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NES High Score Club 2nd Season Week #26 - Burai Fighter


vdub_bobby

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We're going back into space! It's time for Burai Fighter!

 

Post a score and let's get this thing rolling!

 

Please post any tips you may have - best tip gets 1 bonus point! Only scores for games played from the beginning will count! No continues!

 

And if anyone has a link to the manual, please post it.

 

This week's competition ends next Tuesday (September 4) morning at approximately 8:00 am PST.

 

This week's scores:

 

4,886,450 shadow460 (+10 pts +1 pt for best tip)

52,580 vdub_bobby (+8 pts)

33,500 LarcenTyler (+6 pts)

 

 

 

Twin Galaxies High Scores

 

None.

 

 

Overall standings:

 

1. vdub_bobby (127 pts)

2. LarcenTyler (99 pts)

3. 8th lutz (96 pts)

4. gdement (70 pts)

5. rjchamp3 (54 pts)

6. bust3dstr8 (49 pts)

7. arch_8ngel (34 pts)

8. Cybergoth (28 pts)

9. figgler (28 pts)

10. MetalSlime23 (25 pts)

11. scooby105 (17 pts)

12. Jibbajaba (16 pts)

13. duncantoml (10 pts)

14. keilbaca (10 pts)

15. kevincal (9 pts)

16. Slayer (8 pts)

17. Bucket (7 pts)

18. shadow460 (1 pts)

 

 

Game Info

 

Originally released by Taxan in 1989.

 

Other platforms: Gameboy Color

 

Related games/sequels: None.

 

Tips

 

Me. How to get a screenshot of your score:

If you wait at the title screen long enough it will go into a demo mode and it will show the top score (check out my screenshot [in the next post]).

 

shadow460's description of the powerup system:

Lasers:

These fire straight ahead at first. At level 5, they begin to shoot backward as well. At level 10, or A, the lasers fire in a cross pattern and your main gun fires at a different angle from the laser beams.

At all levels, laser beams are guided.

Rings: Up to level 5 they fire identical to lasers. At level A, rings fire on three forward angles and straight back. Unlike lasers, rings are not guided, but they penetrate walls at all levels.

Missiles: The most powerful of the three "power up weapons". At level one, missiles fire to the right no matter which way you are aiming. At level 5, they fire right and left. At level 3, missiles fire up down, right and left. Aim your main gun on a separate angle for maximum effect.

Speed: Not really a weapon, picking up S symbols makes you fighter fly faster. It takes ten to max the speed.

1up: Also not a weapon, the 1 symbols give you extra lives.

Cobalt Bombs: These are gained by picking up four of the red fireballs that are sometimes left behind by enemies. You can store up to seven cobalt bombs for use, getting the eighth will erase the first seven and earn you an extra life. You can still collect more bombs after that. Cobalt bombs wipe most normal enemies, all blue bullets, and even the Slimedragon's fireballs out instantly. They do not affect bosses, the scroll, falling platforms, or the blue spinner things.

Rotating pods: These armored orbs circle your fighter destroying almost every enemy they touch. After the first pickup, the pod begins to rotate around you. The second and third pickups cause it to speed up. For Deluxe players on the game boy, the pods can speed up even more after the third pickup.

Keys: These are invisible pickups that are always underneath the cannonhead (your most plentiful foe). They cause the scroll to change directions at certain points, opening secret rooms.

He also wrote, essentially, a walk-through for the entire game. :o Thanks!

Edited by vdub_bobby
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Tip time, all this from memory (I don't have time to sit down tonight, but I will over the long weekend...)

 

Up to stage 14 (assuming you start at the easy level), keep trying to fill up all three power up weapons.

 

Controls:

the d pad moves you in eight directions, and it aims your primary gun.

Press B to lock in your aim so it won't change, and hold B for rapid fire.

Press A to release a cobalt bomb and kill nearly everything on the screen.

Start pauses

Weapons:

Your basic gun fires projectiles straight forward. It still fires even after you get other weapons.

Lasers:

These fire straight ahead at first. At level 5, they begin to shoot backward as well. At level 10, or A, the lasers fire in a cross pattern and your main gun fires at a different angle from the laser beams.

At all levels, laser beams are guided.

Rings: Up to level 5 they fire identical to lasers. At level A, rings fire on three forward angles and straight back. Unlike lasers, rings are not guided, but they penetrate walls at all levels.

Missiles: The most powerful of the three "power up weapons". At level one, missiles fire to the right no matter which way you are aiming. At level 5, they fire right and left. At level 3, missiles fire up down, right and left. Aim your main gun on a separate angle for maximum effect.

Speed: Not really a weapon, picking up S symbols makes you fighter fly faster. It takes ten to max the speed.

1up: Also not a weapon, the 1 symbols give you extra lives.

Cobalt Bombs: These are gained by picking up four of the red fireballs that are sometimes left behind by enemies. You can store up to seven cobalt bombs for use, getting the eighth will erase the first seven and earn you an extra life. You can still collect more bombs after that. Cobalt bombs wipe most normal enemies, all blue bullets, and even the Slimedragon's fireballs out instantly. They do not affect bosses, the scroll, falling platforms, or the blue spinner things.

Rotating pods: These armored orbs circle your fighter destroying almost every enemy they touch. After the first pickup, the pod begins to rotate around you. The second and third pickups cause it to speed up. For Deluxe players on the game boy, the pods can speed up even more after the third pickup.

Keys: These are invisible pickups that are always underneath the cannonhead (your most plentiful foe). They cause the scroll to change directions at certain points, opening secret rooms.

 

Ways you die:

By getting hit by any enemy or its bullet.

By getting hit by a blue spinner or a falling platform

By getting pinched in between a scrolling wall and the edge of the screen

By touching a base before all the eyes have been knocked out

When you die, you lose all your cobalt bombs, your speed, your rotating pod, keys, one life, and whichever powerup weapon you were using. The other two weapons remain untouched. It is possible to switch weapons (inadvertently) when you die, and this is very undesireable.

 

Structure:

four levels, seven stages each. Completing Stage seven brings you to the level select screen with the next level automatically selected. Hit start to begin that level.

 

Stages:

Stage 1:

This is straight forward for the most part. Try to stay close to the middle as much as possible. When the sub boss appears, get about one fighter width from it, move to the right side, and aim your laser and your main gun into the blue and white part. The sub boss will die relatively quickly.

to get the rotating pod, you must move pretty fast once the walls appear after the sub boss. It is close to the top of the screen, and you must double back to get it, possibly being killed in the scroll.

Watch out in the Albatross level and up for the black shell things. they are wall penetrating bombs. The more you shoot them, the less projectiles will appear when they explode. They drop lots of fireballs, which can push you over the seven cobalt bomb limit and leave you defenseless.

The first secret room is in the first area where the stage is split in three lanes. It is only available during the Ace level. Move up and quickly shoot the cannonhead, then move to its position quickly to open the room. The room has a rotating pod and a 1 up.

The second secret room is available in the Eagle level. Midway through the stage you see two weapon symbols that you can't access. Move to the top of the screen dead center of the symbols (after killing the cannonhead there) before that point has scrolled halfway to the left. This room contains one rotating pod.

 

Boss fight-Giganticrab:

Have your rings ready and make sure you have some cobalt bombs. Aim for each eye, avoiding the crab's arms. Rings go right through the crab, so make the best of them. Hit each eye for as long as possible, ducking the stream of bullets at the last second. You'll learn the rhythm, and when it's time for the crab to jump, you need to move. Keep circling the crab clockwise, aiming as you go, and hitting eyes until he's dead. Remember to aim even while you are underneath the crab, as your rings will still score a few hits. Also, if you have a choice of eyes to shoot, shoot the one you think is damaged most. Destroying each eye cuts the number of his bullets by a third.

 

Stage 2:

This is where Burai Fighter begins in earnest. The path is still linear, but it twists and turns a lot. Don't get too close to the walls, as it's easy to get hung up or get stuck when the scroll changes suddenly.

Keep shooting and dodging the spinners until a vertical wall scrolls in on the right. Quickly fly over, kill the cannonhead, and drop down to get the weapons. In the Albatross level and up, enemies will begin flying through the wall to attack you here and this area becomes very difficult.

The scroll will turn downward, then to the right. At this point, you may be attacked by Grabbers, which will certainly end your game if you're not accustomed to them.

Here's the rotating pod now, close to the bottom. to get it, wait until the spinner reaches its peak, then quickly slide down into the alcove. Slide into the next alcove the same way if you want the weapon symbol there. in this area, you must keep your eyes peeled for cannonhead, as they blend into the background quite well.

the scroll turns right again, and eventually breaks out into an open area where you'll be attacked from all angles.

The first secret room is accessible in the Albatross level. During the downward scroll, near the end, a cannonhead sits in an alcove on your right. Destroy it and grab the invisible key before the scroll changes. the scroll will turn left instead of right. This room contains a rotating pod and two blue spinners. In the Deluxe game, it also contains a neat trap.

The second secret room is accessible on the Ace level. Destroy the last two cannonhead in the level and grab the key before the next wall fully scrolls in. This takes you on an alternate path through the level where you will still be attacked from all sides, but you have two rotating pods to defend you and you have two 1 ups which will actually increase the number of lives you have each time you have to repeat the room.

 

Boss fight-Jawsipede

To kill Jaws, you must shoot the blue connection points out, then shoot the tails of the short segments. I recommend lasers for this.

Your first reaction will probably be to blast away mindlessly at the conections, and this is the worst thing you can do. Shoot out the LAST connection point, then attack the small section until it dies. Now shoot the FIRST connection point, then finish the battle. The reason you do them one at a time is to keep the number of attackers down. Trust me, they move FAST. The reason you do the last point first is so that you don't have both four section 'pedes out there at once (you'll have a four and a five section one at some point, though) and you can tell which one is which. This allows you to focus on one until its dead.

NEVER let the 'pede trap you against the wall unless all live sections are on screen.

 

Stage 3:

Your first top view stage. You cannot lock your aim on these stages. They play similar to Asteroids, but with Cobalt bombs instead of hyperspace. Build up as many power up weapons as you can, then go hunting for the red base.

When the stage first appears, don't push anything yet. You'll see your fighter and you'll see a miniature of the base. Each of these occupies one sector of space, so you can work out the number of sectors you have to fly in each direction to reach the base. If you go off the edge of the map, you'll move over one sector and wrap around.

Note that enemy bullets travel at the sane speed you do, so it's very hard to lose them by simply running away.

 

There are no hidden rooms in Stage 3.

 

Base fight-Red

Don your rings and go north of the base. Skim close to the north wall, letting off cobalt bombs as needed. You will see two eyes on the other side of the wall. Fly north, then approach firing the rings through the wall. Alternately you can use lasers and approach from the south, flying into the inside of the base. You'd do this after the other eyes are dead, though, as it's very tight quarters. this is my preferred method, however.

Once you're done with the two north eyes, don your lasers and perform strafing runs until the base explodes.

 

Stage 4:

Similar to Stage 2. For your enjoyment, Deluxe adds a falling platform to the first downward scrolling area. You will need lasers to start out, and that's why I recommend finishing Stage 3 with them. The fish things will come at you, simply aim your laser along the angles the groups take and cut loose. When the scroll turns down, get ready for action. It's tight enough without the falling platform, and you are pressed very close to the enemies' entry points. If you can't get all the weapons, don't worry.

Foureyes are a priority target all through the stage. When the stage scrolls left, let the foureyes get halfway onto the screen before killing them. This puts you at far less risk of getting skewered by the next one as it enters.

When the walls reappear, try to grab some rings and go after the red creepcrawls by shooting through the walls. Don't get hung up close to the top or bottom of the screen, as you can easily get trapped by bullets there.

After the second downward scroll, the scroll turns right and you see Rice Krispies Treats on the ceiling. These aren't scrumptulicious, they are deadly falling platforms. They fall top to bottom, then wrap around and do it all again. Trigger each one and get into the open space between them.

You need a weapon that fires both forward and backward--missiles would work in a pinch. You'll be attack from the left and the right. The Albatross level steps up the attacks tremendously, so be on your toes.

 

The rotating pod is in plain sight at the beginning. Blast the cannonhead around it and go fetch.

 

The first secret room is available on the Ace level. the key is straight above the rotating pod, at the top of the screen. The room itself is in the first downward scrolling area. Dying between the key and the room will lock the room. the room contains a 1 up and a rotating pod.

The second secret room is available on the Eagle level. When the walls end after the left scrolling area, blast the cannonhead near the pointed areas. I do not remember if the key is near the top point or the bottom (I think it's the top, opposite the side you enter from). The secret room contains two rotating pods, and the second one is very close to the end of the room.

 

Boss fight-Fangskull:

Easy fight. Avoid the platforms and you've practically won. Trigger each of the falling platforms on Fangskull's left one by one. When the jewel appears at his "neck", fly underneath and shoot it for all you are worth. Lasers are particularly effective here. Fangskull will never know what hit him.

Honestly, this isn't really a fight at all.

 

Stage 5:

Much like Stage 1, but scrolling vertically. Enemies drop SUDDENLY from above, so watch out. The first rotating pod is in plain sight at the beginning. Although you repeat the beginning of the stage, you must grab the pod on the FIRST pass--it will not be there on the second.

Now there are some twists here, and I'll explain them one by one. When the stage reverses, you will go all the way back to the beginning and repeat. Simple.

As you go up, the scroll moves to the left. Get to the leftmost area possible. The scroll will push you all the way to the edge, but it will not kill you. You will be attacked from the left by weak enemies, and from the right by foureyes. The foureyes are particularly dangerous because they can leave you with a weapon you don't want. You need to stick with rings throughout this area. The next trick is immediately thereafter. As the scroll moves right, stick to the left wall and shoot to the right to destroy the enemy that will spawn there. If you don't, he will ram you.

The next part is straightforward but it is also extremely difficult. You will be attacked from allsides similar to Stage 2, but there are walls and "gates" of cannonhead you must deal with. Losing a single life here can easily spell the end of your game.

The scroll will make a U turn here, and then you will enter a high speed area with Badbugs trying to ram you from below and cannon trying to shoot you from the side. Galaga techniques work wonders here.

After this point, the next trick is after the fade to black. The green things are spouts, and they shoot out lethal flames that take up half the screen. Avoid them, and don't let the Badbugs force you into them.

 

The first rotating pod is at the beginning of the stage on the right.

The second rotating pod is in the U turn in an alcove. You must move fast to get it or you will become trapped in the alcove.

 

The first secret room is accessible in the Ace level. Kill the last two cannonhead before the scroll reverses for the very first time. The key is there. The room itself is off to the right, and contains a 1 up and a rotating pod.

The second secret room is at the end. At the last set of thin horizontal walls, kill the cannonhead below the wall on the right. There's your key, and the room is to the right. It contains a single rotating pod.

 

Boss fight-Torchwing:

Torchwing is protected by large fireballs and the ginat shooting flames. Your weapons penetrate neither. Move to the half of the screen that' snot about to et covered in a shooting flame, then slowly rotate with the fireballs. When they spread, move in and blast. When they contract, time your opening and get out. Always stay alert to which flame is firing, and stay clear of the active spout. It takes skill and practice to beat Torchwing on higher levels, so be patinet with her.

 

Stage 6:

I'm not going to go ove the top down view stuff a second time. This works much like Stage 3, with Badbugs thrown in.

Base fight-Green:

Once again, this is very similar to stage 3. There are six internal eyes, and they can be destroyed with rings by approaching from a distance, or they can be strafed from within. The four internal eyes on the top can even be strafed from outside the base, although this is extremely dangerous. The area inside is tighter than in the red base.

All the external eyes should be strafed with the weapon of your choice, then the internals destroying by approaching with rings unleashed. Unlike Stage 3 you do not have to end with a certain weapon, so don't take too many risks here.

 

Stage 7:

The final showdown awaits, and it's a twisted mess. Getting started with any of the three weapons is diffiuclt even in the Eagle level. Enemies show up suddenly, and there's a mix of all six other stages between here and there.

Stay in the middle through the first left scrolling section, venturing away only to get weapons. When you go into the top area, scoot over to the right and prepare for an attack.

Now the stage scrolls up. In the Ace level, you should go up both of the left areas, in all others go up bottom left then the top right. Be very careful, as creepcrawls love to fall on you here. Blast as many as you can and move up until the small enemies appear. After the second set of small enemies you chance to get the rotating pod is available. You must be quick to get it, and you'll still have your hands full with the foureyes.

Hang back when the scroll turns right, blasting the enemies from your little alcove. When the large wall appears on the right, go just to the top of it and shoot down/diagonal to kill the creepcrawls before they jump up into you. As that large section passes, hang in the narrow opening to clear out the next section as it scrolls in.

The walls give way just as the scroll turns down again. Enemies approach on static paths from the right, and they are easy to avoid. Blast the foureyes here, then line yourself up with the short wall on the right so that your guns just barely shoot over it. Three enemies show up to ram you, but they ram the wall instead.

Now you must dance through the falling platforms again. Trigger one, fly left, fly right as it passes, trigger then next, rinse and repeat. Try to wind up at the top, firing downward, as three more rams await you in the middle. the stage scrolls up now. Snag the weapon symbol on the right after the first wave on enemies, and make sure its a ring symbol.

The remainder of the stage is waves of small enemies. Don't get caught close to the edge, but do try to keep as many cobalt bombs as you can.

 

The rotating pod is just above the second blue spinner.

 

The first secret room is in this area. It is available on the Ace level. Shoot the northernmost cannonhead in the section with the spinner and grab the key any way you can. You usually have to attack the cannonhead from below, then let the spiners pass by once before getting the key. Move too soon and you're gonna get squashed. You have plenty of time to get the key, so don't rush too much. Grab the pod fast, then brace yourself for an onslaught. The room itself contains three 1 ups, a rotating pod, a number of weapons and a lone enemy.

The second secret room is above the last cannonhead in the first right scrolling area. Blast the cannonhead and quickly grab the key. This room is available on the Eagle level. It contains a number of weapons and a rotating pod.

 

Boss fight-Slimedragon:

You need rings for this battle. The ideal position is to fight it is almost directly to the left of the Slimedragon's mouth, but just a tad to below it. You need to be about halfway between the dragon's head and the bottom left corner of the screen.

Slimey will shoot fireballs that curve toward you. they have a turning radius, so get inside that to make them go around you. The second ball will frequently trap you inside the first one's radius, so instead of sitting there, use the d pad to make you fighter and the fireballs orbit a common invisible point on the screen. Aim up and to the right, and keep firing the whole time. If you get trapped, use a cobalt bomb. The dragons' fireballs will turn into the red fireballs you need for more bombs, so grab them if you can safely do so.

Do not get above the dragon, do not get within two widths of you fighter of him, and do not get to the right of him. Just stay patient and alert, and this battle will be over relatively quickly.

Note to players of the Japanese version: Slimedragon may not be the final boss. In Deluxe, the final boss is a series of pods that are not quite as tough to beat.

 

Milking the score:

Please do not PURPOSELY die at any time in the game. In Stage 2 and Stage 7 on the Ace levels, perhaps you should only open the secret rooms once, as playing through them over and over plus dying halfway through will only run up your score. A better player actually scores LOWER if he beats all four levels of the game than a lesser player would.

I also recommend imposing a two hour time limit on yourself to limit the amount of accidental score milking you can do. this alone would eliminate much of the milking the game offers.

 

This is a mini FAQ that is meant to be used with a high score competition. I have made references to Burai Fighter Deluxe in the event that someone runs across this post by Googling that game. This isn't meant for Deluxe, but it may help. If you are playing Deluxe, lose the Color or Advance Game Boy and keep searching for the answers you need.

As this has developed into a mini FAQ, I must state that it cannot appear on anywhere on the net but the AtariAge forums. Appearance of this mini-FAQ on gamefaqs.com or any gamespot website is expressly forbidden.

 

Shoo-wee! long post...

Edited by shadow460
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Gotta correct a couple mistakes in the mini FAQ, too. I may post it eventually as a combo FAQ for the Classic Game Boy and the NES both.

Do note that Burai Fighter Deluxe is a classic Game Boy title and it is incompatible with the Color, Advance, or SP. It loads, but you get random deaths.

 

Anyway, on to the good stuff. I gave this one a go and came out with well over four million points.

 

4,886,450 points

26 stages

18 bosses killed

7 bases destroyed

9 hidden rooms plundered

30 lives maximum

2 hours and 15 minutes of play time

Countless cobalt bombs

ONE credit. Just ONE.

 

I may give it a go this weekend and shoot for completing the game. Many years ago I used to be able to work through to the Ultimate level and keep playing forever. I've lost my touch, though, but playing the J version of Deluxe has kept my skills sharp (trust me, that version makes this look like a cake walk).

If rjchamp3 shows up, I'll play again over the weekend just to mop the floor with him. :P

 

Screenie:

post-7210-1188437624_thumb.jpg

Edited by shadow460
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Gotta correct a couple mistakes in the mini FAQ, too. I may post it eventually as a combo FAQ for the Classic Game Boy and the NES both.

Do note that Burai Fighter Deluxe is a classic Game Boy title and it is incompatible with the Color, Advance, or SP. It loads, but you get random deaths.

 

Anyway, on to the good stuff. I gave this one a go and came out with well over four million points.

 

4,886,450 points

26 stages

18 bosses killed

7 bases destroyed

9 hidden rooms plundered

30 lives maximum

2 hours and 15 minutes of play time

Countless cobalt bombs

ONE credit. Just ONE.

 

I may give it a go this weekend and shoot for completing the game. Many years ago I used to be able to work through to the Ultimate level and keep playing forever. I've lost my touch, though, but playing the J version of Deluxe has kept my skills sharp (trust me, that version makes this look like a cake walk).

If rjchamp3 shows up, I'll play again over the weekend just to mop the floor with him. :P

 

Screenie:

 

 

I don't have the game but it looks cool, and Ill be back for season 3 and win the championship again, jezz all the weeks I missed I prob still would have won just by playing :roll:

 

But you seem to be good at this game

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Yeah, I got good at it when I was in high school. I thought sure I had you on Wizards and Warriors til you got almost all the way through on the first three lives. I tried to get there, but I didn't make it.

 

I used to be a lot better at Burai Fighter than I am now. I got better at W&W in the high score competition than I was back in the day.

 

My NES collection is small, and shall remain that way. Win or lose, I'll enter the HSC for the games I've got, though.

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