Tatsujin Ou (達人王 "Master King", also known as Truxton II) is a vertical shooting game developed and published by Toaplan in 1992. It was ported to the FM Towns computer by Ving Co., Ltd. exclusively in Japan in 1993. It is the sequel to Tatsujin.
Tatsujin Ou primarily uses an eight-way joystick and two buttons (with a third debug button that typically goes unused). It also includes an autofire DIP switch that's enabled by default.
- A: Fires the main weapon and whichever sub-weapon the player has equipped
- B: Uses a bomb
- C (Debug): Greatly increases the scrolling speed (unused)
Tatsujin Ou features a main weapon, three sub-weapons indicated by color, and a bomb weapon.
Main Shot: The HyperFighter's primary shot. It's made up of four pink shots split into two hitboxes, and travels straight up the screen. Each increase in power causes the shot to become wider and longer. Five of these shots can be fired at once.
Napalm Bomb (Red): Fires red bombs on either side of the player, which leave behind lingering explosions that can damage enemies. At power levels 1 and 2, they shoot diagonally up, with the bombs traveling further at level 2. At power levels 3 and 4, they also shoot to the left and right, with the bombs traveling further at level 4. At max power, they also shoot diagonally down.
Search Laser (Blue): Fires two blue lasers up the entire length of the screen which lock onto enemies and damage them.
Normal Shot (Green): Fires green pellets in an arch that becomes wider with each increase in power level, up to a maximum of five pellets on either side of the player.
Bomb: Releases a large orange bomb that slowly travels up the screen from where the player deployed it and deals major damage to enemies and bosses.
Tatsujin Ou features four unique item types.
|Power Ups: Indicated by the flashing circle in the center. These periodically alternate between the colors red, blue, and green (in that order, changing every 180 frames) and grabbing one when it's a certain color will equip the player with the corresponding sub-weapon. Grabbing a power up of the same type already equipped will increase the power of both the main shot and the sub-weapon, with max power being achieved after five Power Ups of the same color have been collected. At this point collecting power ups of the same weapon currently equipped will award 5000 points. The initial color of each item is determined by RNG with red being twice as likely as the other two colors.|
|Speed Ups: Indicated by the flashing S. These will increase the player's movement speed, with max speed being achieved after five have been collected.|
|Bombs: Indicated by the B in the center. Grabbing one will add a bomb to the player's stock. Up to five bombs can be held in stock at once.|
|1up: These are located in specially-colored containers in certain stages, requiring a bomb use and the corresponding sub-weapon to access. Grants the player an extra life. These will only appear if the player has five or fewer extra lives, and if these are on screen while the player has six or more extra lives, these will instead award 5,000 points.|
All excess items award 5,000 points when collected.
Rank in Tatsujin Ou is tied to the player's power level - the more powered up the player is, the harder the game gets. In the Japanese version each power level gained adds 4 to the base level rank while in the international version each power level adds 2. Rank exclusively determines the frequency of enemy attacks and represents the amount to be added to the enemy attack timer.
The game contains six stages and loops infinitely. From the second loop onwards many enemies have more difficult attacks. Exactly how the difficulty progresses depends on the region and difficulty dipswitch settings. There are four preset difficulty levels for each version of the game, with level 0 being the easiest and 3 being the hardest. The same numeric level is not equivalent across different versions and represents an easier difficulty in the international version compared to the Japanese version. These difficulty levels are assigned to the first four loops of the game (loop 5 is treated the same as loop 4) and contain preset values for the base rank level, the base amount of damage each weapon inflicts and how much additional damage each weapon gains at each power level.
Japan DIP Loop 1 2 3 4 Easy 0 1 2 3 Normal 1 3 3 3 Hard 2 3 3 3 Very Hard 3 3 3 3
International DIP Loop 1 2 3 4 Easy 0 1 2 3 Normal 1 2 3 3 Hard 2 3 3 3 Very Hard 3 3 3 3
It can be seen that on normal settings the international version reaches maximum difficulty at the third loop, while the Japanese version reaches it at the second.
Because Tatsujin Ou loops infinitely, the primary method of scoring is by simply playing through the game and clearing multiple loops. There are no stage end score bonuses like in some previous Toaplan shmups, so the best way of scoring more quickly is by collecting as many excess Power Ups as possible, since each one gives 5,000 points. The third and final way of scoring is milking tick points. Unlike most other shmups, tick points in Tatsujin Ou are not earned from the damage dealt to an enemy. They are instead earned from how long an enemy is being damaged. In order to score more points sooner, the player can use a sub-weapon (most commonly, the napalm bombs) to slowly damage and milk as many tick points off of enemies as they can before destroying them.
See (Tatsujin Ou)/Strategy for stage maps, enemy and boss descriptions, walkthroughs, and advanced play strategies.
The plot involves Dogurava and his evil Gidan army, who were originally defeated in Tatsujin, being resurrected and invading the galaxy once more. It is up to the player, aboard the HyperFighter spacecraft, to put a stop to them and restore peace to outer space.
Outside of Asian territories, Tatsujin Ou was released under the name Truxton II. In this international release, the player's weapons deal more damage, and the enemies shoot less frequently than in Tatsujin Ou. The difficulty increase from loop 1 to loop 2 is also not as high.
- Only the first three bosses in the game award points upon destruction, while none of the final three bosses or any of their parts award any points.
- There is an unused item left inside the game that gives either 1000 or 5000 points when collected.
- There is a bug that can cause a lingering bullet to take on the position of a graphical effect during a boss' explosion sequence and be released into a normal trajectory after the sequence is completed.
See (Tatsujin Ou)/Gallery for our collection of images and scans for the game.
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References & Contributors
- Primary info provided by Flobeamer1922