R-Type III

R-Type III

15.10.2013 00:44:34
~B
R-Type III: The Third Lightning FAQ

Version 1.1

Compiled by: Jacob Poon

Contact author
==============

Send comments about the game to:
jacob.poon@utronto.ca

Availability
============

GameFAQs (aka Video Games FAQ Archive):
http://www.gamefaqs.com

http://www.rtype.com

Introduction
============

The Bydo empire strikes again in this R-Type sequel. It's now up to you
to fight it again.

As the name implies, this is _the_ sequel to the R-Type II, not R-Type
Leo or Super R-Type as some believe.

This game is somewhat improved over Irem's Super R-Type. Not only there
are no more slowdowns, there are some new weapons for R-Type veterans to
master. Even though it has one fewer stage (7 instead of 6), the
frustration factors will keep any careless players from finishing this
game soon. ^_^;

Tech specs
----------

Year: 1994
Platform: SNES
Size: 16Mbit
Special chips: none
Maker: Irem Corporation

Explanations of game elements
=============================

Revival/continue
----------------

Unlike the nightmare you get in Super R-Type, when you get killed don't
have to restart all the way from the beginning of a stage, even when
continuing. In R-Type III, each stage is divided into several areas,
which will be discussed in the walkthrough. As a result, the
frustration level is greatly reduced. However, you still lose all
equipment upon revival, unlike in Super R-Type, which equipment is
keeped in novice/kids level.

Extra lives
-----------

You can get an extra life at 20000, 70000, 140000 points, and every
70000 points afterwards. So does it worth the risk for collecting
points? It will depend on how well you can control your ship. But
since this game can continue indefinitely from the area your last ship
died instead of the stage, and the game doesn't keep high scores, this
serves a little pratical purposes.

Force Devices
-------------

The spherical object that has been in all R-Type games is still here.
In R-Type III, there are 3 different FDs, each comes with different
abilities.

As in all R-Type games, you can use laser only when you already have a
FD attached to you, and get a powerup afterwards. The laser you use
depends on the colour of powerup you get. Every time you grab a powerup
your FD is upgraded, regardless of the previous one you get.

All FDs can only block the same kinds of enemies, and they are not
destroyed even when they are crushed by walls.

Round force

The same FD found in every R-Type incarnations, including Super R-Type
and R-Type Delta. However you only get 3 different laser styles instead
of 5 in Super R-Type.

Red: Air to air laser
Blue: Reflective laser
Yellow: Air to ground laser

Shadow force

A new FD in R-Type III. It can be retrieved much faster than the Round
FD. If you get it to level 2, you will get an all range shadow blaster
(2 shadow blaster for level 3). The turrets shoot at the angle relative
to your ship's position. If you detaches the FD, the turrets will
attach to it as well.

Red: Reverse laser
Blue: All range laser
Yellow: Guide laser

Cyclone force

Another new FD in R-Type III. Unlike previous FDs, it does not shoot
when it is detached, but the FD itself delivers more damage by sheer
impact than the other two. In level 2 and 3, it enlarges when detached,
and it makes an excellent blocker.

Red: Through laser
Blue: Splash laser
Yellow: Capsule laser

'Options'
---------

As in previous R-Type games, you can carry maximum 2 of them, with one
directly above and one directly below you. Not only it protects you
from further damages, it can also fire with appropriate combination of
FD and laser.

Round FD and air to air laser: Shoots lesser powerful version of level
2 air to air laser.

Cyclone FD and capsule laser: Shoots homing laser beam, but each beam
only changes direction once at 90 degrees.


Beam
----

As in Super R-Type, a beam can go to 200%. However, it is different in
several ways. First off, instead of shooting a group of small
projectiles, it shoots a giant projectile with travels quickly across
the screen, which attacks anything at the ship's front, side, and even
back at very close distance. This projectile now travels through
everything from solid walls to bosses, and even enemy's attacks. It
destroys all hostile targets which can be immediately blocked by FD,
including bullets. Best of all, the meter no longer revert back to 100%
if staying within 200% in prolong period.

In addition, there is a second beam mode named 'Hyper', which takes same
amount of time to reach 200%, and behaves almost the same, except when
firing at 200%, it first shoot out a short wave of beams (which can
injure enemies), then it can release indefinite amount of projectiles by
pressing shot and/or auto shot buttons. One can fire up to 3 such
on-screen projectiles at one time. Not only each projectile provide
superior firepower, when each of them collides into a object and isn't
immediately destroyed, the projectile explodes and splash waves to
inflict further damage to the target any anything close to the wave.
After a fixed amount of time, the ship will overheat and unable to use
charged beams, until the heat gauge completely dropped.

When Hyper is activated, laser cannot be used, and the little 'options'
rotates around the player's ship afterwards to protect it from enemies'
attacks until overheating occurs.

Advanced mission
----------------

When you finish the final stage for the first time, you will start
advanced mission, which played all stages all over again, with higher
difficulties. Higher difficulties including: enemies take more shots to
kill, enemies travel faster, enemies shoot more frequently, ememy's
bullets travel faster, certain colours changed. However, not all of
them applies to all enemies.

To get to true ending, you will need to beat the game in advanced mode.

Walkthrough
===========

Note: The texts enclosed by the 'area' correspond to the place your
fighter is revived after it is destroyed.

Stage 1

General notes

Debris occur more frequently in advanced mission.

Area 1

Put the FD at front ASAP. After the debris disappeared, destroy first 2
giant robots with a 200% beam each. If you don't destroy a robot in
time it will run away after the next one arrives. The red robot is
indestructable so just dodge its shots and wait until it hits the wall.

Area 2

As soon as you reach the wall, grab blue powerups and destroy the
turrets at the bottom wall, and don't stay too close to the engines. As
soon as you see the bottom wall stops rotating, stay away from the upper
right screen area until the top wall stops moving. Charge up your beam
to 200% and fire from the left edge of the screen as soon as you see two
turrets behind the top wall. Before the engine at top wall fires, get
pass the engine and start charging up. Destroy first and second rows of
robots with 200% beam each. (At advanced mission, the beam from the
engine is much longer and fires more frequently.) After the wall stops
rotating, blow up the engine with Hyper.

Area 3

Enter between the walls, destroy turrets, grab power up if not using
cyclone FD, then move into the centre of the screen so that your fighter
doesn't have to move when the wall is rotating. As soon as you leave
the walls, you will see robots coming behind a pillar. If you use
cyclone FD, release it to your back and ignore the robots from behind.
If you don't, you can either use Hyper and put FD to back; or put FD to
front, move to the left edge of the screen and release 200% beam just
before the robots at back touch you.

Area 4

After that, put the FD to front before a wave of fighters appeared. Get
yellow powerup if you are using anything but the cyclone FD. When
another group of robots appear, wait until they grouped together and
destroy them of with a 200% beam. Before the background wall is
destroyed, don't stay on the upper left corner.

Boss

Patterns:

After the background wall is destroyed:
1. Fires bullets from background for a long moment.
2. Move towards foregrounds and 'out of screen'.
3. Reappears at background and fires again for a short moment.
4. Move to same plane as your fighter.
5. After it stops rotating, it fires 6 homing missiles which can be
destroyed by player's attacks, for several times.
6. Move to background. Go to pattern 1.

Strategy:

Obviously, the best time to deliver damage is to wait the boss at
pattern 5, so have your beam set to Hyper early and discharge at the end
of pattern 4. The quick blasts of Hyper can easily kill the boss within
one cycle, even before it can fire homing missiles for second time.

It is possible to attack the boss at the middle of pattern 2, but only
a damage can be done.

In advanced mode, the boss fires more frequently.

Stage 2

General notes

In general, avoid the liquid drops from the ceiling. However, if you
have trouble on passing through the tight environment, you may have to
let the drops to eat away some walls first.

In advanced mission, there are tougher, purple celluar creatures in
addition to red ones, which needs a equivalent of 50% beam to destroy.
Also, the small yellow creatures turns red, and the liquid drops turns
from yellow to red. There are more sources of liquid drops in advanced
mission.

Area 1

The red powerup is rather useless regardless of FD, so avoid it unless
you don't have any FD. After you reach the opening at the bottom,
relocate the FD to your back to shoot down enemies from behind. After
that a wave of enemies will surround you. Use Hyper to get out of this
ring. Soon you will meet some solid walls. Let the liquid to eat away
the bottom walls and carefully pass through the region. There is a
missile powerup between the blue walls. Use 100-200% beam to destroy
the wall with an eye.

Area 2

As you reach towards another blue wall from right, there are two
powerups come from the top opening, grab them where appropriate. (Note:
In advanced mission, there is also a powerup come from the left of
screen.) Before the screen travels down, put FD to your back. Do not
travel up into the shaft. As you reach to the large creature, destroy
the three little creatures first with Hyper or 200% beam, and carefully
move upwards. Then destroy another wall will an eye with Hyper or 200%
beam.

Area 3

Soon you will see a small opening at the middle, with a thin rock stand
between. Travel through the hole from below of the thin rock, not
above. Before reaching the boss, there is one blue powerup and one
speedup.

Boss

Patterns:

Not many patterns except randomly release sperms from the hole and
shooting yellow rocks from its eyes, which are indestructable. The
sperms travel faster in advanced mission.

Strategy:

The only way to kill the boss is to shoot the eye when it is opened. To
do it you can use 200% beam, Hyper, or Cyclone FD with blue powerup.
Concentrate on dodging the sperms instead of firing. A slow-motion
controller helps a great deal on manouvring, even if somewhat slow.
Also, keep yourself close to the hole so you can see which one will
shoot sperm.

Stage 3

General notes

The 3-way turrets are rather difficult to hit since they are around the
corners. In most cases you will need a 200% beam or FD to destroy
them. In advanced mission, they fires three times in a row instead of
one, and the bullets travel faster.

When you are travelling vertically, sometimes an enemy appears out of
nowhere and build obstacles diagonally. These obstacles allow the
robots above to walk on them, as well as blocking enemy projectiles.
They can be destroyed by player's attacks.

Area 1

When you are travelling down, put the FD to the back. Grab the
missile. Just before reaching bottom there is a turret that points
right.

Area 2

When you reach the bottom, put FD to your back again to kill two lines
of enemimes. There will be a speedup afterwards. Then charge up beam
again until 200% to get the powerup at the very right side of the
screen. After that, move close to the top opening to knock out a wave
of enemies. Before second wave arrives, put the FD to back and move
through the path at the bottom before the enemies in front appears.
After that, charge up beam or Hyper. When you see a circular pattern
appers at background, move into the centre and discharge when enemies
appears. That way, if you didn't survive the attack, at least you could
skip to the next area.

Area 3

As soon as you get two little 'options', go to upper left corner and
destroy the lower turret with 200% beam, and the one above it with
another 200% beam by stay close to the edge of the corner as possible.
Quickly go through the gap at the right and move to the left edge to
destroy the turret above you. At this time you should have FD on your
back. Before reaching the left opening you should have Hyper ready, and
retrieve a blue powerup by crashing your FD to the enemies. Since you
already have two little 'options' by now, they will shield you from the
bullets from the turrets above. After going through another tight
passage, you will meet the boss.

Boss

Patterns:

Not much, except keep on releasing orange and blue objects, and it
occasionally jump towards the right edge. It may run quickly if it is
trailing behind you.

The orange objects can turn into a fighter which builds obstacles
diagonally. Blue objects will reflect at the edges. Both of them can
be blocked by FD.

In advanced mission, the boss also shoot a short beam which goes through
FD and it is unstoppable. The fighter builds obstacles much quicker.

Strategy:

Keep yourself to the right edge of the screen (in particular,
upper-right corner) most of the time, unless some blocks are directly
above you. Destroy the mouth on top by attaching the FD to your back
with blue powerup (all FDs). After that, destroy the mouth on bottom by
detaching the FD betweeen its legs. After that, re-attach the FD to
your back and keep firing on the shell until the boss is destroyed.

If you use Cyclone FD, it can be attached to your back at all times if
you use blue powerup.

Stage 4

General notes

As soon as you see the green circle, go into the green circle before the
ceilings starts crushing. However, if you don't have enough firepower,
you may have to lure the enemies to shoot other places before moving
into the circle.

Area 1

After passing through 2 crushing ceilings and two rows of enemies, have
your 200% beam or through laser ready to destroy the turrets behind the
walls. Before you reach the grey solid walls, charge up your Hyper and
put FD on back. When second wall start closing, release Hyper in the
middle of the wall when turrets start to appear. Then go right and
moving in anticlockwise direction, then clockwise direction. After the
turrets are destroyed, move FD to front and charge up 200% beam to
destroy the yellow wall. If you are killed at this point, you may be
revived to next area if the yellow walls next to the wheel had appeared.

Area 2

If you are revived at this point, the wheel disappears. In this case,
destroy the yellow wall with 200% beam. Next you will enter a maze with
lava flowing. Before you reach second outlet, go to bottom row, then
top. Then travel down to middle row, go right and pass 2nd and 3rd
outlet, then go down, right, up to middle row. When reaching 5th outlet,
go to upper row and to right corner of screen. Before reaching 6th
outlet, go to middle row again. When 7th outlet appear, move directly
under the outlet and go down to bottom row, and move to lower right
corner. Watch out for the 8th outlet, which appears when fighting the
boss.

Boss 1

Patterns:

At the beginning of each phase, it releases two turrets, one on top wall
and one on bottom row. The turrets travel horizontally, and they shoot
without prior targeting. When the turrets were destroyed, they were not
replaced until the next phase begins. If the boss is destroyed first,
the corresponding turrets are destroyed as well.

Strategy:

In each phase, there are 3 blocks to cover the gem behind it. One must
destroy the blue, then green, then red blocks before attacking the gem.

Even though the turrets aren't replaced when destroyed, it usually
doesn't worth the effort to destroy turrets first except getting more
points since they take longer time to kill.

Phase 1

Patterns:

The turrets shoot bullets that travel vertically (lower one shoots up,
upper one shoots down). In advanced mission they shoot more frequently.

Strategy:

If you want to destroy turrets first, this is the perfect time to do
it. Also, save the Hyper for the next phase.

Phase 2

Patterns:

The turrets shoot bullet which travel towards you. They shoot much more
frequently in advanced mission.

Strategy:

Concentrate firepower on the gem instead of turrets, especially in
advanced mission. Use Hyper as soon as you can attack the gem. Stick
the FD to the gem helps you to indicate when to start attacking.

Phase 3

Patterns:

The turrets shoot bullet which travel vertically and diagonally in 45
degree. The bullets cannot be stopped by FD, but a rotating 'option'
can. Bullets travel faster in advanced mission.


Strategy:

When moving between phase 2 and 3, keep yourself as close to the gem as
possible to deliver maximum damage. When you are recovering from using
Hyper, you will need to dodge the bullets until you can use Hyper
again. Don't spend time to destroy turrets.

Area 3

If you have your FD, stick it to your back. Have your Hyper ready, and
release it as soon as you get to 6th outlet and entered the middle row.
If you don't have a FD, you will need to stay on top of the row, and use
Hyper to destroy the Pow Armour at the back, then get powerup at bottom
row after the lava from 6th outlet is firstly completely drained and go
to top row before it is drained for second time. After you reach the
top row, get powerup if possible, and quickly get to the upper left
corner of the screen and stay there until you are direcly below 3rd
outlet. Once you are direcly below 3rd outlet, move to middle row and
stay here until reaching 2nd outlet. After you are directly below 2nd
outlet, go to top row to destroy the Pow Armour at back then immediately
stay on the upper left corner of the screen. After the lava from 2nd
row is completely drained, there are 2 choices:

1. Stay on the corner.

2. Quickly move to bottom row via the gap directly below 2nd outlet,
then move lower left corner to collect speedup, then move up to middle
row before the lava reaches bottom row. This is a rather risky move, so
use it sparingly.

After getting out of the maze, you will see the 1st outlet and yellow
walls which will come down. Stay between the outlet and the holes until
the walls are destroyed, which isn't easy. After the wall is destroyed,
move left and wait until the screen scroll up. Then move towards the
opening below.

Area 4

You will encounter crushing walls for two more times. If you are
revived at this point, make sure you get the FD and the speedup. When
you see flashing balls, avoid them.

Boss 2

Patterns:

Throughout all phases, flashing balls travel along the tracks at the
background. When you are horizontally or vertically align with the
boss, the boss fires an indestructable beam for most of the time.

In advanced mission, the boss is green instead of blue, and it is harder
to kill.

Strategy:

Avoid contact with the balls. The flashing balls can block out all but
200% beam, which may or may not be useful. Also, don't be too greedy on
attacking the boss. Above all, don't stay on the same place.

Phase 1

Patterns:

The boss slowly travels across the bottom of the screen horizontally,
begins with going left.

In advanced mission, the background starts rotating in anticlockwise
direction.

Strategy:

First use 200% beam, then use auto shot and FD to take care of the rest.

Phase 2

Patterns:

The boss's turret rotates clockwise, then the boss moves straight up,
and slowly travels across the bottom of the screen horizontally, begins
with going left.

The background tilted a little in anticlockwise direction when you fight
the boss for the first time. In advanced mission, the background
rotates at the same angular velocity.

Strategy:

Use Hyper to quickly blast the boss.

Phase 3

Patterns:

The boss's turret rotates clockwise, then travels around the edges of
the screen in clockwise direction. If it is hit for a number of times,
it travels faster until it is destroyed.

When you fight the boss for the first time, the background begins to
rotate in anticlockwise direction, at the same speed as in phase 1 of
advanced mission. In advanced mission, the background rotates faster.

Strategy:

The Hyper in phase 2 can still deliver some damage to the boss, but be
very careful for the balls.

Stage 5

General notes

In advanced mission, the green creatures travel faster, turrets and
moving blocks take longer time to kill.

Area 1

Make sure you are vertically in the middle of 6 blocks in front of you,
and stay on the left edge of the screen. When enemies appears, use one
shot of 200% beam to destroy all 6 enemies. When two blocks morphed
into enemies, lure them into grouping by move to front, then pull back
and kill them with a 100% beam. Same for another pair of enemies.
After that have your Hyper ready, and turn on slow-mo if possible. When
4 enemies appeared from behind, lure them to top or bottom, then move to
the other side and release Hyper to destroy them and the turret in front
of you. Put FD to back and move beyond the wall after 2 blocks morphed
into enemies, and watch out for moving block. Then move to front and
destroy the enemies from back. When you see the blocks at the top and
bottom of the screen morphing into turrets, have Hyper ready again and
release it ASAP. Grab the missile if you don't already have it. Then
destroy the turrets in front, especially the lower ones. After that
destroy another two green enemies. Then enter the place surround by
blocks and charge up Hyper again. Next you will see 3 pairs of opposite
large blocks surrounded by small blocks. Each pair morphs into 2 green
enemies, which can be destroyed by the laser, if you put the FD to front
first.

Area 2

You will encounter 2 lumps of small block, with each lump morph into a
tentacle. Go to the right edge of the screen immediately, put FD to
back, and attack with laser if available. If they aren't destroyed by
your attack, they will be destroyed anyway. Then charge up Hyper and
ready to attack another tentacle when you see a lump in the middle morph
into a tentacle. After that, 2 more lumps will appear and morph into
tentacles. Again, go to the right edge of the screen immediately, put
FD to back, and attack with laser if available.

Area 3

After that you can get a speedup, a yellow powerup, and missile. Then
you will meet the boss.

Boss

When it morphs from one phase to another, it turns white, and it
delivers no damages to player, and player cannot deliver damage to it.

Phase 1

Patterns:

1. You will see a cellular object appear from the right edge of the
screen. It does not attack, but it move towards you.
2. After a fixed amount of time, it morphs into next phase, regardless
of damage.

In advanced mode, it is gray instead of purple, it travels faster, and
it takes longer time to change phase.

Strategy:

Just keep on firing with Hyper to collect points. If you are cornered,
leave and use your FD to attack.

Phase 2

Patterns:

Remember the original R-Type? This stage 1 boss is back in R-Type III
with a vengence. Krill now has fewer tentacles than its R-Type
incarnation.

Krill's tail continue to wave in front of itself to block any weak
projectiles. On the other hand, a green creature appears periodically
and shoot out indestructable projectiles, which move slightly toward
player.

In advanced mission, Krill is black instead of orange, it is tougher,
and the green creature shoots two rows of projectiles at one time
instead of one. Also, the Krill's tail shoots bullets periodically.
Above all, it takes much longer time to kill in advanced mode.

Strategy:

The only weak spot is the little head in the middle so attack when it
appears.

To finish off the boss quickly, you better charge up the Hyper to fight
the boss. Hyper allows you to safely attack the spot even when the boss
blocks it with its tail.

You can also send the FD to the Krill's stomach when it is still white.
This automatically attacks Krill every time it opens up the spot, but
risky if you are in advanced mission. Nonetheless, this approach works
best with Cyclone FD.

Phase 3

Patterns:

When it opens the weak spot at the centre, it fires 5-way indestructable
bullets for one and two time.

Also, turrets moves vertically and shoot out missiles frequently. The
ones have same colour as the ship can be blocked by FD, but the green
ones cannot.

It moves horizontally, but never beyond right half of the screen.

In advanced mission, it is tougher to kill, and it is purple instead of
grey.

Strategy:

Put FD in front, and use Hyper again. Also, stay on the vertical middle
of the screen unless you need to dodge enemy's attacks. Block out as
many homing missies with FD as possible.

Phase 4

Patterns:

Another R-type I boss strikes again. This one come from Stage 2.

A long snake randomly travels from one of the 4 holes to another. When
the snake is moving, it shoots 8-way projectiles from the turrets on its
body. The turrets and projectiles can be destroyed, but the snake
cannot, unless the heart is destroyed. When the snakes reenters the
heart, it exits with turrets regenerated.

In addition, a gem periodically exposed at the top of the heart.

In advanced mission, the gem is blue instead of purple, but doesn't take
slightly longer time to kill.

Strategy:

Use 200% beam to attack the gem. Stick FD to your front, and stay on
the lower left corner of the screen. Since you have much better weapons
than in original R-Type (even if you use Round FD), this should be very
easy even if you don't have laser.

Phase 5

Patterns:

This isn't a R-Type I boss, but it appeared in the middle of first stage
of R-Type.

After it appears, the turrets begin to rotate in anticlockwise
direction, and the entire structure moves horizontally, starting from
right. The turrets' rotation speed increase, and begin to fire bullets
two turrets at a time.

In advanced mission, it takes longer time to kill, and turrets reaches
maximum rotation speed sooner.

Strategy:

You must enter the surrounding of turrets otherwise you don't survive.
Even though this boss is not the nightmare experience you get from its
R-Type I equivalent, the turrets are no longer destructable until you
destory the weak spot. Have you Hyper ready.

Phase 6

Patterns:

The boss reverts to its first form, and hurling indestructable objects
in 8 directions, in clockwise precedence. The hurling speed increases
as time passes. The boss still move towards you.

In advanced mission, it takes much longer time to kill, it travels
faster, and it reaches its maximum hurling speed much sooner.

Strategy:

Lure it to the right edge of the screen, then move left and blast away
with Hyper. Since FD can't block anything, detach it ASAP. In advanced
mission, don't stay on the edges too long.

Stage 6

General notes

In first two areas, you will meet a portal that unleashes various
enemies. The crawlers will try to approach you directly, and they may
crash into walls and dies or move out of screen. Use them as your
advantages.

The animated backgrounds can be a hinderance to your mission as they can
affect your movement. The blue background cause you to move faster, and
ones the moving lights moves you based on the movement of the lights.
The one with tree roots doesn't seem to do anything.

If you kill a worm before it completely leaves the portal, you will get
no points. However, if you kill it after it completely leaves the
portal, it will unleash 4-way projectiles at the other end.

In advanced mission, the crawlers are green instead of dark blue, and
they move a lot faster. The walls turn yellow instead of pink.

Area 1

The first two Pow Armour from the portals contain a red powerup and a
speedup. Put FD to front. After that, blast the rotating objects with
200% beam, then a blue powerup should appear from behind you. Then use
another 200% beam on the same objects you hit on, and try to destroy
them with the FD if possible. The two worms appears afterwards can be
killed with a 200% beam each. When the walls disappear, move to the
right edge of the screen, then move up a little, then move down, then
move left before the walls completely reappear. This will kill 4
crawlers who try to approach you. Have your 200% ready, and move to
upper left of the portal, and release the beam when the crawler below
you rotates upwards. Then have 200% beam ready again to face another
wave of enemies. Then use 200% beams ready for 2-3 more times. After
you pass through two rotating enemies, you should have Hyper ready and
release it when you are in the narrowed passage. In the narrowed
passage, you can be dragged to the edge if you don't stay in vertical
middle. However, after you discharge Hyper, you will need to stay close
to the bottom until all crawlers are destroyed. After that, move into
the portal so you can get past the wall ahead. When the portal is in
the middle of the wall, move right before another wave of crawlers
appear from the portal. Have your 200% beam ready and put FD to back.
When you see another wall ahead, put FD to front. When the walls
disappear, you will need to charge up Hyper. Before walls turn solid,
go to left edge of the screen. This should destroy many enemies in
front of you, including the worm. The vertical wall will fade just
before it touches you, which won't kill you if you stay close to the
left edge of the screen. Release Hyper and kill off the rest, then move
towards right edge of the screen until walls reappear.

Area 2

When walls disappear, move to the right edge of the screen and have 200%
beam ready. When crawlers begin to appear, discharge it and then use
Hyper when it is ready. You will soon see cells surrounded by tight
walls, with a blue Pow Armour in one of the cells. Grab powerup when
walls disappear, and before walls reappear, move into the portal. The
walls should disappear 2 more times before crawlers appear. Have your
Hyper ready, and use it when a wave of crawlers appear. There should be
two waves of crawlers come from the portal, and the Hyper has just
enough charges to kill both. Then you will see the walls disappear and
reappear 2 more times, and then you will get a little 'option' before
you meet the boss at the end.

Boss 1

Patterns:

The boss is none other than the portal itself. However, you can only
destroy the 4 orbs that surrounds the portal. Before that the portal
continuously unleashes worms and crawlers, with a worm come first.

In advanced mission, the orbs take longer time to destroy.

Strategy:

You should have Hyper ready, and put FD to front before reaching the
boss. Unleash Hyper as soon as the FD can hit the boss. This allows
you to kill the boss within one charge of Hyper.

After you destroys the orbs, the portal enlarges, and you will be suck
into it. That's where the final challenge begins...

Area 3

You will see several fighters appear from right edge of the screen,
along with a speedup, a red powerup, then a blue powerup. Unless you
are using round FD, get blue powerup last. Put FD to front. After a
short journey, you will meet the boss.

Boss 2

Phase 1

Patterns:

1. Release indestructable homing energy balls and/or indestructable
beams from each hand, one hand at a time.
2. After sufficient damage to the head, it stops releasing anything from
hands.
3. The boss opens its mouth, and release 11 crawlers, which chases you.
4. When all crawlers disappears, go to pattern 1 for 1 time.
5. Do pattern 1.
6. When the head is destroyed, the body can be damaged by the player.
7. It keeeps on doing pattern 1 more frequently, until its head
reappeared.
8. Go to pattern 1.

The homing energy balls travels a rather slow, and with accelarate
slowly towards player. It disappear when it is completely out of screen.

In advanced mode, the energy balls and crawlers move faster, and the
boss's body takes longer time to destroy.

Strategy:

When the boss is attacked, it is more likely to use beams instead of
homing energy balls, so when its mouth is not open, stay on the vertical
middle most of the time. When you are attacking, stay close to the boss
as possible until you cannot damage it any further, as indicated by the
absence of flashes. When the head first appear, have a 200% beam ready
and stay as close to the head as possible. FD should be at your front
in all times.

Homing energy balls aren't really nasty when they are alone, but when
you are chased by several of them, and the boss opens its mouth, it
means big trouble. One way to get rid of them is to stay close to the
edges of the screen, so they are less likely to chase you over and
over. Also get rid of them periodically.

Before the crawlers come from the boss's mouth, hide behind boss's arms
by moving to the lower right corner of the screen, especially when you
don't have enough firepower. Make sure you are horizontally blocked by
the arm or it doesn't quite work. In some occasions, you are still in
front of the boss when its mouth is opened. In this case, move up to
lure some crawlers to go up first before you hide behind its arms.

After the boss opens it mouth from the same head for 2 times, charge up
Hyper and unleash it after the FD touches the head. Keep on firing and
stay even closer to its body, until your attacks can no longer injure
its body. You will only need to do this one time when you first fight
the boss, and 2-3 times in advanced mission. When you are staying close
to the boss when it loses its head, don't get trapped by the energy
balls from behind.

Phase 2

Patterns:

After the boss's body is destroyed, you will have to deal with its arms.

All 4 arms move randomly in linear direction. When they stopped, they
rotates until they move linearly again. They will keep on moving until
the portal shrinks.

It is possible to attack them, but only when the moves linearly. There
seem to be no way to destroy any one arm.

In advanced mission, this phase take much longer to end.

Strategy:

Forget about attacking them, just concentrate on dodging them. It is
still safe to collect points with auto shots, however.

Phase 3

Patterns:

As the portal continues to shrink, the boss will try to escape from the
tiny portal.

Shortly after boss's head reappear, it begins to spit homing energy
balls. This time however, they are much smaller, travel much faster,
and accelerate quicker than in phase 1.

Strategy:

There is only one way, and one quick and safe way for this:

When the portal begins to shrink, have your Hyper ready, put FD to
front, and move to the left edge of the screen. Stay close behind the
portal, and discharge when the head appears and FD touches it. Hold on
to your auto shot and keep firing.

Phase 4

Patterns:

The portal remains the same, and the boss's attack pattern is the same,
except it takes much shorter time to kill, and its face becomes flat.

Strategy:

Just stay on your position and keep firing the Hyper until its head
changes again.

Phase 5

Patterns:

The boss no longer fires anything. And its face becomes round again.
It is invulnerable at this point. After its face becomes round again,
it moves towards the left edge of the screen and disappears.

Strategy:

Just move away from the boss. You can get killed if you touches the
boss at this point. Also you can cease fire now as the game approaches
to the end.

Ending
======

After the final boss is destroyed, a different music will be played, and
your ship will travel to the centre of the screen, without the FD. When
the ship is warping, it zooms in, then zooms out and finally zooms in
again.

As the ship finishes warping, it slowly reaches a blue planet, then fly
away.

The ending diverges depending on the how many times you defeat the boss:

If you do it for the first time, music stops in the middle, and you get
following texts:

+----------------------+
|ADVANCED MISSION START|
+----------------------+

Then you will be in the first stage of advanced mission.

If you do it for the first time, music will continue to play until the
end, and you get the following texts:

R - T Y P E III
---------------
THE THIRD LIGHTNING


T H E E N D
THANK YOU FOR PLAYING. YOU ARE A SUPER PLAYER!

PRESENTED BY 1994 IREM CORP.

Then the background fades. Press Start button at this point brings you
to the title screen.

After words
===========

After I had known Irem released a R-Type collection title known as
'R-Types' on Playstation, I was excited for a while. But I was soon
disappointed after I had also known R-Types only has R-Type I and II, no
R-Type Leo, no Super R-Type, and definitely no R-Type III. :( Even
though both R-Type games are arcade perfect translations (even with
bonus FMV intro), and it has a sneak preview of the upcoming R-Type
Delta, IMO this R-Types is quite a rip-off release as a collection title
for R-Type fans.

In other words, if you R-Type fans have Playstation and have any R-Type
games besides R-Type I and R-Type II, don't give up the other games
anytime soon just for R-Types. If you really want to play R-Type on
Playstation, wait for R-Type Delta instead, or wait until Irem release a
more complete R-Type compendium title. Wait, if the latter ever
happens, it may only be available on Sega Saturn, which means R-Type
Delta become the only sensible choice for Playstation gamers. ;P

Version history
===============

1.0 - 1998 Feb 19
Initial public release.

1.1 - 1998 Feb 28
Minor changes.

Legal elements
==============

This FAQ is copyrighted by Jacob Poon. All rights reserved.
R-Type III: The Third Lightning (c) 1994 Irem Corporation.

 
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engl. FAQ für/for R-Type III
engl. FAQ

15.Октябрь 2013
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