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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
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
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Other files from this game:
- R-Type III FAQ by System on 13/03/2006, 06:02
... - R-Type III cheats by System on 13/03/2006, 06:02
Cheats for R-Type III






