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YMMV / Raiden Fighters

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  • Awesome Music:
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  • Best Level Ever: Stage 6 in the first Raiden Fighters. It starts out high in the sky over an ocean, with the sun reflecting off the surface. As you fight waves of enemies, you notice a giant looming shadow of a giant plane on the ocean. The ocean and shadow disappear under cloud cover, and later, you enter a thunderstorm. Moments later, you fly right past the giant stage boss, Vahrstor, while the thunderstorm's intensity increases immensely. Many players agree that the presentation of this stage is one of the best in the series.
  • Complacent Gaming Syndrome:
    • The series offers over a dozen playable ships...but to most players, the only ship worth caring about is the Slave.
    • Score-pursuing players will restart again and again and again, often to the point of Overly Long Gag, if they mess up in the first stage trying to build up to the "X" medals that are worth 10,000 to 100,000 points. Players who do this sometimes call the game "Restart Fighters".
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  • Demonic Spiders: Sniper Tanks, as per the main Raiden series. And if you think it's safer over the ocean where there's fewer Sniper Tanks, we have Sniper Gunboats that perform the same role.
  • Even Better Sequel: Raiden Fighters 2 and Raiden Fighters Jet.
  • Game-Breaker: The Slave ship, with its tiny hitbox and incredible firepower, is the ship of choice for the high score leaderboards everywhere.
    • Some consider the Judge Spear itself to be a Game Breaker. Fully power it up and give it a Slave formation that makes up for its lack of defensive spread, and you can easily tear through large enemies (and earn QUICK SHOT! bonuses that most other ships would find impossible to earn) and bring down bosses in very little time.
      • Better yet, Judge Spear Slave, so that the Slave with its high damage and and small hitbox inherits the Judge Spear's ridiculously powerful bomb and fast movement speed.
  • Good Bad Bugs: The Fairy in the second entry is still able to graze and fire while firing her flamethrower bomb. Some players exploit this for extra points or take advantage of the long invincibility time. This got nerfed with reduced power and duration in Jet, naturally.
  • Nightmare Fuel: Jet has several examples.
    • Simulation Levels 35 and 50 can become more distressing, to the point of No Ending no matter how good you play there.
    • In Real Battle missions, getting killed in Phase 1 would lead to a bunch of unknown forces dropping a bomb on an entire city, blowing them up. What they are is not specified, but if they are Crystals, then things get worse from there...
  • Scrappy Mechanic: Micluses require hovering your ship over nondescript spots or fulfilling other requirements that are not hinted at at all. You can't ignore them if you're playing for score, as you need to find four to raise the medal value to 100,000 points and thus make Micluses the best sources of points, and each Miclus you fail to uncover (or worse, are unaware of) is 1 million points lost.
  • Spiritual Adaptation: Jet to Image Fight. Both games feature a format of "play some simulation stages before entering real combat", as well as penalties for failing to perform well enough in the simulation stages (in Image Fight, you get dumped into a Penalty Area with no powerups available, in Jet you don't get to go on to Real Battle).
  • That One Boss: Jet has several. Red Eye, the True Final Boss of the second game, reappears as the final boss of the neutral stage path, and difficult as it was in the second game. Most notorious is the first boss of Phase 2, which is a giant tank that moves extremely fast, floods the screen with very slow bullets, and fires off almost undodgeable bullet spam if you destroy its forms at the wrong time.
  • Tier-Induced Scrappy:
    • Raiden mk-II and Raiden mk-II Beta. The former is more infuriating by being slower than in the Raiden series. The Beta is faster, but has a very crappy Bomb and no rapid-firing capabilities.
      • Amusingly enough, their slower speeds were latter carried over into Raiden IV where they're slower than standard Fighting Thunder ME-02.
    • The Endeavor in the first game fits this trope to a T. Sure it has an instant-charge Laser special and the only subweapon that can absorb enemy fire, but its main gun has a very low rate of fire and its Laser weapon does not cover the front of the craft.
    • On the high-tier side of things, the Slave, which is so overpowered that there's just no point to using the other ships unless you want to compete on ship-filtered leaderboards.

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