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< Tank Force
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Round 25

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  • This round contains eighteen Normal Tanks, four Fast Tanks, and three Jeeps. A total of six powerups also appear on this round.
  • The five gas tanks on this round will explode when you have hit them five (regenerative) times and kill any enemies in their vicinity.
  • The minimum amount of points you'll gain from clearing this round is 12000 and the maximum is 30000 (if all powerups are 3000).

Round 26

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  • This round contains six Fast Tanks, fifteen Jeeps, six Hard Tanks, five Big Tanks, six Rapid Tanks and two Tomahawk Tanks. Nine powerups also appear on this round, and the top-right corner can only be accessed if you shoot through the wall on the left side of.
  • The minimum amount of points you'll gain from clearing this round is 38300 and the maximum is 65300 (if all powerups are 3000).

This level is very intense. There are many enemies onscreen at the same time. There are tons of destructible terrain and convenient fire corridors though.

1-player tactics
  • First shoot your way to the northwestern end, taking care several jeeps. Do not get too carried away.
  • After shooting down several jeeps, 2 heavy missile launchers appear. Shoot down a western one by using sniper hole tactic, drive north and ambush the second heavy missile launcher from side.
  • Now the other enemies show up. Retreat to fire corridors, keeping an eye to the center since many of the enemies consist of flame tanks and light missile launchers which can shoot their way to your HQ quickly and there are no steel blocks north of your HQ.
  • When remaining jeeps of which the majority has stuck in the southwest corner, are starting to get through, retreat near your HQ.

Round 27

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  • This round contains twenty-four Normal Tanks, and six Fast Tanks. Like Round 24, a total of six powerups appear upon this round.
  • The pools of water on this round can't be crossed over by either your tanks or the enemy tanks, but they can be fired over with shots.
  • The minimum amount of points you'll gain from clearing this round is 12000 and the maximum is 30000 (if all powerups are 3000).

Round 28

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  • This round contains two first-type and one second-type Train Cannons, twelve Normal Tanks, three Jeeps, and two Rapid Tanks. Nine powerups will appear on this round, and the first-type Train Cannons take 8 hits to kill, while the second-type ones take 16.
  • The minimum amount of points you'll gain from clearing this round is 20600 and the maximum is 47600 (if all powerups are 3000).

Round 29

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  • This round contains ten Normal Tanks, sixteen Fast Tanks and four Jeeps. A total of eighteen powerups also appear on this round.
  • The red walls in the centre of the round are also made to look like the Namco Logo, which has undergone several colour changes.
  • The minimum amount of points you'll gain from clearing this round is 16400 and the maximum is 70400 (if all powerups are 3000).

Round 30

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  • This round contains ten Normal Tanks, twelve Hard Tanks, six Jeeps, ten Rapid Tanks, and two Tomahawk Tanks. Six powerups will also appear on this round, and the top-left corner can only be accessed by shooting through one of those walls on the left side.
  • The minimum amount of points you'll gain from clearing this round is 30400 and the maximum is 48400 (if all powerups are 3000).

Round 31

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  • This round contains nine Normal Tanks, eight Fast Tanks, eight Hard Tanks, and two Rapid Tanks. Six powerups will also appear.
  • As your tanks and the enemies pass under the palm trees on this round, your view of them will be obscured, along with any shots.
  • The minimum amount of points you'll gain from clearing this round is 18800 and the maximum is 36800 (if all powerups are 3000).

Round 32

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  • This round contains the second appearance of AK-2, eight Normal Tanks, two Fast Tanks, two Hard Tanks, and two Big Tanks. And nine powerups will also appear on this round, and each of AK-2's turrets takes five hits to destroy, making a total of twenty hits in all.
  • The minimum amount of points you'll gain from clearing this round is 35400 and the maximum is 62400 (if all powerups are 3000).

Round 33

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  • This round contains eleven Normal Tanks, three Fast Tanks, three Hard Tanks, and three Big Tanks. Six powerups will also appear on this round, and the water in which the three cargo ships are floating cannot be driven to, by either your tanks or the enemy tanks.
  • The minimum amount of points you'll gain from clearing this round is 13700 and the maximum is 35700 (if all powerups are 3000).

Round 34

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  • This round contains ten Normal Tanks, three Fast Tanks, eight Hard Tanks, ten Jeeps and four Tomahawk Tanks. Nine powerups will also appear on this round, and there are thirty-one walls of steel blocks that you can hide behind but the enemies can't destroy.
  • The minimum amount of points you'll gain from clearing this round is 27800 and the maximum is 54800 (if all powerups are 3000).

Round 35

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  • This round contains sixteen Normal Tanks, ten Fast Tanks, two Hard Tanks and two Big Tanks. Six powerups will also appear on this round, and this is also the penultimate game round before the final battle with the four Boss Cannons (see the section below).
  • The minimum amount of points you'll gain from clearing this round is 17400 and the maximum is 35400 (if all powerups are 3000).

Round 36

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  • The final round of the game (which is indicated by its song), contains four Boss Cannons, and no powerups will appear on it at all.
  • Each of the Boss Cannons attacks by firing three missiles at you in a manner similar to that of the Tomahawk Tanks and takes five hits to kill, and each time you kill one, the remaining ones will speed up. The last one remaining is extremely hard to hit as a result.
  • The amount of points you'll gain from clearing this round will always be 75000 due to the lack of powerups, and the screen will then slowly but surely fade out to the overworld map as the last flag and the text "CONGRATULATIONS! ALL ROUNDS CLEAR." appears.
  • The player who managed to receive the most flags on conquered hexagons will then be proclaimed the "Top Player", but if all four players managed to receive nine flags on conquered hexagons over the course of the game, they will all receive equal recognition.

The final boss consists of 4 triple turrets. Each turret, like other bosses, moves randomly left or right and also changes direction when colliding with a turret close to it. Each turret starts to move faster when it's hit and when one turret is show down, remaining ones start to move and shoot faster. Their attack is very dangerous: it's basically like a heavy missile launcher's attack, with a difference that missiles are shot from side-to-side and are MUCH faster. Turrets also won't stop moving when shooting.

This stage doesn't have steel blocks in it too and heavy turrets will eventually leave you without cover when hesitating for too long, although blue stone is twice as durable as normal destructible terrain.

Without a single weapon power-up upgrade, this round is extremely hard so make sure to have at least one or better if two. If you managed to grab a power cannon (and/or wave cannon power up, if you have 2 players), you're in luck.

Fortunately, to make things a bit easier, there are no regular enemies around this time.

1-player tactics
  • The only hope for you is to shoot a path directly north of your HQ to the top as fast as possible. This will create a sniper hole which blocks missiles attacking from sides and allows you to shoot down the missile coming down from sniper hole.
  • Stay as close to the end of a sniper hole as possible to minimize distance of you and turrets, allowing you to shoot them down quicker but retreat little-by-little when turrets have destroyed enough terrain to leave you vulnerable again. Just remember to keep an eye of the turrets so you wouldn't get caught when you're falling back.
  • Try not to die because it certainly means game over.
2-player tactics
  • Second player can support the first one only a little by attacking whenever it has a chance without putting itself into danger. Stay close to the center to replace the other player when it happens to die.

Once again, the screen will then slowly fade out to the credit sequence, which features the silhouette of four Japanese men standing on top of a tank as the sky colour changes from yellow to orange to red behind them.

  • Producer: M. Nakamura, K. Sawano
  • Director: Wan Wan
  • Game Design: Mr. Demo, Y. Kounoe
  • Programmer: Boku
  • Graphic Designer: Mr. Demo, Mita Chan
  • Music Composer: John
  • Adviser: Devil, S. Shimizu
  • Special Thanks: Merubakaan, Y. Mizushima, K. Kenjoh, Havestone, T. Yanagihara

THE END

After the credit sequence is over, the game will go back into attract mode (unusually, this game has no high-score table) and retire the Namco System 1 board after four years of service.