Dangerous Seed/Stage 8

Enemies
BOSS: Danger-Seed (デインジャーシード) - Before you have to fight the final boss of this game, you have to fight Triple-Eye, the Strike-Ants, Roller-Snail, and Hunter-Moth again (who are all coloured differently and move much faster than before); he will attack by trying to stay ahead of your ship, and spitting pink rings of electricity from his head at you (which can be blocked by your own shots for 50 extra points apiece but will explode into four smaller rings of electricity once you have done so). Therefore, it's advisable to aim for those four quarters of his shell first to expose his innards before proceeding to aim for his legs - and once you have destroyed his legs, he shall start following you around the screen. Once you have fired enough shots at him to defeat him, you will receive 500000 points as he emits a scream of death and explodes; unlike all the previous bosses in the game, he'll never retreat no matter how long you take over defeating him. Your ship will then fly directly to the end of the stage, as the text "EMERGENT ESCAPE!" appears on the screen - and you'll now receive 10000 points for every bit of energy you have remaining then receive a 1000000-point bonus as the text "YOU ARE PRAISED FOR YOUR COMPLETED MISSION." appears on the screen. Once the screen has faded out, you can sit back and enjoy the ending, which shows Danger-Seed's pod exploding and the large Combined Ship (regardless of whether you were controlling it for the last four stages or not) flying back to Earth, as the game's credits roll underneath it, then landing in Japan (which is probably the reason why the game was never released in the United States); the screen shall then fade out to a Buddha-like alien with the text "BUT, PEACE IS NOT ALWAYS KEPT LONG. TO BE CONTINUED..." underneath him. Despite those last three words, the game never begat a sequel.

Walkthrough
FINAL TARGET IS DANGER-SEED.

Once the screen has faded back in, twenty-four Red Favos will come flying towards you while firing projectiles at you; once you have fired a shot at each of these to kill them, you shall come to five Yellow Gokiburi and five Red Gokiburi, which are scuttling from one side of the screen to the other while firing projectiles at you. Once you have fired a shot at each of them to kill them, you will come to two yellow Turtles upon the left and right sides of the screen - and once you have fired a shot at both of them to destroy them, they shall both leave an Energy-Capsule behind. Once you have collected both Energy-Capsules, you will come to five more Yellow Gokiburi and five more Red Gokiburi which are scuttling from one side of the screen to the other while firing projectiles at you; once you have fired a shot at each of these to kill them, the song you had been hearing from the Yamaha YM-2151 (which is identical to that of Stage 1) will fade out. What follows is reminiscent of what Yūichirō Tomari and Sunday Chin went through in the sixth round of Ordyne in 1988.

Once Triple-Eye's theme starts to be heard from the Yamaha YM-2151, forty more Red Favos will come flying towards you while firing projectiles at you; once you have fired a shot at each of them to kill them, you shall come to Triple-Eye himself (who is now coloured purple instead of silver, and is moving much faster than before) for a second time. As with the first time you fought him, it is advisable to aim for his "arms" (which are, again, worth 2000 points when destroyed) first, as he uses them to shield his eyes (which are again worth 10000 points when destroyed) - and once you have destroyed his eyes, he will no longer be able to fire any more orange balls at you from them, so you should then aim for his tail (which is, once again, also worth 2000 points when destroyed), to finish him off. Once you've done so, he will emit a scream of death and explode for a second time; you will also receive 40000 more points once he's done so as your ship immediately undergoes a significant increase in speed and the text of "EMERGENT ESCAPE!!" appears upon the screen, as you are coming up to six more groups of six Red Gokiburi and six more groups of six Yellow Gokiburi which are scuttling from one side of the screen to the other. Once you have fired a shot at each of them to kill them and your ship has returned to normal speed, Triple-Eye's theme will fade out.

Once the Strike-Ants' theme begins to be heard from the Yamaha YM-2151, fifty-six more Red Favos will come flying towards you while firing projectiles at you; once you have fired a shot at each of them to kill them, you will come to the Strike-Ants themselves (who are now coloured green instead of blue and, like Triple-Eye, are moving much faster than before) for the second time. As with the first time you fought them, it is advisable to aim for their claws (which are again worth 1000 points when destroyed) as they'll use them to shield their noses (which are again worth 2000 points when destroyed) - and once you have destroyed all of their claws and both of their noses, they shall no longer be able to fire any more projectiles or needles at you from them, so you should then aim for their tails (which are worth 5000 points when destroyed) before aiming for their central bodies (which are worth 10000 points when destroyed) to finish them off. Once you have done so, they will emit a scream of death and explode for a second time; you will also receive 90000 more points once they have done so as your ship undergoes another significant increase in speed and the text "EMERGENT ESCAPE!!" again appears on the screen as you are coming to six more groups of six Yellow Gokiburi and six more groups of six Red Gokiburi which are scuttling from one side of the screen to the other. Once you fire a shot at each of them to kill them (and your ship returns to its normal speed), the Strike-Ants' theme will fade out.

Once Roller-Snail's theme starts to be heard from the Yamaha YM-2151, seventy-two more Red Favos will fly towards you while firing projectiles at you; once you have fired a shot at each of these, to kill them, you shall come up to Roller-Snail himself (who is now coloured black instead of cream and, like Triple-Eye and the Strike-Ants, is moving much faster than before) for a second time. As with first time you fought him, it is advisable to aim for his head (which is again worth 2000 points when destroyed), then aim for that roller that gives him his name (which is again worth 3000 points when destroyed) - and once you have destroyed his roller, he will no longer be able to fire any more projectiles at you from it so you should then aim for the two megaphyll launchers that are mounted on either side of his roller (which, again, are worth 10000 points when destroyed), to finish him off. Once you have done so, he shall emit a scream of death and explode for a second time; you will also receive 60000 more points once he has done so, as your ship undergoes a third significant increase in speed and the text "EMERGENT ESCAPE!!" appears on the screen for a third time while you come to six more groups of six more Yellow Gokiburi and six more groups of six more Red Gokiburi, which are scuttling from one side of the screen to the other. Once you have fired a shot at each of them to kill them, and your ship has returned to its normal speed again, Roller-Snail's theme will fade out - there are only two bosses left.

Once Hunter-Moth's theme starts to be heard from the Yamaha YM-2151 eighty-eight more Red Favos will fly towards you while firing projectiles at you; once you have fired a shot at each of them to kill them, you will come to Hunter-Moth himself (who is now coloured yellow instead of red and, like Triple-Eye, the Strike-Ants and Roller-Snail, is moving much faster than before) for the second time. As with the first time you fought him, it is advisable to aim for his antennae (which, again, are worth 2000 points when destroyed) before aiming for his head (which, again, is worth 3000 points when destroyed) - and once you have destroyed his antennae, he will no longer be able to fire off any more projectiles at you from them, so you should then aim for his tail (which, again, is worth 10000 points when destroyed) to finish him off. Once you have done so, he will emit a scream of death and explode; you will also receive 80000 more points once he has done so as your ship undergoes a fourth significant increase in speed and that text of "EMERGENT ESCAPE!!" appears upon the screen for a fourth and penultimate time. Once your ship has returned back to normal speed again, Hunter-Moth's theme will fade out.

Once Danger-Seed's theme begins to be heard from the Yamaha YM-2151, you will come to Danger-Seed himself; he attacks by trying to stay ahead of you while firing pink "rings" of electricity at you (which, like the orange balls that were fired at you by Triple-Eye, the needles that were fired at you by the Strike-Ants, the megaphylls that were fired at you by Roller-Snail and the fibres that were fired at you by Hunter-Moth, can all get destroyed by your own shots, for 50 extra points apiece, but will break into four smaller "rings" of electricity once you have done so). Therefore, it is advisable to aim for the four quarters of his shell first to expose his innards before aiming for his legs - and once you've destroyed them, he will start following you around the screen. Once you have fired enough shots at him to defeat him you shall receive 500000 points as he emits a scream of death and explodes; once he has done so your ship will undergo a fifth significant increase in speed and the text of "EMERGENT ESCAPE!!" will appear on the screen for a fifth time while you receive 20000 points for every Hyper-Bomb you have, and 10000 points for every bit of energy you have. Once your ship has returned to normal speed again you will receive a 1000000-point bonus as the text "YOU ARE PRAISED FOR YOUR COMPLETED MISSION" appears on the screen - and once it has faded out, you can sit back and enjoy the ending, which shows the Seed Pod exploding, and the large Combined Ship (regardless of whether you had been controlling it upon the last four stages of the game or not) flying back to Earth while the game's credits roll underneath it. NOTE: "Kristallkern" was the original code name for the game (and its three protagonist ships); the reason why it was not used as the title for the finished game is unknown.

STAFF OF "KRISTALLKERN"

GAME DESIGNER S. SHIMIZU Y. SHINOZAKI

CHARACTER DESIGNER Y. SHINOZAKI S. SASAKI M. FUKUOKA

GRAPHIC DESIGNER Y. SHINOZAKI A. USUKURA

PROGRAMMER A. SAM S. SHIMIZU

MUSIC COMPOSER Y. NAGUMO

DIRECTOR H. SHIMA

ASSISTANT DIRECTOR S. SHIMIZU

After the credits have finished, the large Combined Ship will come to a landing in Japan (which is probably the reason why the game was never released in the United States); the screen will then fade out to a green Buddha-style alien, who has the text "BUT, PEACE IS NOT ALWAYS KEPT LONG. TO BE CONTINUED..." underneath him. Despite these last three words, the game has never had a sequel - and once he has faded out, the text "GAME OVER" will appear on the screen. The game will now go into high-score mode, as its high-score theme starts to be heard from the Yamaha YM-2151; your score will most likely be the highest on the cabinet to date, so you should enter your initials at the top of the table with pride. Once you have done so, the game will go back into attract mode - and end Namco's output of the 1980s. The game's attract mode will replay your performance from the first part of the first stage - and you may wish to watch this to see how well you were doing at the start of the game before you walk away from the cabinet. On the final page, there are two cheats for the Sega Genesis version of this game.