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

Boss HP values

Some bosses have multiple parts or phases to destroy. WRAM values are 2 bytes unsigned and little endian.
Boss or boss partsWRAM addressesHP
Stage 1 - Guard Ray000EC0512
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.
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
Damage sourceDamage and notes
Beam shot - uncharged1 damage per bullet
Beam shot - partial charge under level 1Variable but less than 20
Beam shot - level 1 charge20 damage
Beam shot - level 2 chargeInitial 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 shotInitial 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 contact1 damage per 4 frames of contact
Missile??? damage per missile
Damage sourceDamage and notes
Standard force contact1 damage per 4 frames of contact
Red - Chain LaserMain helix shot - 3 damage per shot
Bit shot - 2 damage per bullet
Blue - Mirror Laser2 damage per 4 frames of contact
Yellow - Sweep Laser3 damage per frame of contact
Damage sourceDamage and notes
Shadow force contact1 damage per 4 frames of contact
Red - Reverse LaserForward beam - 2 damage per shot
Reverse beam - 4 damage per shot
Shadow unit shot - 5 damage per bullet
Blue - Shadow LaserForce shot - 7 damage per frame of contact
Shadow unit shot - 7 damage per 2 frames of contact
Yellow - Sweep LaserHorizontal beam - 3 damage per frame of contact
Vertical beam - 3 damage per frame of contact
Shadow unit shot - 3 damage per bullet
Damage sourceDamage and notes
Cyclone force contact3 damage per 4 frames of contact
Red - Pierce LaserClose 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 LaserBeam shot - 2 damage
Impact blast - 4 damage per 4 frames of contact
Yellow - Capsule LaserPlaced beam - 3 damage per 3 frames of contact
Bit shot - ??? per shot

GameResources/SNES/RTypeIII last edited by Darkman425 on 6/10/2022 5:16 PM
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