Giga Wing (FAQ) (e)

Cover
6/18/99 
Version 0.1 
By: Regdren 
     Welcome to my Giga Wings FAQ. I'm writing this FAQ in the hope that 
other, more experienced players of this game will see that even someone 
like me can make an FAQ, and post their own, more effective advice. I 
also hope that in the meantime, people who play this worthy shooting 
game will extend their life expectancy in the game by my advice. In case 
you haven't already guessed, this is also my very first FAQ. 
 
      Giga Wings in a vertical scrolling arcade shooter by Capcom that 
was recently released in my area. Where I live, it's 50 cents a credit, 
which it a bit steep for a shooter in my opinion. However, it has a 
couple of innovations, as well as the ability to have ridiculous amounts 
of moving objects on the screen at once, as anyone who has played it 
will tell you.  
 
Table of contents: 
1.Basic equipment that every plane has 
2.Scoring Points 
3.The planes 
4.In-Game General Strategy 
5.Miscellaneous 
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1.  Basic equipment that every plane has: 
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Reflect shield: This is something new to shooters (a least, I've never 
seen this before) that has serious ramifications as far as the game play 
is concerned. If you hold down the fire button, in about a split second 
a shield will appear around your plane for a short time. Not only are 
you invincible while the shield is active, but any enemy shots that hit 
you will bounce off and head for the enemy that fired it. This can be a 
potent weapon, as many enemies see fit to fire huge amounts of shots at 
you. The shield expands considerably just before disappearing, 
reflecting any shots in its vicinity. After you use this, the reflect 
meter as the bottom will exhaust itself, then start refilling. It 
doesn't take too long for this to refill, I'd say around five and a half 
seconds, but it is long enough for you to do considerable worrying 
between then and when it says "OK" again, indicating that it's ready for 
another use.  
 
Force bomb: Every plane's force bomb has a slightly different effect, 
but they all have two critical things in common: they dissolve all enemy 
shots and make you invincible when it's active, and they tend to do 
quite bit of damage to the enemy. You start with two bombs, and you can 
usually find one in each stage. If you lose a plane, your bomb stock is 
returned to two. 
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2.  Scoring points 
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     Naturally, you'll get points for shooting down enemies. However, if 
you're aiming for a high score, you'll have to take some other things 
into consideration. 
     First is the bonus icon. Bonus icons appear when you kill most 
enemies, as well as from reflecting shots. When you touch one, you get a 
base amount of points depending on the level you're on, plus some 
multiplier times the number of icons of that type you've collected. The 
multiplier is dependent on the type of icon you collected. You can get a 
lot of points from collecting icons, but there's a catch: you don't get 
the points until after you finish that stage. Therefore, committing 
suicide for some icons that would put you over the current high score 
makes no sense, since you wouldn't get the points until after the stage 
anyway. 
     There some other end of stage bonuses as well. Fist is the boss 
bonus, consisting of how much of it you've destroyed. If you go straight 
for its medallion core without destroying its turrets and other 
equipment, you'll get a very low boss bonus. Still, if a boss is really 
giving you a hard time, you should probably just get rid of it as fast 
as possible. 
     Next is the shot down bonus, which is based on the percentage of 
enemy aircraft destroyed in the stage. Not much to say about this, but 
being thorough helps. 
     Finally is the bonus for bombs left in stock. This is pretty 
insidious, as it sometimes encourages people to die trying to conserve 
their bombs. Lives for points is definitely a trade you don't want to 
do; pretend this bonus doesn't exist while you're playing. 
 
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3. The Planes  
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Each plane has a different fighting style and pilot personality, though 
I do not yet have the pilots' background information. 
 
Raijin: This plane has the weakest forward shot of all the planes, but 
it also fires a pair of wave cannons diagonally up left and up right. 
The waves fire over a wide area, making it easy to take out enemies that 
come in wide formations. This setup is also effective against large 
enemies, since both wave cannons and the frontal attack hit at the same 
time. This plane runs into the most problems when it has to destroy 
small, durable targets, such as the medallion core of many bosses. Its 
force bomb fires lighting in every direction.  
 
Carmine: This fighter is the most powerful and also the fastest in the 
game. Its frontal attack, which it its only attack, deals lots and lots 
of damage to anything in its way. You'll need its extra speed for 
dodging, because the nature of its attack requires you to get within the 
firing line of most enemies. This fighter also has problems with taking 
out enemies to the side, and relies on its speed to carry it from one 
enemy to the next. Its force bomb is a much stronger version of its 
normal attack. 
 
Porchka: The Porchka has a very strong frontal attack, second only to 
the Carmine and fully twice as strong as that of the Widerstand. It also 
fires homing missiles, which are not that strong but can hit an enemy 
anywhere on the screen. They sometimes don't home in on enemies behind 
you, however. It uses the force bomb to summon a hail of ice boulders 
that affect enemies both in front of and behind it. 
 
Widerstand: This plane's frontal attack, while only as powerful as that 
of the Raijin, fires in a constant stream rather than the Raijin's 
bursts, so it ends up doing significantly more damage. Still only half 
as much as the Porchka and not nearly as much as the Carmine. This 
plane's main feature is the bombs that it fires out of the pods on 
either side. These bombs explode either on impact with an enemy or after 
traveling a certain distance. The explosion lingers, and damages not 
only the enemy it hits but anything in the explosion's vicinity. The 
thing that sets this weapon apart, though, is that it can be aimed up, 
to the side, straight behind you, or any angle in between. The way to 
aim the bomb is (you probably won't like this) to stop firing. When 
you're not firing, moving up will make your pods move further back along 
your plane, while moving down makes the pods go forward. With practice, 
then, a good Widerstand player can aim at anything on the screen 
whenever he or she desires to. The only drawback, obviously, is that you 
can't aim and fire at the same time. Still, the versatility of this 
plane truly stands out, even if its attack power does not. The 
Widerstand's force bomb is kind of weird; an icon appears in the center 
of the screen that sucks in shots from off screen that damage anything 
that gets in their way. 
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4. In-Game Strategy: 
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I will say this right off the bat: I am not a great player. Nonetheless, 
often I wince at the way other people play this game, and this section 
is my way of venting without having to grab these people by their 
collars and scream, "NO, YOU FOOL! YOU'RE DOING IT ALL WRONG!!"  
     First and foremost is the subject of avoiding enemy fire. Although 
the folks at Capcom gave you the bombs and shield to protect you, you 
should still work on your dodging skills before anything else. The 
better you are at simply avoiding enemy fire, the more you'll be able to 
conserve your shield for damage dealing reflections, and your bombs for 
truly hopeless situations. Every enemy has a firing pattern or set of 
patterns that it does not deviate from; learn these patterns and you'll 
be much better equipped to avoid these attacks. Part of it is 
psychological, too; if you panic when you see a mess of shots heading 
your way, chances are you won't have the presence of mind to avoid the 
attack.  
        That having been said, the reflect shield is a powerful tool, 
both as a weapon and as a defense. Reflected shots don't do huge amounts 
of damage, but you can often reflect so many shots at once that their 
total damage adds up to something big. Plus, each reflected shot turns 
into a bonus icon after it hits an enemy. The more confident you are in 
your dodging, the more you'll be able to save your shield for reflecting 
really dense clusters of enemy fire. Still, if you have a charged shield 
bar and it looks like you won't be able to avoid an attack, you 
shouldn't hesitate to use the shield; aside from reflecting shots, the 
shield makes you invulnerable to everything else. You have to be able to 
see it coming at least a split second before hand, though; starting to 
charge the shield when an enemy shot is right on top of you will get you 
killed. Also, don't rely on the shield to get you through the game; five 
and a half seconds might not sound that long, but it's more than enough 
time for a boss to shoot you down if you're not good at dodging. 
        If I ever die with even one bomb still in stock, I feel like 
whacking myself upside the head. You get a six bombs per credit, plus 
any you pick up during the game. USE THEM. As I said previously, bombs 
make you invincible, and unlike the shield it takes effect as soon as 
you press the button. Thus, you can often turn bombs into extra lives by 
pressing the button at the right time. True, it is a weapon of last 
resort, but last resort comes up pretty often in this game. If a shot is 
too close to you for the shield to activate in time, or your shield is 
still recharging, use the bomb! Don't worry so much about conserving 
them; when you become adept at dodging enemy fire, you'll be able to 
conserve your bombs by not needing them as often. But when you do need 
them, use them. I just can't stress that enough. 
        The last thing I have to say about playing this game is never to 
put yourself at unnecessary risk for the sake of points. Those shiny 
bonus icons can be seductive, but when there are enemy shots on top of a 
cluster of them you'd best not get too greedy. Extended survival will 
bring you a much higher score than mindless icon-grabbing. 
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5. Miscellaneous 
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     If I find the time to update the FAQ, I hope to add a story 
section, including the quotes from each character at various points in 
the game. I will not include the conversations between characters in two 
players games, because of the immense number of possible conversations, 
plus the fact that I have no friends that play this game. When I get 
better, I'll also include the endings and a level and boss section. I 
will not write complete level and boss walkthroughs as my memory is not 
precise enough to recall, for example, the amount of enemy planes that 
attack at such-and-such a time, but I can offer general strategies. 
     Anyone with questions or comments about this FAQ can E-mail me at 
regdren@hotmail.com.  
     I doubt that anyone would want to copy this, but just in case, I'd 
better be sure. This material is protected by copyright laws and cannot 
be reproduced for any reason without my permission. There, that ought to 
cover it. 
      Thanks to Capcom for making this great shooter, and thanks to you, 
the reader, for having the patience to read through my FAQ.