Truxton II

Arcade
Gameplay is similar to the previous Truxton. Truxton II has six huge areas, each with a boss at the end; the game "loops" these six areas forever. Lives are given out at 70000 points, then every 200000 points after; players start with three. There are power-ups to increase ship speed, add a sm...
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Developer
ToaPlan
Released on
1992
Size
1–2 Players
Version
Arcade
Requirements
Arcade
Downloads
Shooter
Publisher
Toaplan
ESRB Rating
Not Rated
Cooperative
Yes
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Description

Gameplay is similar to the previous Truxton. Truxton II has six huge areas, each with a boss at the end; the game “loops” these six areas forever. Lives are given out at 70000 points, then every 200000 points after; players start with three.

There are power-ups to increase ship speed, add a smartbomb to your stock, and change/strengthen your current weapon: red fires bombs in a small area around your ship, similar to the red weapon from Robo Aleste; blue is a homing laser, similar to the blue weapon from the original Truxton; while green fires wide-reaching salvos of green shots and more or less replaces the red weapon from Truxton.

Truxton II

Overview & History

Released in Japanese arcades by Toaplan in 1992 as Tatsujin Ou (meaning "Master King"), Truxton II is the explosive, intensely difficult sequel to the 1988 cult-classic vertical scrolling shooter. While its predecessor leaned into a stark, cosmic-horror aesthetic, this follow-up explodes with a vibrant, semi-organic, and industrialized alien palette. Set against a backdrop where the villainous Gugus empire returns to enslave the galaxy, you pilot the Tatsujin fighter ship through hyper-detailed, multi-layered planetary and deep-space stages. Despite being a masterclass in manic bullet-hell design from the golden era of arcade shooters, Truxton II suffered from a notoriously limited home console port history, making its authentic coin-op execution a revered holy grail among vertical shmup purists.

Gameplay Features & Mechanics

Truxton II retains the core weapon-color ecosystem of the original while dramatically escalating the screen chaos. Players collect red, green, and blue power crystals to cycle through and upgrade three distinct weapon systems: the sweeping wide-spread Plasma Lasers, the tracking Homing Missiles, and the devastating concentrated Thunder Beams. Unlike the original, picking up the same color multiple times instantly supercharges your current armament into screen-melting variations. The game introduces the signature Toaplan "Skull Bomb"—a screen-clearing mega-blast that obliterates all minor enemies and bullets in a flash of atomic light. Featuring relentless wave designs, aggressive boss transformations, and a notoriously punishing difficulty curve where death strips you of all upgrades, survival demands absolute memorization, precise micro-dodging, and aggressive point-blank positioning.

Keyboard Controls

  • Arrow Keys / D-Pad: Move
  • Action Keys: Attack / Jump
  • Enter: Start / Pause

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