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
KGP-s1-meteorracer.png 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
KGP-s1-bugjockey.png 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
KGP-s1-bosswing.png High 5500 Yes Random cone
Collision type Spin score Appears in... Danger level
Weak 11000 Basalna City Medium
See the guides page for details
Enemy Health Score Worth spin-killing? Attack type
KGP-s1-bossbody.png Very high 18000 No Aimed random shots
Collision type Spin score Appears in... Danger level
Weak 30000 Basalna City High
See the guides page for details



Air Circus [edit]


Enemy Health Score Worth spin-killing? Attack type
KGP-AC-rotator.png 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.

Spin kill strategy: Don't bother unless they're alone and you have nothing better to do.

Enemy Health Score Worth spin-killing? Attack type
KGP-AC-Turtle.png 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.

Spin kill strategy: Don't bother unless it's alone. 200 extra points isn't worth the risk.

Enemy Health Score Worth spin-killing? Attack type
KGP-AC-wallrunner.png 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
KGP-AC-mage.png 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.

Spin kill strategy: Earlier in the game, they die in one bump, and you should aggressively go after them. Later, they will have more health, and you will have to take it safer and opt to kill them with shots sometimes.

Enemy Health Score Worth spin-killing? Attack type
KGP-AC-balldemon.png 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.

Spin kill strategy: They are harmless up close, so go ahead and spin kill them unless you have something more important to do.

Enemy Health Score Worth spin-killing? Attack type
KGP-AC-stopsign.png 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
KGP-AC-bluemage.png 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.

Spin kill 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. Later in the game, they are sturdier and it's almost suicide to try and bump them, so just use shots.

Enemy Health Score Worth spin-killing? Attack type
KGP-AC-logcarrier.png 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
KGP-AC-log.png 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 spin killed.

Spin kill strategy: Essential for scoring. The strategy is different for each character. Check the strategy page.

Enemy Health Score Worth spin-killing? Attack type
KGP-AC-boss.png High 23000 Yes Various
Collision type Spin score Appears in... Danger level
Weak 46000 Air Circus High
See the guides page for details




Velmatic Ocean [edit]


Enemy Health Score Worth spin-killing? Attack type
KGP-VO-hydroturtle.png 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
KGP-VO-speedboat.png 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
KGP-VO-rocks.png 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
KGP-VO-goblinrotator.png 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.

Spin kill strategy: They fire at fixed intervals, so it is possible to safely do spin kills 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
KGP-VO-shack.png 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
KGP-VO-goblindreadnought.png 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.

Spin kill 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
KGP-VO-hydrotank.png 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
KGP-VO-boss.png High 25000 Yes Various
Collision type Spin score Appears in... Danger level
Weak 50000 Velmatic Ocean High
See the guides page for details




Outcast Castle [edit]


Enemy Health Score Worth spin-killing? Attack type
KGP-OC-coffin.png Very low 50 Sometimes Aimed shots
Collision type Spin score Appears in... Danger level
Weak 100 Outcast Castle Low
Spinning coffins that sometimes shoot.

Spin kill 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
KGP-OC-pod.png 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
KGP-OC-bat.png Very low 30 Usually no Aimed 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
KGP-OC-portrait.png 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.

Spin kill 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
KGP-OC-zombie.png 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
KGP-OC-ghost.png 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
KGP-OC-flyingzombie.png 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.

Spin kill strategy: They can randomly shoot you at close range, ruining a score run over 200 points. Not worth it.

Enemy Health Score Worth spin-killing? Attack type
KGP-OC-boss.png High 28000 Yes Various
Collision type Spin score Appears in... Danger level
Invincible 50000 Outcast Castle High
See the guides page for details




Crossfire [edit]


Enemy Health Score Worth spin-killing? Attack type
KGP-VO-goblinrotator.png 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.

Spin kill strategy: They fire at fixed intervals, so it is possible to safely do spin kills 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
KGP-CF-smallturret.png 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
KGP-CF-largeturret.png 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
KGP-CF-goblinjuggernaut.png 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.

Spin kill 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
KGP-CF-bazookagoblin.png Low 40 - Aimed shots
Collision type Spin score Appears in... Danger level
None - Crossfire Low
Kobolds 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
KGP-CF-koboldmech.png Medium-high 500 Sometimes Static pattern
Collision type Spin score Appears in... Danger level
Weak 1000 Crossfire, Strato Sphere, Kobold Tower Medium
A large mech with a gun that sprays bullets downwards. It's safer to be near them than downwind of them. Somewhat dangerous when accompanied, as their long strings of bullets restrict movement options.

Spin kill Strategy: It's quite safe to be anywhere other than beneath them, so they can be spin killed if they are not accompanied by other enemies.

Enemy Health Score Worth spin-killing? Attack type
KGP-CF-rotatorspawner.png 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
KGP-CF-angryrotator.png 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
KGP-CF-vehiclebay.png High 3500 - Enemy spawn
Collision type Spin score Appears in... Danger level
None - Crossfire -
A battleship vehicle bay which holds one goblin frigate. 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
KGP-CF-propellor.png 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
KGP-CF-wing.png - 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
KGP-CF-bossarm.png Medium 5000 Yes Divebomb, bump
Collision type Spin score Appears in... Danger level
Weak / Deadly 10000 Crossfire Medium
See the guides page for details
Enemy Health Score Worth spin-killing? Attack type
KGP-CF-boss.png - 20000 No Various
Collision type Spin score Appears in... Danger level
Weak 20000 Crossfire Medium
See the guides page for details




Deeply Dungeon [edit]


Enemy Health Score Worth spin-killing? Attack type
KGP-DD-cagedguy.png Medium-high 5800 - Static pattern
Collision type Spin score Appears in... Danger level
None - Deeply Dungeon, Cold Corridor Low
Caged giants worth a lot of points. They take a long time to explode and award their points, so for score runs you may need a bomb to kill both of them before they scroll off the screen and award nothing.
Enemy Health Score Worth spin-killing? Attack type
KGP-DD-brick.png - 100 - Blocks path
Collision type Spin score Appears in... Danger level
Invincible - Deeply Dungeon Very low
Destructible traps that shoot out of the wall in Deeply Dungeon. Very non-threatening if traveling at minimum speed.
Enemy Health Score Worth spin-killing? Attack type
KGP-DD-beholder.png Medium 600 Sometimes Static shots
Collision type Spin score Appears in... Danger level
Weak 1200 Deeply Dungeon Medium
Beholders that shoot a single laser downwards, or a static ring of 6 shots.

Spin kill strategy: You may not be doing the spin glitch in this stage, so manual wall spins may be appropriate. May be too dangerous however.

Enemy Health Score Worth spin-killing? Attack type
KGP-DD-fish.png Very low 50 No Aimed shots
Collision type Spin score Appears in... Danger level
Weak 100 Deeply Dungeon Low
Simple fish that shoot aimed shots.

Spin kill strategy: On loop 2, it's too easy to get shot in the face, and it's only worth 50 points. This is on top of being massively out of position.

Enemy Health Score Worth spin-killing? Attack type
KGP-DD-deadfish.png Medium 600 Not on loop 2 None / Aimed suicide bullets
Collision type Spin score Appears in... Danger level
Weak 1200 Deeply Dungeon None / High
A fish corpse that releases worms upon death. On loop 2, the worms release dangerous masses of suicide bullets.

Spin kill strategy: You might be able to spin kill it on loop 1, but it's almost guaranteed death on loop 2.

Enemy Health Score Worth spin-killing? Attack type
KGP-FOD-worms.png Very low 10 Not really Aimed suicide bullets
Collision type Spin score Appears in... Danger level
Weak 20 Deeply Dungeon, Forest of Dead Very low (loop 2: Very high)
A simple worm. Has no hope of doing anything except blocking the player momentarily. On loop 2, fires aimed suicide bullets that you absolutely must take into account.

Spin kill strategy: The highest scoring runs will only encounter these on loop 2 where it certainly isn't worth risking the entire run over 10 extra points.

Enemy Health Score Worth spin-killing? Attack type
KGP-DD-worm.png Medium 450 No Deadly homing ram
Collision type Spin score Appears in... Danger level
Deadly 900 Deeply Dungeon High
Worms that randomly appear from pipes. Surprisingly sturdy, attacking from strange angles and having deceptively large hitboxes, they may be the most likely source of death in Deeply Dungeon other than the boss.

Spin kill strategy: You can technically spin kill them, but you will die in the process.

Enemy Health Score Worth spin-killing? Attack type
KGP-DD-octopod.png Very low 50 No Aimed shots
Collision type Spin score Appears in... Danger level
Weak 100 Deeply Dungeon Low
Tiny octopodes that behave identically to the fish enemies in Deeply Dungeon.

Spin kill strategy: On loop 2, it's too easy to get shot in the face, and it's only worth 50 points. This is on top of being massively out of position.

Enemy Health Score Worth spin-killing? Attack type
KGP-OC-flyingzombie.png 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.

Spin kill strategy: They can randomly shoot you at close range, ruining a score run over 200 points. Not worth it.

Enemy Health Score Worth spin-killing? Attack type
KGP-DD-chomper.png High 2800 - Suction chomp
Collision type Spin score Appears in... Danger level
None - Deeply Dungeon High
A giant reptilian head that will suck you in and chomp you. Boosting past on non-score runs works. Their awarded score is significant and they are extremely sturdy, so some characters may need to bomb this section.
Enemy Health Score Worth spin-killing? Attack type
KGP-DD-bigbubble.png High 500 - Slowing attack
Collision type Spin score Appears in... Danger level
Invincible - Deeply Dungeon Low
Giant bubbles that will attach to the player ship and slow them down. Can sometimes immobilize you enough for another enemy to kill you.
Enemy Health Score Worth spin-killing? Attack type
KGP-DD-smallbubble.png Low 200 - Slowing attack
Collision type Spin score Appears in... Danger level
Invincible - Deeply Dungeon Low
Small bubbles that will attach to the player ship and slow them down. Can sometimes immobilize you enough for another enemy to kill you..
Enemy Health Score Worth spin-killing? Attack type
KGP-DD-boss.png High 33000 No Various
Collision type Spin score Appears in... Danger level
Weak 33000 Deeply Dungeon High
See the guides page for details



Cold Corridor [edit]


Enemy Health Score Worth spin-killing? Attack type
KGP-DD-cagedguy.png Medium-high 5800 - Static pattern
Collision type Spin score Appears in... Danger level
None - Deeply Dungeon, Cold Corridor Low
Caged giants worth a lot of points. They take a long time to explode and award their points, so for Cold Corridor (which scrolls much faster than Deeply Dungeon) score runs you may need a bomb to kill both of them before they scroll off the screen and award nothing.
Enemy Health Score Worth spin-killing? Attack type
KGP-CC-beholder.png Low-medium 300 Sometimes Static ring
Collision type Spin score Appears in... Danger level
Weak 600 Cold Corridor High
Beholders that fire a fast and expansive ring pattern.

Spin kill strategy: If you're going to try for the extra 300 points, wait until all the bullets are gone; they won't fire twice. However, this makes it harder to win the race, and you potentially lose out on 5000 or more points from losing the race.

Enemy Health Score Worth spin-killing? Attack type
KGP-CC-boulder.png Medium 500 Usually Bump attack
Collision type Spin score Appears in... Danger level
Weak 1000 Cold Corridor Very low
Strong falling boulders native to Cold Corridor that only exist to bump you into bullets or obstacles. Different from the weak boulders in Kobold Tower.

Spin kill strategy: It's usually quite safe to bump into boulders. Actually destroying them with only spin damage is the problem as they are relatively tough. Shooting them once and finishing them off with spin damage is sometimes better.

Enemy Health Score Worth spin-killing? Attack type
KGP-CC-icegolem.png Medium 400 Yes Aimed shots
Collision type Spin score Appears in... Danger level
Weak 800 Cold Corridor Medium
Ice golems that shoot an extremely fast beam of aimed shots. They can't aim behind themselves at all.

Spin kill strategy: Usually just get in their face and spin kill them instantly before they get to use the dangerous ice beam.

Enemy Health Score Worth spin-killing? Attack type
KGP-CC-giantbug.png Medium 800 Not really Boulders, Static 5-way
Collision type Spin score Appears in... Danger level
Weak 1000 Cold Corridor Medium
A giant bug that spits up the boulders from the Cold Corridor. Each boulder is worth as many points as a normal boulder. Eventually, they will also fire a concerning 5-way bullet pattern.

Spin kill strategy: It's much better to wait for them to shoot boulders and to then try to spin kill those. You won't ever really have the opportunity to spin kill them if you focus on the much more lucrative boulders.

Enemy Health Score Worth spin-killing? Attack type
KGP-OC-zombie.png Very low 100 - Aimed shots
Collision type Spin score Appears in... Danger level
Weak - Outcast Castle, Cold Corridor Medium
Zombies. Their unexpected and sudden aimed shots make them surprisingly dangerous.
Enemy Health Score Worth spin-killing? Attack type
KGP-CC-imp.png Low 200 Not really Static 5-way
Collision type Spin score Appears in... Danger level
Weak 400 Cold Corridor Low
Imps that shoot a 5-way pattern.

Spin kill strategy: The problem with spin killing them is that they sometimes shoot you from offscreen. Not worth the 200 extra points.

Enemy Health Score Worth spin-killing? Attack type
KGP-CC-iceprism.png Low 50 Usually -
Collision type Spin score Appears in... Danger level
Weak 100 Cold Corridor Very low
Spinning ice prisms that don't really do anything other than provide extra points and rarely obstruct racers.

Spin kill strategy: You can spin kill all of them if you get stuck in their "stream" pattern up against the left wall.

Enemy Health Score Worth spin-killing? Attack type
KGP-CC-boss.png High 33000 Yes Various
Collision type Spin score Appears in... Danger level
Weak 66000 Cold Corridor Very high
See the guides page for details



Strato Sphere [edit]


Enemy Health Score Worth spin-killing? Attack type
KGP-SS-rotator.png Low 100 Usually no Aimed shots
Collision type Spin score Appears in... Danger level
Weak 200 Strato Sphere Medium
Rotating enemies from Strato Sphere that often appear in steady, relentless streams.

Spin kill strategy: You can try when they first appear, but generally they are too numerous and aggressive to really spin kill and accompanied by too many other threats, and not worth the 100 extra points.

Enemy Health Score Worth spin-killing? Attack type
KGP-SS-koboldplane.png Medium-high 800 Usually no Aimed shots
Collision type Spin score Appears in... Danger level
Weak 1000 Strato Sphere, Kobold Tower Very high
Planes appearing in several stages, they take a surprisingly long time to explode and continue shooting while they do so. Very common to be caught off guard by them.

Spin kill strategy: This spin kill is only worth 200 extra points, so it's only worth doing if it's totally safe (no other threats on screen) and you have nothing better you could be doing. Generally not worth the effort.

Enemy Health Score Worth spin-killing? Attack type
KGP-SS-slowmage.png Medium-high 600 Sometimes Aimed shots
Collision type Spin score Appears in... Danger level
Weak 1200 Strato Sphere Medium
Mages that only appear in Strato Sphere, they shoot red orbs that slow the player's movement speed and screen scroll speed. Speed is almost reduced to 0, meaning it's a nearly guaranteed death sentence by any other enemies nearby. The slowing effect is massive on loop 2.

Spin kill strategy: They're a bit too sturdy by the time you get to Strato Sphere, and you're unlikely to be able to spin kill many of them, if any. Remaining close to them for too long results in almost certain death.

Enemy Health Score Worth spin-killing? Attack type
KGP-CF-goblinjuggernaut.png 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.

Spin kill 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
KGP-CF-koboldmech.png Medium-high 500 Sometimes Static pattern
Collision type Spin score Appears in... Danger level
Weak 1000 Crossfire, Strato Sphere, Kobold Tower Medium
A large mech with a gun that sprays bullets downwards. It's safer to be near them than downwind of them. Somewhat dangerous when accompanied, as their long strings of bullets restrict movement options.

Spin kill Strategy: It's quite safe to be anywhere other than beneath them, so they can be spin killed if they are not accompanied by other enemies.

Enemy Health Score Worth spin-killing? Attack type
KGP-SS-flyingknight.png Medium 700 - Static shots, bump attacks
Collision type Spin score Appears in... Danger level
Invincible - Strato Sphere, Kobold Tower Low
Ships that appear in swarms. After they fire their set salvo of bullets they will begin using divebomb/bump attacks targeted directly at the player's position. These are fairly disruptive when at the very bottom of the screen, so try to stay forward at least a little bit.
Enemy Health Score Worth spin-killing? Attack type
KGP-SS-flyingshark.png Low 150 Sometimes Aimed shots
Collision type Spin score Appears in... Danger level
Weak 300 Strato Sphere Low
Ships resembling sea life that shoot aimed shots. Not that dangerous on their own, but they are paired with mages shooting slowing orbs.

Spin kill strategy: They take some time to begin firing, so if going for spin kills, one needs to stay very aggressive and bump them all before any of them begin firing. Probably not a good idea for slower ships.

Enemy Health Score Worth spin-killing? Attack type
KGP-SS-boss.png Very high 38000 Yes Various
Collision type Spin score Appears in... Danger level
Weak 70000 Strato Sphere Extremely high
See the guides page for details

Forest of Dead [edit]


Enemy Health Score Worth spin-killing? Attack type
KGP-OC-bat.png Very low 30 Usually no Aimed 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
KGP-FOD-reaper.png Medium 450 Yes Aimed shots
Collision type Spin score Appears in... Danger level
Weak 900 Forest of Dead Medium
Undead with guns. They fire disorienting streams of aimed shots. Their angles of attack are extremely limited however.

Spin kill strategy: Doing spinbumps from behind is a great way to kill them. The only downside is you will end up accelerating, and fewer will spawn, limiting point gain. A combination of shot kills and spin kills is probably best.

Enemy Health Score Worth spin-killing? Attack type
KGP-AC-mage.png 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.

Spin kill strategy: Earlier in the game, they die in one bump, and you should aggressively go after them. Later, they will have more health, and you will have to take it safer and opt to kill them with shots sometimes.

Enemy Health Score Worth spin-killing? Attack type
Bigghost.png Medium 300 If it's safe Aimed shots
Collision type Spin score Appears in... Danger level
Weak 600 Forest of Dead Medium
A large ghost native to the Forest of Dead. His shots have a high delay, and will pollute the screen for some time, possibly trapping the player. Destroy quickly before any of this happens.

Spin kill strategy: Large collision area and slow movement makes them a prime target for fast spin kills. spin kills are noticeably faster than shot kills on these ghosts.

Enemy Health Score Worth spin-killing? Attack type
KGP-FOD-eye.png Very low 599 Yes Aimed suicide shots
Collision type Spin score Appears in... Danger level
Weak 1000 Forest of Dead Very high
Eyes that travel in packs that explode into extremely dangerous suicide bullets upon death. Destroying the central eye causes all the others to vanish harmlessly, so a piercing weapon is recommended for survival play. If left alive too long, they will spread out and try to surround the player. It's possible to get an extra wave to spawn sometimes, but it's not clear how exactly.

Spin kill strategy: One of the most dangerous yet necessary enemies to spin kill in score runs. Let them bump you while you focus on avoiding the suicide bullets. If they decide to fully surround you or bump you into the bullets, there's not much you can do about it.

Enemy Health Score Worth spin-killing? Attack type
KGP-FOD-coffin.png High 600 Not really Static ring, aimed shots
Collision type Spin score Appears in... Danger level
Weak 1200 Forest of Dead High
A coffin that releases a giant zombie vampire if you destroy it. No enemies will spawn while its unopened, so a popular strategy (especially on the second loop where its pattern is too dense to avoid) is to circle the screen in time with its static pattern until it flies away. It can be opened without releasing the vampire if done so just as it's about to leave the screen.

Spin kill strategy: You can tap into it each time you rotate the screen and finish it off that way just as it's retreating. The problem is accidentally releasing the vampire too early, who on the second loop is an almost certain death sentence, all for 600 extra points. If anything, just shoot the coffin to finish it off when it's almost off screen.

Enemy Health Score Worth spin-killing? Attack type
KGP-FOD-vampire.png Very high 1200 1st loop only Static pattern
Collision type Spin score Appears in... Danger level
Weak 2400 Forest of Dead Low (loop 2: Very high)
An undead vampire who sleeps in a massive coffin. He releases worms when damaged.

Spin kill strategy: On loop 1, simply bump him from behind and collect free points. However, the highest scoring run will encounter the coffin on loop 2, where worms fire aimed suicide bullets, and so you want to avoid fighting this guy at all by not opening the coffin.

Enemy Health Score Worth spin-killing? Attack type
KGP-FOD-worms.png Very low 10 Not really Aimed suicide bullets
Collision type Spin score Appears in... Danger level
Weak 20 Deeply Dungeon, Forest of Dead Very low (loop 2: Very high)
A simple worm. Has no hope of doing anything except blocking the player momentarily. On loop 2, fires aimed suicide bullets that you absolutely must take into account.

Spin kill strategy: The highest scoring runs will only encounter these on loop 2 where it certainly isn't worth risking the entire run over 10 extra points.

Enemy Health Score Worth spin-killing? Attack type
KGP-FOD-boss.png High 54000 Yes Various
Collision type Spin score Appears in... Danger level
Weak 108000 Forest of Dead Extremely high
See the guides page for details

Kingdom Grandprix [edit]


Enemy Health Score Worth spin-killing? Attack type
KGP-KG-goblinpod.png Low-medium 50 Only when safe Aimed shots
Collision type Spin score Appears in... Danger level
Weak 100 Kingdom Grandprix Low
Floating pods in Kingdom Grandprix that shoot standard aimed shots occasionally.

Spin kill strategy: 50 points is very little for the effort of being at the very top of the screen, so it's only worth it when they are completely alone and one has nothing better to do. Surprisingly, they take two bumps to destroy, unlike other enemies of this type.

Enemy Health Score Worth spin-killing? Attack type
KGP-KG-wallrunner.png Low 300 - Aimed shots
Collision type Spin score Appears in... Danger level
None - Kingdom Grandprix Low
Wall runners that ride around the edges of Kingdom Grandprix. Speed up slightly if you want to destroy them as they will try to escape.
Enemy Health Score Worth spin-killing? Attack type
KGP-KG-lasership.png Medium 1800 Usually Static laser
Collision type Spin score Appears in... Danger level
Weak 3000 Kingdom Grandprix Low / Very high
Type 1: An enemy that charges up and fires two straight lasers. Much less dangerous because of how slowly they charge and how quickly they are destroyed.

Type 2:Another type that looks identical instead fires two homing lasers. This type is extremely dangerous and should be focused immediately.

Spin kill strategy: The lasers take a long time to charge up, so bump them head on quickly before other enemies appear.

Enemy Health Score Worth spin-killing? Attack type
KGP-KG-goblinracer.png Medium 500 Sometimes Aimed shots
Collision type Spin score Appears in... Danger level
Weak 1000 Kingdom Grandprix Low
A goblin racer that occasionally appears in Kingdom Grandprix. After defeating the boss, there's an infinite stream of them.

Spin kill strategy: They can and will shoot you in the face if they are allowed to lock on, so if you're planning to spin kill them, it should be done either very quickly or after they have shot and their next shot is on cooldown.

Enemy Health Score Worth spin-killing? Attack type
KGP-KG-fatmech.png Medium-high 2500 Sometimes Static Shots
Collision type Spin score Appears in... Danger level
Weak 5000 Kingdom Grandprix Low
Type 1: A fat mech that isn't as sturdy or as dangerous as it appears. If anything, he's more of a distraction for the other enemies who will fire directly at you.

Type 2: Has a different color from type 1, and instead shoots 2 extremely fast large shots forward. Slightly more dangerous, and the shots have deceptively huge hitboxes.

Spin kill strategy: This spin kill is worth quite a lot. Even if it's dangerous, you want to go for it and plan your route around it if aiming for the highest possible scores.

Enemy Health Score Worth spin-killing? Attack type
KGP-AC-mage.png 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.

Spin kill strategy: Earlier in the game, they die in one bump, and you should aggressively go after them. Later, they will have more health, and you will have to take it safer and opt to kill them with shots sometimes.

Enemy Health Score Worth spin-killing? Attack type
KGP-AC-bluemage.png 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.

Spin kill 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
KGP-KG-bashimech.png High 3000 Yes Homing shots
Collision type Spin score Appears in... Danger level
Weak 6000 Kingdom Grandprix Medium
Giant mechs that Bashinet R spawns from the walls. If you don't care about score, hiding in the top left on full boost is one way to easily survive them.

Spin kill strategy: Bumping them from behind / getting stuck while spinbombing may be safer, easier, and more lucrative than even non-scoring strategies. Memorize the order the mechs burst out of the walls.

Enemy Health Score Worth spin-killing? Attack type
KGP-KG-bashiplate.png - 12000 - -
Collision type Spin score Appears in... Danger level
Weak - Kingdom Grandprix -
Armor on Bashinet R's chest.
Enemy Health Score Worth spin-killing? Attack type
KGP-KG-bashihands.png Medium-high 6400 - Slowing grasp
Collision type Spin score Appears in... Danger level
Invincible - Kingdom Grandprix High
Bashinet R will fire his homing hands after his wings are destroyed. They have infinite homing range and turn rate, but they can technically be avoided by moving upwards. The massive slowing effect they have makes it easier for Bashinet to hit you with his incredibly fast aimed shots.
Enemy Health Score Worth spin-killing? Attack type
KGP-KG-boss.png Very high 96000 Yes Various
Collision type Spin score Appears in... Danger level
Weak 132000 Kingdom Grandprix Very high
See the guides page for details

Yashiki of Ninja [edit]


Enemy Health Score Worth spin-killing? Attack type
KGP-YN-ninjakite.png Low 150 Yes Aimed shots
Collision type Spin score Appears in... Danger level
Weak 300 Yashiki of Ninja Low
Ninja suspended from kites.

Spin kill strategy: They are always alone and die in one bump, so spin killing all of them is very simple.

Enemy Health Score Worth spin-killing? Attack type
KGP-YN-firestatue.png High 2500 Yes Static patterns (various)
Collision type Spin score Appears in... Danger level
Weak 5000 Yashiki of Ninja Medium
The ninja yashiki's firebreathing statues. They can select from various types of patterns to shoot. Almost certain death until you learn their safespot.

Spin kill strategy: It's much safer to stay near the top of the screen and bump them from behind rather than shooting them normally.

Enemy Health Score Worth spin-killing? Attack type
KGP-YN-goblinninja.png Low 400 Usually Static patterns (various)
Collision type Spin score Appears in... Danger level
Weak 800 Yashiki of Ninja High
Giant ninja that suddenly appear from various places and throw a flurry of shuriken.

Spin kill strategy: It's much safer to stay near the top of the screen and bump them from behind/the sides instead of shooting them normally.

Enemy Health Score Worth spin-killing? Attack type
KGP-YN-attendant.png Low 100 Sometimes Aimed shots
Collision type Spin score Appears in... Danger level
Weak 200 Yashiki of Ninja Low
Very fragile flying attendant statuettes.

Spin kill strategy: When scoring, you're often at the top of the screen in this level, so it's fine to spin kill most of these when they are alone.

Enemy Health Score Worth spin-killing? Attack type
KGP-YN-door.png Low-medium 300 - -
Collision type Spin score Appears in... Danger level
Weak - Yashiki of Ninja -
Just a traditional sliding door. Awards no points unless destroyed by shots.
Enemy Health Score Worth spin-killing? Attack type
KGP-YN-agileninja.png Medium 500 Not really Static shots
Collision type Spin score Appears in... Danger level
Weak 1000 Yashiki of Ninja High
Extremely agile ninja that suddenly appear and throw a msssive number of shuriken.

Spin kill strategy: It's generally too difficult to safely bump into them due to their small collision area, huge attack patterns, and eccentric movement patterns. spin killing from behind may work, but your ship will accelerate, and you will miss killing a lot of the ninja entirely, thus canceling out the spin kill bonus and only adding extra danger.

Enemy Health Score Worth spin-killing? Attack type
KGP-YN-monk.png Medium-high 1800 Sometimes Static shots
Collision type Spin score Appears in... Danger level
Weak 3200 Yashiki of Ninja Low
Giant monks who spray a predictable pattern in all directions.

Spin kill strategy: They retreat from the screen very quickly, so only ships with very good weight and control will be able to spin kill them all.

Enemy Health Score Worth spin-killing? Attack type
KGP-YN-templestatue.png High 1500 Yes Static shots
Collision type Spin score Appears in... Danger level
Weak 3000 Yashiki of Ninja Very low.
Animated statues inhabiting the temple just before the boss. The safespot for their attack is directly beneath them, but the sides and behind are completely safe as well.

Spin kill strategy: They are no threat to anything behind them, so easily spin kill them from behind.

Bug: These statues have such a high rank modifier for their health that they have a health overflow on loop 2, JP version, actually ultimately lowering their health.

Enemy Health Score Worth spin-killing? Attack type
KGP-YN-shadow.png High 5000 If possible Static shots
Collision type Spin score Appears in... Danger level
Weak 10000 Yashiki of Ninja Extremely high
Hayatemaru's shadow who will join him for the dual shuriken attack.

Spin kill strategy: 5000 points is a lot, the problem is the randomness and danger of trying to bump into this enemy. Even after identifying which one is the shadow, one bomb (thrown out of the way to avoid damaging the shadow) will surely be needed for the invincibility frames.

Enemy Health Score Worth spin-killing? Attack type
KGP-YN-helperninja.png Medium 2500 - Aimed bouncing shots
Collision type Spin score Appears in... Danger level
None - Yashiki of Ninja Extremely high
Ninja summoned by Hayatemaru. Their giant bouncing shuriken are extremely dangerous in the confined spaces of Hayatemaru's area.
Enemy Health Score Worth spin-killing? Attack type
KGP-YN-boss.png High 85000 - Various
Collision type Spin score Appears in... Danger level
Weak 110000 Yashiki of Ninja Extremely high
See the guides page for details

Kobolds Tower [edit]


Enemy Health Score Worth spin-killing? Attack type
KGP-SS-koboldplane.png Medium-high 800 Usually no Aimed shots
Collision type Spin score Appears in... Danger level
Weak 1000 Strato Sphere, Kobold Tower Very high
Planes appearing in several stages, they take a surprisingly long time to explode and continue shooting while they do so. Very common to be caught off guard by them.

Spin kill strategy: This spin kill is only worth 200 extra points, so it's only worth doing if it's totally safe (no other threats on screen) and you have nothing better you could be doing. Generally not worth the effort.

Enemy Health Score Worth spin-killing? Attack type
KGP-CF-koboldmech.png Medium-high 500 Sometimes Static pattern
Collision type Spin score Appears in... Danger level
Weak 1000 Crossfire, Strato Sphere, Kobold Tower Medium
A large mech with a gun that sprays bullets downwards. It's safer to be near them than downwind of them. Somewhat dangerous when accompanied, as their long strings of bullets restrict movement options.

Spin kill Strategy: It's quite safe to be anywhere other than beneath them, so they can be spin killed if they are not accompanied by other enemies.

Enemy Health Score Worth spin-killing? Attack type
KGP-KT-frigatemech.png Medium-high 1500 When alone Aimed stream
Collision type Spin score Appears in... Danger level
Weak 3000 Kobold Tower Very high
A large mech with dual gatling guns on its back. Very dangerous because of its durability and fire rate. It's attack period is very long as well. Focus these before other enemies or you will likely end up trapped.

Spin kill Strategy: Aggressively bump them when they are alone for the nice spin kill score. During the enemy rush, you should just focus fire them down before they're able to start shooting.

Enemy Health Score Worth spin-killing? Attack type
KGP-CF-goblinjuggernaut.png 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.

Spin kill 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
KGP-KT-koboldsaucer.png Low 1000 Yes Static streams
Collision type Spin score Appears in... Danger level
Weak 2000 Kobold Tower Very low
Kobolds piloting flying saucers. They only appear alone and take a very long time to fire. Extremely nonthreatening.

Spin kill Strategy: They only fire downwards and are very frail. One of the simpler spin kills in the game.

Enemy Health Score Worth spin-killing? Attack type
KGP-KT-boulder.png Very low 250 Usually Bump attack
Collision type Spin score Appears in... Danger level
Weak 500 Kobold Tower Very low
Weak falling boulders native to Kobold Tower that only exist to bump you into bullets or obstacles. Different from the strong boulders in Cold Corridor, and unfortunately worth fewer points.

Spin kill strategy: These boulders are weaker than Cold Corridor's and break in 1 bump, so focus on spin killing them during the boulder section unless there's a more valuable target or you need to shoot missiles down.

Enemy Health Score Worth spin-killing? Attack type
KGP-KT-missilepot.png Low 1500 Yes Homing missiles
Collision type Spin score Appears in... Danger level
Weak 3000 Kobold Tower High
A pot that sneakily falls onto ledges and begins firing destructible homing missiles. Not so dangerous if you attack aggressively.

Spin kill strategy: These should be your spin kill focus during the Kobold Tower ascent, with boulders coming in second. You may need to let off a volley of shots to clear out the homing missiles first.

Enemy Health Score Worth spin-killing? Attack type
KGP-KT-koboldbattleship.png High 3300 Yes Homing missiles, Enemy spawn
Collision type Spin score Appears in... Danger level
Weak 6600 Kobold Tower Medium
Kobold battleships with 3 different attacks: inner turrets, homing missiles, and kobold spacemen. Each turret is worth 1000 points as well.

Spin kill strategy: The most important enemy in the game to spin kill. Each spin kill is worth an extra 3300, and if your character has piercing weapons, you can destroy the turrets for 1000 points each as well. They spawn infinitely after the boss, so that is when to go after them and spin kill them all as quickly as possible before the race ends.

Enemy Health Score Worth spin-killing? Attack type
KGP-KT-koboldspaceman.png Low 300 When it's safe Aimed shots
Collision type Spin score Appears in... Danger level
Weak 600 Kobold Tower Medium
Kobolds in space suits. They go down easily, but their aimed shots can be unexpected and come from strange angles.

Spin kill strategy: You can spin kill the ones before the boss. It's generally not worth the time during the battleship rush because you want to focus on destroying battleships as quickly as possible.

Enemy Health Score Worth spin-killing? Attack type
KGP-KT-boss.png Very high 92000 Yes Various
Collision type Spin score Appears in... Danger level
Weak 124000 Kobold Tower Medium
See the guides page for details
Enemy Health Score Worth spin-killing? Attack type
KGP-KT-launcher.png High 1800 - Launches pod
Collision type Spin score Appears in... Danger level
None - Kobold Tower Very high
See the guides page for details
Enemy Health Score Worth spin-killing? Attack type
KGP-KT-pod.png Medium 5000 Maybe Random ring
Collision type Spin score Appears in... Danger level
Weak 10000 Kobold Tower Very high
See the guides page for details