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Revision 2 (current)
Edited by Darkman425 on 6/10/2022 5:16 PM
!!R-Type III - The Third Lightning notes

[TODO]: Add all relevant RAM addresses to observe, get all HP values for each relevant boss part, see if HP is higher on the 2nd loop, find more accurate partial beam charge damage, find other remaining damage sources

This is a resource page for R-Type III, developed by Irem and released in 1993 in Japan and 1994 internationally. Developed two years after Super R-Type, R-Type III has substantially less lag (though still present in situations) and more variety across the board.

!Regional Differences

*The level select code is only available in the Japanese release of the game.
*The stage 2 boss projectiles has different graphics in the international release to make them eyeballs.
*The North American release remove the credits in the ending sequence for reasons only Jaleco, the US publisher, knew.

!Boss HP values

Some bosses have multiple parts or phases to destroy. WRAM values are 2 bytes unsigned and little endian.

||Boss or boss parts||WRAM addresses||HP||
|Stage 1 - Guard Ray|{{000EC0}}|512|
|Stage 2 - Necrosaur|{{?}}|?|
|Stage 3 - Course Crab|{{?}}|?|
|Stage 4 mid boss - Recojunator|{{?}}|?|
|Stage 4 - Creature 666|{{?}}|?|
|Stage 5 - Phantom Cell|{{?}}|?|
|Stage 6 - Mother Bydo|{{?}}|?|

!Damage tables

While the individual forces have names for each of their special weapons, the color will be listed first for clarity. Force damage also assumes the force is at power level 3. Damage numbers for most weapons tested on the 1st boss, Guard Ray.

Beam charge level times can vary slightly depending on the last shot type fired.

*Level 1 beam charge: around 80 frames?
*Level 2 beam and hyper charge: 217-225 frames?

Damage types can't overlap. If the force is too close such that it's doing contact damage, it can cause some shot damage to be ignored. Good spacing will take out bosses faster for most weapons.

[TODO]: Get missiles in a later stage and test out damage

%%TAB Forceless%%
||Damage source||Damage and notes||
|Beam shot - uncharged|1 damage per bullet|
|Beam shot - partial charge under level 1|Variable but less than 20|
|Beam shot - level 1 charge|20 damage|
|Beam shot - level 2 charge|Initial contact - 40 damage for 6-9 frames of contact%%%Remaining contact - 2 damage per frame of contact%%%Initial contact is variable depending on distance between the shot and the target upon firing.|
|Hyper shot|Initial burst - 4 damage for 24 frames of contact%%%Hyper shots - 20 damage per shot during hyper mode%%%Single bit contact - 7 damage per frame of contact%%%Double bit contact - ???|
|Bit contact|1 damage per 4 frames of contact|
|Missile|??? damage per missile|
%%TAB Standard/Round Force%%
||Damage source||Damage and notes||
|Standard force contact|1 damage per 4 frames of contact|
|Red - Chain Laser|Main helix shot - 3 damage per shot%%%Bit shot - 2 damage per bullet|
|Blue - Mirror Laser|2 damage per 4 frames of contact|
|Yellow - Sweep Laser|3 damage per frame of contact|
%%TAB Shadow Force%%
||Damage source||Damage and notes||
|Shadow force contact|1 damage per 4 frames of contact|
|Red - Reverse Laser|Forward beam - 2 damage per shot%%%Reverse beam - 4 damage per shot%%%Shadow unit shot - 5 damage per bullet|
|Blue - Shadow Laser|Force shot - 7 damage per frame of contact%%%Shadow unit shot - 7 damage per 2 frames of contact|
|Yellow - Sweep Laser|Horizontal beam - 3 damage per frame of contact%%%Vertical beam - 3 damage per frame of contact%%%Shadow unit shot - 3 damage per bullet|
%%TAB Cyclone Force%%
||Damage source||Damage and notes||
|Cyclone force contact|3 damage per 4 frames of contact|
|Red - Pierce Laser|Close shot - 3 damage per shot%%%Far damage - 3 damage per shot%%%Manual claims it gets weaker from a distance, but might have to be a weaker enemy killed by the shot first.|
|Blue - Wave Laser|Beam shot - 2 damage%%%Impact blast - 4 damage per 4 frames of contact|
|Yellow - Capsule Laser|Placed beam - 3 damage per 3 frames of contact%%%Bit shot - ??? per shot|
%%TAB_END%%