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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. The enemy still takes damage from the collision and may even die.
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.
Spin kill strategy: Spin kill 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.
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
|
|
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 the guides page 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 the guides page 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.
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
|
|
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
|
|
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.
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
|
|
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
|
|
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.
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
|
|
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 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
|
|
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
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.
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
|
|
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.
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
|
|
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 the guides page 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.
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
|
|
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 |
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
|
|
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
|
|
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.
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
|
|
High |
28000 |
Yes |
Various
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Invincible |
50000 |
Outcast Castle |
High
|
See the guides page 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.
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
|
|
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.
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
|
|
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
|
|
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
|
|
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 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
|
|
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
|
Weak / Deadly |
10000 |
Crossfire |
Medium
|
See the guides page for details
|
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
|
- |
20000 |
No |
Various
|
Collision type |
Spin score |
Appears in... |
Danger level
|
Weak |
20000 |
Crossfire |
Medium
|
See the guides page for details
|
Deeply Dungeon
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
|
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
|
|
- |
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
- |
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
|
|
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
|
|
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
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
Enemy |
Health |
Score |
Worth spin-killing? |
Attack type
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|
|
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
|