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Raiden

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Raiden II
Raiden DX
Viper Phase 1

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Raiden Fighters
Raiden Fighters 2
Raiden Fighters Jet

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Raiden III
Raiden IV

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Raiden Fighters (ライデンファイターズ) - Arcade / Xbox 360 (1996)

American Xbox 360 Cover

Raiden Fighters is something certainly different from the original Raiden games, mostly because it was originally conceived as a totally different game called Gun Dogs. However, it has enough familiar elements with its parent series that makes it worthy to bear the Raiden title. Essentially, Raiden Fighters is to Raiden as Mega Man X is to Mega Man. It chucks out the Crassanian Empire and the somewhat sci-fi feel of the classic series to focus more on a modern military atmosphere not entirely unlike Capcom's 19XX series or Psikyo's Strikers 1945 games. You are apparently waging war against an anonymous dictator and you fight through the leader's armada of land, sea, and air units using one of several modern fighter jets. If anyone who thinks the pace of the old-school Raiden games is relatively docile compared to later overhead shmups, here comes Raiden Fighters to kick you in the ass at sonic speed.

The graphics run on the Seibu SPI hardware, the same engine off of which Viper Phase 1 was based. The game is aesthetically impressive, carrying over the constant visual detail of the series with the details of parts breaking down and flying all around after they explode. The music is of a notably different direction for the series, but it REALLY kicks ass, comprised of hard techno and rave music. It may not be as outright memorable as some of the classic Raiden tunes, but it certainly goes well with the overall new feeling of the series. The big draw about Raiden Fighter is that, most like other shmups of the mid-90's, you've got a good selection of various fighters with different attributes each.

There are seven fighters (plus an interesting secret one) up for play. Unlike previous titles where the main gun and missile sub-weapons were counted as separate icons, there are simply two types of powerup to collect, M (missile) and L (laser). For most ships, collecting these icons boosts their main gun and enhances the power of whatever sub-weapon they pick up. The M-type weapons tend to be more powerful, while the L-type weapons are more versatile and better for picking off smaller enemies. Furthermore, most of the ships can charge their attacks by holding down the fire button and letting loose with either an awesome sub-weapon barrage or a really powerful unique attack.

As in the classic games, you get bombs to help you deal with enemy congestion; to start, you only have two instead of three, but you can pick up more by catching the B icons. These bombs shoot out a large projectile which you detonate by releasing the bomb button, creating an impressive fire swirl that doesn't do as much damage as the classic Raiden bombs but is very helpful for cancelling enemy fire. Finally, the S pickup gives you a Slave, a small assist fighter that shoots out quick straight shots and protects you from enemy gunfire for several hits. You can have two Slaves at a time, and by default, they remain at the side of your fighter. However, picking up another S with two Slaves changes their formation and causes them to be positioned differently as well as fire in a new pattern.

The five default planes are named from A to E: The Aegis, the Beast Wing, the Chaser, the Devastator, and the Endeavor. The Aegis is well-rounded and has no significant faults or strengths to note. Its main gun fires off in a narrow spread, its L weapon fires out neat green homing lasers, and its M weapon shoots fast straight missiles. The Beast Wing is the slowest but the most powerful, the "flying tank," so to speak. Its main gun is a wide spreadshot of moderate speed, its L weapon is a straight laser (which fires an awesome spiral beam for its charged version), and the M weapon is quick homing missiles. The Chaser is the fastest fighter but technically the least powerful, though don't count out its versatile weapons. Its main cannon is fast but very narrow, its L weapon shoots long homing beams (with the charged version acting a lot like the famous "toothpaste laser"), and its M weapon fires semi-homing missiles that travel sideways before flying towards enemies.

The Devastator is powerful, not quite as much as the Beast Wing, but a bit faster to compensate. Its main weapon is similar to the Aegis with a wider spread, its L weapon shoots out lightning beams that home in on enemies (charge up for an impressive light show) and its M weapon fires slow but VERY strong incendiary missiles. The Endeavor is quick, a bit less so than the Chaser, but has slightly more powerful armaments. Its main weapon is a fast straight twin shot, its L weapon shoots neat-looking magenta beams in multiple forward directions, and its bizarre M weapon fires mines that are not particularly powerful but have the notable advantage of nullifying enemy projectiles.

There are also two fighters that can either be unlocked from the start in the arcade via either dipswitch or time release, though they are immediately unlocked in the 360 version. One of them is none other than the Raiden Mk-II from the classic Raiden games, and while it cannot charge its shots like other ships, it compensates by being able to use both weapon types at the same time. The main weapon is none other than the toothpaste laser in full glory, and the sub-weapon is the homing missile (H) from classic Raiden. The other "guest ship" is the Judge Spear, hailing from Viper Phase 1, and it is the fastest ship in the game. It also uses both of its weapons at the same time with a powerful vulcan laser and fast missiles that leave large green explosions (the napalm missiles from VP1). Combined, both weapons have almost no horizontal spread but are really FAST and powerful. Plus, the JS' bomb is the same as from VP1, a large perfect circle of fiery destruction. Both the Raiden Mk-II and Judge Spear start out with three bombs instead of two, perhaps to make up for the lack of chargeable sub-weapons.

There's also a secret "fighter" in the form of the Slave, the tiny ships that you normally receive as power-ups. They are playable by holding up or down on the joystick and pressing the start, fire, and bomb buttons together (or just holding B in Raiden Fighters Aces). The Slave you play as depends on the ship you highlight, and the only real difference between them are their speed. For example, the Beast Wing's Slave trudges along at an average page, but the Judge Spear Slave jets across the screen as does its "parent." All Slaves have the same attack: An unchargeable rapid fire gun that fires off in a five-way spread when fully powered up via M or L pickups. It might not seem like much, but it becomes surprisingly powerful when at its maximum, and the smaller hitbox of the Slave is a bonus for avoiding enemy fire.

After that lengthy dissection of the roster, let's get to the game's seven stages. The order of the first two stages, a muddy airfield and a forest base, are randomly determined in order. The fourth and fifth stages, a trainyard and an arctic sea, also change up with each other, but the third, sixth, and seventh (final) stages remain in place. The third and sixth stages, taking place against a naval and aerial fleet respectively, are lengthy fights against a titanic battle cruiser and a massive bomber airship, roving over their architecture fighting off waves of enemies and their own armaments until you reach their core. These gigantic bosses have multiple targets, dangerous or otherwise, that add up to the score of the end of the level. You can destroy up to 100% of all targets, though it can be difficult to do so. This bonus also applies to the final stage, the enemy fortress which is full of turrets and the final boss against the nameless dictator's command tower.

The score you acquire for this percentage bonus is based on the amount of medals you collect in each stage. The medals here look like small horizontal glowing rectangles, and they start out only giving you a bunch of puny 10-point bonuses. The more medals you collect without missing any, the higher the score increases. When you get up to 90 points, collecting a Slave icon makes the medals appear larger and give over 100 points, with increasing increments up to 900, and you can increase the multiplier all the way up to a potential 100,000 just as long as you don't miss any medals. Good old Miclus and the Fairy are still around as giga-point bonus items, though you can potentially kill the Fairy by accident and get screwed out of a bunch of points if you're too hasty on the trigger finger. You also get bonuses for "QUICK SHOT!" if you destroy a large enemy before it has a chance to shoot at you, as well as "DESTROYED AT A TIME!" if you blow up two special targets within one second of each other. There are probably a good deal of other methods for boosting score, but the important thing is to literally shoot everything and not get blown up yourself!

Raiden Fighters is a suitably challenging game that pushes the series further into bullet hell territory, though it's still not as insane as other shmups which shrink your hitbox down to a dot. RF is notably faster and fiercer than any other entry in the series, and it really is a hell of a ride from start to finish, what with all of the driving techno music and ridiculous number of explosions. If you ever see it in the arcade, definitely give it a run, especially if you have a bud along for good old two-player carnage. For the longest time, Raiden Fighters was never released to a home console until Raiden Fighters Aces for the XBOX 360. This compilation has on it RF, RF2, and RF Jet, and it also includes all possible customization options for each game normally only available via dipswitches. It even gives to RF a Boss Rush mode and an Expert mode, much like the regular game but where destroyed enemies fire off bullets posthumously. It also has a wealth of display options for the purists, and it's a fantastic value overall.

Raiden Fighters

Raiden Fighters

Raiden Fighters

Raiden Fighters

Raiden Fighters

Raiden Fighters

Raiden Fighters 2: Operation Hell Dive (ライデンファイターズ2) - Arcade / Xbox 360 (1997)

Arcade Flyer

Raiden Fighters 2

Raiden Fighters 2 essentially follows the formula and format of the first game, but this is in no way a bad thing considering the awesomeness of the first game. Much like Raiden II was to the original Raiden, RF2 does little to mess with how the first game played, and all changes made are in its favor. The graphics are more or less the same, and the sound design keeps up the trend of pulsing rave music. The somewhat ambiguous method of increasing the point value of medals via Slave ships and other bonuses remains in place, and Miclus and Fairies can be found for those who keep shooting everywhere. With all of these similarities, one may wonder how exactly the game was changed, but there is no need to look further beyond the gargantuan roster of available fighters.

RF2 ups the ante by upping the roster, doubling it from seven fighters (plus one hidden) to fourteen fighters (plus two hidden). The Aegis, Beast Arrow, and Chaser all return with visual and weapon enhancements, now known as the Aegis IV, Beast Wing, and Chaser 2000 respectively. The Aegis IV is the same as the original, but the lasers look different. The Beast Arrow has replaced its straight laser with a kickass flamethrower but retains its homing missiles. The Chaser 2000 has similar missiles but a somewhat different laser, which fires out straight to start but bends and hits several enemies the instant it makes contact with one. The newcomers include the Death Header, the Eraser, the Flying Ray, the Griffin, and the titular Hell Diver, continuing the trend of alphabetical names.

The Devastator and Endeavor have vanished, but their weapons have been inherited by some of the new fighters that continue the trend of alphabetic names. For example, the Death Header, a "flying pancake" style ship, has the closing lightning L weapon of the Devastator, as well as missiles that fly out, spin around for a second, and make a beeline for the nearest enemy. The Eraser inherits the straight/spiral laser that the Beast Wing had in the first game and acquires the super-powerful missiles of the Devastator, making it more effective for big enemies than waves of smaller ones. The Flying Ray has the wild lasers of the Endeavor from the first game and semi-homing missiles that fly around in slight arcs and with big smoke. The Griffin has the shot-blocking mines of the Endeavor and these odd energy canisters that fly out for a second before blasting out lasers toward the nearest enemy. The eponymous Hell Diver shoots out smoky missiles that behave like a combination of the Chaser 2000 and the Flying Ray's missiles, and its L weapon shoots badass energy crescents that fly around in wild arcs and just look really freaking cool.

The Raiden Mk-II and Judge Spear return without any changes from the first RF, but two of the new ships, the Raiden Mk-II Beta and the Blue Javelin, are actually their blue player 2 counterparts from their respective games. The Beta's main weapon causes it to shoot a large spread of bullets exactly like the classic red weapon from the original games. It also uses the classic napalm impact missiles as its sub-weapon and even drops the multi-bomb spread from Raiden II! The Blue Javelin is less quick than the Judge Spear but still pretty fast and also has the spherical bombs of the JS. Its main gun has a bit more spread than the narrow JS gun and also uses the burst missiles from Viper Phase 1, wider in spread than the JS' napalm missiles.

However, out of all fighters, my personal favorite is not a machine, but rather a magical being who sticks out from the cast like a blue thumb. It is none other than Miclus, the former Raiden point icon now reincarnated as a surprisingly super-powerful-yet-slow dragon, kinda like a cuter version of Dragon Spirit. It only has a main weapon, a straightforward three-way fire shot which might not seem like much and can't even be charged. Yet, somehow, it is the absolute strongest weapon in the game and can terminate bosses in relative seconds. Miclus' "bomb" is a flamethrower, like the Beast Arrow, but it is invincible over the duration of the bomb, can obliterate bosses even faster than the main weapon, and qualifies the dragon as borderline broken!

One of the odder fighters available for play is the Aegis II-c, a dull gray version of the Aegis IV that actually appears in one of the stages as an assisting fighter that randomly decides to help you. It essentially functions like the Aegis IV but cannot charge its weapons, so it appears to not be as good unless its main weapon is somehow more powerful. There is also a super-secret ship known as the Dark Sword, which is a black version of the Judge Spear and Blue Javelin. It has the main weapon of the Judge Spear, the sub weapon of the Blue Javelin, and even MORE speed than either of them. It is selectable after all other ships are made available and holding down-right while highlighting the random select icon. Finally, as in the previous game, you can select the Slave ships for each fighter, offering surprising firepower for such a tiny ship. Miclus' Slave, the Fairy, uses the flamethrower bomb like Miclus instead of the standard starburst as do the other ships.

The stage format is exactly like the first game, only with different landscapes for you to destroy. The first and second levels (a run-down airfield and murky swamplands), as well as the fourth and fifth levels (a beachfront and an aerial armada among clouds) swap places with each other randomly while the third, sixth, and final stages stay in place. The third stage boss is the dubiously named "Violet Head," a massive armored train that you fight your way up to at what are likely nigh-sonic speeds. The sixth stage boss, "Sand Lobster," is a mobile desert fortress with more turrets than your average Compile boss. The last stage is a raid on the main enemy base, leading up to Rafflesia, a large multi-turret command console like the last boss of RF1 except it also has the assistance of seemingly infinite tanks. However, nigh-perfect players will be treated to a bonus "surprise" after the ostensible final boss is vanquished. There is a chance you will fly past the wreckage of Rafflesia to duel against Red Eye, the true final boss, a REALLY mean mega-fighter jet.

As always, the game is fun for one player but even better with two. Two-player mode even offers a neat addition for well-synchronized players that can coordinate a charge attack right next to each other. This hybrid charge attack makes the two temporarily invincible as they lock together and fire out a massive twin spiraling beam which can potentially destroy bosses in a matter of seconds. It's a relatively minor addition, but it makes a cooperative game just that much more fun. Available via dipswitches are the addition to unlock the "Expert" mode (where enemies fire off bullets after being destroyed) and the "Special" mode (the obligatory boss rush). RF2 strikes me as being a bit easier than the first one (partly due to the overpowered Miclus), but it is no less fun and is still a challenge for any shmup player fighting for the highest possible score.

There exists a version of the game named Raiden Fighters 2000, but whether or not this is a bootleg or re-release seems to be undetermined. It only seems to have been released in China, with a major notable difference: All fighters are unlocked from the beginning. The definitive version now is the one released on Raiden Fighters Aces, which allows the same customization options as the first game. If you can't seem to reach Red Eye at the end, go to training mode and tackle it there, or reach it at the very end of the boss rush.

Raiden Fighters 2

Raiden Fighters 2

Raiden Fighters 2

Raiden Fighters 2

Raiden Fighters 2

Raiden Fighters Jet (ライデンファイターズJET) - Arcade / Xbox 360 (1998)


Japanese Flyer

Raiden Fighters Jet

Raiden Fighters Jet is the apotheosis of the RF trilogy and arguably one of the greatest arcade shmups of all time. While its style of play is similar to its two predecessors, it refines the formula to a level that borders on nigh-perfection. RFJ's cast of planes and jets has been altered very little from RF2, introducing only one new fighter into the fold. Almost every fighter from the previous game returns (including the Slaves and the Fairy), sans the Aegis II-c and Dark Sword. In their place is the really cool Ixion, the fighter prominently featured in the title screen. The Ixion has a powerful main cannon and is one of the fastest ships in the game, with straight flying napalm missiles that leave blue explosions and a neat "cyclone beam" that fires up to four lasers which cycle over each other. Unlike the two previous games, all ships are available for immediate play. Aside from some color changes in the weapons, all fighters function as they did in RF2.

RFJ's end stage scoring system is based on your overall ability (how many enemies you blow up, how often you die, etc), as well as medals collected and "technical points," earned by destroying a lot of enemies, not dying, and finding bonus Miclus and Fairies hidden in each level. It also has a fascinating method to earn you ridiculous amounts of points if you can stay alive long enough. If you have at least one Slave ship on your side, a point medal might come floating through the sky and follow you around, just out of the range of your Slave. The medal can be collected, but if you don't move too fast, it flies around you. If it comes into contact with other medals, it absorbs the medals to become larger and more elaborate. If it collect enough medals (about twenty or so), it becomes ludicrously ornate with a purple color and is worth well over two million points if collected. However, snagging this "uber-medal" also causes all other point medals to transform into the glowing X-Medals from the previous games, a single one of which is worth massive points.

The stage structure is significantly different from the previous two and actually plays upon a unique framing device for your actions in the game. Apparently, you're not actually fighting terrorists, but rather testing your pilot skills in an advanced simulation program. This program apparently has fifty overall levels, though there are really only ten of them in the game. Of course, you start off on level 1 (enemy airfield), then head on to "level 5," (mine) technically the second level but billed as level 5 within the game's fictional context. The level branch occurs at the third level, where you either move to level 10 (beach) or level 15 (jungle) depending on how many technical points you receive. Doing badly puts you onto level 20 (desert) and level 35 (orange sky), and after beating 35, you are judged as not being worthy and cruelly have to start all over from level 1. Doing better takes you to levels 30 and 40 (a canyon and an ocean, respectively), with a potential end stage being level 50 (arctic wasteland), which nets you an okay-but-not-great ending.

If you do super-well, you move into the vicious level 45 (icy river), and from there, you head on into the "Real Battle," which consists of two phases (an ominous red skyline and the enemy base) and naturally leads to the game's best ending. Phase 2 just might be the most brutal moment in the entire Raiden series, longer than the final stages of the previous two RF games and ending with a horribly evil boss, a mobile fortress that somehow moves fast for its size. If you managed to beat Phase 2 without dying at all, you move onto the true final boss, an experimental aircraft poised to launch a dangerous payload. An interesting thing about Real Battle is that no matter what fighter you chose in the simulation, you pilot the Ixion. It brings to the table Ixion's magnificent speed and powerful main weapon, but you get the sub-weapons of whatever fighter you had when you beat the last stage. This condition appears to only exist through some sort of setting in the dipswitches, but it's neat and kinda bizarre to see one plane take on the properties of another.

I have no idea why it's called "Raiden Fighter Jet" instead of "Raiden Fighters 3," but that may have to do in part to the fair amount of bosses that have been recycled from the previous two games. It may be seen as somewhat lazy in a sense, but this is only a minor quibble that has little affect on the game's overall good design. For example, one of the final bosses (if you do poorly and end up in level 35 as your final stage) is the gigantic bomber fortress at the end of stage six in the original Raiden Fighters. The last boss of the ending level 50 (if you do good, but not good enough for Real Battle) is none other than Red Eye, the final boss of Raiden Fighters 2. The bosses' patterns appear to be somewhat different than their games of origin, and there are still several new bosses to challenge you.

There's not as much to say about RFJ compared to the other two, simply because the series at this point has reached its peak. Taking the best elements from the first two games and refining the gameplay has made arguably the best game ever with the Raiden name on it. Perhaps the only possible complaint against it can be the music, handled by a different composer than the first two games. It is still techno music fitting for a shmup, but not quite as bold or hard-hitting as the sound of the previous RF games. It still fits the game and certainly has no negative bearing upon the game, be it one player or two. On that note, the two-player hybrid charge attack has been changed from a large twin laser beam into a massive explosion of large multicolored projectiles, very impressive and even more effective than RF2's combination attack. Like RF2, it also has a rough Expert difficulty and a Special boss rush, both of which are also available on the Raiden Fighters Aces collection. Also on the 360 version is a Full Run which has you take on every single stage in the game, quite tough but can be useful if you have trouble finding stages that require more effort to reach.

Raiden Fighters Jet

Raiden Fighters Jet

Raiden Fighters Jet

Raiden Fighters Jet

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Page 1:
Raiden

Page 2:
Raiden II
Raiden DX
Viper Phase 1

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Raiden Fighters
Raiden Fighters 2
Raiden Fighters Jet

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Raiden III
Raiden IV

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