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Raiden IV
View on Wikipedia| Raiden IV | |
|---|---|
![]() North American cover art | |
| Developer | MOSS |
| Publishers | MOSS
|
| Series | Raiden |
| Platforms | |
| Release | June 7, 2007
|
| Genre | Scrolling shooter |
| Modes | Single player, multiplayer |
| Arcade system | Taito Type X, NESiCAxLive |
Raiden IV (雷電IV, Raiden Fō) is a 2007 vertical scrolling shooting video game developed by MOSS. It was first released in the arcades in Japan. A home conversion was produced for Xbox 360 in 2008. An updated arcade version was later released for Taito's NESiCAxLive digital distribution platform. Two more versions featuring new content were released: Raiden IV: OverKill for PlayStation 3 and Windows, and Raiden IV x MIKADO remix for Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X/S.
Gameplay
[edit]The gameplay of Raiden IV is similar to the previous games. In each stage of increasing difficulty, players maneuver their fighter craft, engaging various enemies and avoiding their attacks. The Flash Shot mechanic, first introduced in Raiden III, returns in this game. Collectible items include weapon upgrade icons, bombs to cancel enemy attacks and deal damage to enemies over a large area, and score items such as medals and fairies.
Plot
[edit]The Crystals have returned again after numerous defeats against humanity. The VCD immediately launches a new model of the Raiden fighter, the Fighting Thunder ME-02 Kai, to stop the Crystals from taking over the Earth.
Development
[edit]Location tests
[edit]The first location test for Raiden IV was held at Akihabara Hey on July 22–23, 2006, on an Egret II system. This version had three difficulty levels and forced a different weapon for each player. The second location test was held again at Hey and at Taito Game World in Shinjuku on October 14–16. The third location test was held at High-Tech Sega in Shibuya and Taito Game World in Shinjuku on December 27. The version of the game used in this location test allowed players to select a weapon. The fourth and final location test was held at Shinjuku Gesen Mikado on February 20, 2007.
Releases
[edit]Moss launched the arcade version of Raiden IV on June 7, 2007, while launching the official arcade website.[1]
In 2008, an Xbox 360 port came, which includes new stages, Xbox Live support, monitor rotation options, and downloadable content.[2] The port was set to be released on September 11 by Moss, but was pushed back to October 2 as the game needed more polish and bug fixes.[3]
A version designed for the NESiCAxLive arcade download system was unveiled on February 22, 2011, in AOU2011.[4] New features include perfect mode, which incorporates the seven-stage game from the Xbox 360 version of Raiden IV, and background music from the Ultimate of Raiden soundtrack. It has the Fairy character available for use.
A PlayStation 3 version was released in early 2014 as Raiden IV: OverKill. This version was the first official European release of the game, and adds two new stages,[5] three different fighters (Fighting Thunder ME-02 Kai, Fighting Thunder Mk-II, Fairy), a new OverKill Mode, and a Replay&Gallery Mode.[6][7] It was then ported to Windows and released by H2 Interactive worldwide on September 3, 2015.
A version titled Raiden IV x MIKADO remix was released for Nintendo Switch on April 22, 2021 in Japan, on May 6, 2021 in North America, and October 22, 2021 in Europe.[8] It features remixed background music by various artists produced by Game Center Mikado.[9] It was later ported to PlayStation 4 and PlayStation 5 in Japan, and was released worldwide by NIS America for PlayStation 4, PlayStation 5, Xbox One and Xbox Series X/S in early 2023.[8][10]
Soundtrack
[edit]Raiden IV -Ultimate of Raiden- is a video game soundtrack CD by INH. It includes Arcade, Xbox 360, and remixed versions of game music tracks from older and current Raiden games, with a total of 27 tracks. The OST was included with the X360 version of game for a limited time. INH has also offered a special PDF file DVD by pre-ordering from their site. The disc named Raiden IV Secret File, contains player ship specifications, enemy combat data, strategies for the game and concept art. This Secret File is also available from American distributor UFO Interactive Games via a code printed on the American version of the CD.
Track listing
[edit]All tracks are written by Go Sato, except where noted[11]
| No. | Title | Length |
|---|---|---|
| 1. | "Shoot like lightning (DEMO)" | 0:57 |
| 2. | "Coin" | 0:06 |
| 3. | "Carve your name (SELECT&NAME)" | 1:43 |
| 4. | "A stormy front (LEVEL1)" | 3:23 |
| 5. | "Metal storm (BOSS1)" | 2:14 |
| 6. | "Mission accomplishment (LEVEL CLEAR)" | 0:09 |
| 7. | "Can't retrace (LEVEL2)" | 3:30 |
| 8. | "Flap toward the hope (LEVEL3)" | 2:28 |
| 9. | "Tragedy flame (LEVEL4)" | 2:54 |
| 10. | "Advantageous development (LEVEL5)" (Yuji Takemitsu) | 1:57 |
| 11. | "Repeated tragedy (LEVEL5 EX)" | 4:28 |
| 12. | "Go to Blazes! GS (BOSS2)" (Akira Sato) | 2:29 |
| 13. | "Brightness of peace (ENDING)" | 2:36 |
| 14. | "Preparations (CONTINUE)" | 1:12 |
| 15. | "GAME OVER for Raiden (GAME OVER)" (Akira Sato) | 0:14 |
| 16. | "Watch a Blazes? (MENU)" | 2:11 |
| 17. | "Omen of stormy (RANKING)" | 2:21 |
| 18. | "Enumeration (GALLERY)" | 1:38 |
| 19. | "All or nothing (LEVEL5)" | 3:07 |
| 20. | "Depression (LEVEL6)" | 2:55 |
| 21. | "GALLANTRY" (Akira Sato) | 4:46 |
| 22. | "Tragedy flame" | 2:50 |
| 23. | "Flap toward the hope" | 5:28 |
| 24. | "Conflict" | 3:13 |
| 25. | "Lightning strikes" | 5:10 |
| 26. | "Fairy" | 5:04 |
| 27. | "Brightness of peace" | 3:52 |
| Total length: | 72:55 | |
Reception
[edit]| Aggregator | Score |
|---|---|
| GameRankings | 66%[12] |
| Metacritic | 63%[13] |
| Publication | Score |
|---|---|
| 1Up.com | 7.5/10[14] |
| IGN | 6/10[15] |
Raiden IV has received mixed or average review scores upon its U.S. release, with both IGN and the Official Xbox Magazine scoring it a 6 out of 10. IGN's Eric Brudvig writes: "Though at first glance you might think there are 14 levels in Raiden IV ... there are in fact only seven with the second half of the game merely repeating the first.... UFO Interactive Games went ahead and added insult to injury with its use of downloadable content. After dishing out $40 for the game, you'll find that only one of the three ships on the main menu can be used. The other two must be purchased through Xbox Live". Backlash over the pay to play ships has created controversy at several gaming forums, leading gamers to wonder whether the extra content is worth the price to obtain them.[16]
References
[edit]- ^ "雷電IV blog 第46回 雷電IVとはなんぞや(その1)". Archived from the original on 2008-09-14. Retrieved 2008-09-10.
- ^ "Raiden IV Xbox 360 First Details". Archived from the original on 2008-10-08. Retrieved 2008-09-11.
- ^ "Raiden IV for Xbox 360 delayed". 27 August 2008. Archived from the original on 2008-09-13. Retrieved 2008-09-11.
- ^ "タイトー新製品商談会レポートを掲載。自分好みにカスタマイズしたキャラが生き生きと動く「3Dコスプレ麻雀」などの「NESiCAxLive」タイトルも展示". Archived from the original on 2012-01-18. Retrieved 2012-04-14.
- ^ "Raiden IV: OverKill OUT on PSN TODAY!". Archived from the original on 2016-03-04. Retrieved 2014-06-10.
- ^ "PS3「雷電IV OverKill」の配信日が4月24日に決定!新たなミッションステージも紹介したPVが公開". Archived from the original on 2014-03-22. Retrieved 2014-03-21.
- ^ "『雷電IV OverKill』、様式美と伝統を受け継いだ人気シューティングゲームシリーズ最新作をインプレッション". 13 May 2014. Archived from the original on 2014-08-15. Retrieved 2014-09-05.
- ^ a b "Raiden IV x MIKADO remix coming west for PS5, Xbox Series, PS4, Xbox One, and PC in early 2023". Gematsu. July 27, 2022. Archived from the original on July 27, 2022. Retrieved July 28, 2022.
- ^ "Raiden IV x Mikado Remix for Switch Reviews - Metacritic". Metacritic. Archived from the original on 2021-06-03. Retrieved 2021-06-03.
- ^ Romano, Sal (September 7, 2022). "Raiden IV x MIKADO remix for PS5, Xbox Series, PS4, Xbox One, and PC launches January 31, 2023 in North America, February 3 in Europe". Gematsu. Archived from the original on January 20, 2023. Retrieved February 26, 2023.
- ^ "Raiden IV original sound track -Ultimate of Raiden-". VGMdb.net. Archived from the original on July 4, 2015. Retrieved July 3, 2015.
- ^ "Raiden IV for Xbox 360". GameRankings. 2009-09-08. Archived from the original on 2014-03-07. Retrieved 2014-03-06.
- ^ "Raiden IV for Xbox 360 Reviews". Metacritic. 2009-09-08. Archived from the original on 2014-05-02. Retrieved 2014-03-06.
- ^ Ray Barnholt (2009-09-09). "Raiden IV Review (XBOX 360)". www.1up.com. Archived from the original on 2016-06-03. Retrieved 2021-07-15.
- ^ "Raiden IV Review - IGN". ca.ign.com. 15 September 2009. Archived from the original on 2014-03-07. Retrieved 2014-03-06.
- ^ "Raiden IV review at IGN". 15 September 2009. Archived from the original on 2009-09-23. Retrieved 2009-09-18.
External links
[edit]- Official website
- Raiden IV for NESiCAxLive website (in Japanese)
- INH Raiden IV -Ultimate of Raiden- website Archived 2019-09-30 at the Wayback Machine (in Japanese)
- Raiden IV at MobyGames
Raiden IV
View on GrokipediaGameplay
Mechanics
Raiden IV is a vertical scrolling shoot 'em up game that supports single-player or two-player simultaneous cooperative play, where players control fighter ships navigating through enemy waves in a top-down perspective.[8] In the arcade version, the player pilots the Fighting Thunder ME-02 fighter ship; console ports add selectable options including the Raiden MK-II (slower but stronger) and Slave Fairy (faster but weaker), using directional inputs on a joystick for eight-way movement across the screen and dedicated buttons for primary weapon fire, bomb deployment, and activating the Flash Shot—a charged attack mechanic triggered by holding and releasing the shot button after acquiring a sub-weapon, which unleashes a powerful missile barrage for increased damage and scoring potential.[9][5] The ship's arsenal includes three primary weapon types, cycled via color-coded power-up orbs (red for Vulcan, blue for Laser, purple for Plasma) and upgraded with each collection up to a maximum level (5 for ME-02 and Fairy, 7 for MK-II): the Vulcan cannon delivers a wide spread shot for broad coverage, the Laser fires a straight piercing beam for focused damage, and the Plasma launches homing orbs that track enemies. Secondary weapons, selected via items marked "M" for nuclear missiles, "H" for homing missiles, or "R" for radar missiles and enhanced up to level 2, provide area-of-effect explosions, target pursuit, or guided strikes, all integrated into the Flash Shot for amplified effects.[9][10] Defensive options include bombs, which trigger screen-clearing nuclear blasts to eliminate on-screen threats and deal heavy damage to bosses, limited to a stock of three (replenishable via items) with unused bombs granting end-of-stage bonuses; score multipliers are achieved through collecting blue medal chips, which award base points escalating with consecutive chains (starting at 100 points and increasing per streak), and fairies that appear periodically to provide temporary score multipliers, automatic smart bombs during peril, and item dispersal upon collection for rapid power-up acquisition.[8][9] Boss encounters feature large, multi-phase mechanical foes with distinct weak points exposed during attack patterns, requiring players to dodge bullet waves while targeting vulnerabilities to progress through escalating difficulty; in certain modes like Additional Mode, stage layouts incorporate varied enemy placements to emphasize strategic positioning.[8][11] The scoring system prioritizes precision and speed, with base points from enemy destruction multiplied by the Flash Shot gauge (ranging from 1.0x to 5.0x based on rapid kills), medal collection chains yielding escalating end-of-stage bonuses up to 30,000 points per streak, and additional multipliers from fairy usage and bomb stock preservation, encouraging aggressive play to maximize totals across loops.[8][9]Setting and plot
Raiden IV is set in a futuristic sci-fi universe within the ongoing Raiden series lore, where Earth faces repeated threats from the alien invaders known as the Crystals, extraterrestrial entities capable of contaminating and controlling machinery to launch assaults on humanity.[12] These crystalline beings, first introduced in the original Raiden game in 2090, seek to conquer or eradicate life on the planet, having returned multiple times after previous defeats by human forces.[13] The story unfolds in a near-future timeline, emphasizing themes of planetary defense against technological subversion and interstellar warfare, with the Crystals employing advanced, crystal-infused weaponry and structures.[14] In response to the renewed Crystal invasion, the Vanquish Crystal Defense (VCD), a global human coalition formed to counter the threat, deploys the protagonist's vessel: the Fighting Thunder ME-02 Kai, an upgraded variant of the iconic Raiden fighter series designed for high-mobility aerial combat.[15] This advanced ship, equipped for rapid deployment against Crystal-controlled forces, represents humanity's reliance on reverse-engineered Crystal technology to turn the tide. The narrative is characteristically minimalist for an arcade shooter, conveyed through brief inter-stage text and environmental visuals rather than extensive cutscenes, focusing on the player's role as a VCD pilot in a desperate counteroffensive.[16] The plot follows a linear progression across five stages, beginning with the initial Crystal incursion via meteor-like projectiles bombarding rural and urban areas on Earth, escalating to aerial dogfights over cityscapes, industrial zones, and space.[5] The player advances by destroying waves of Crystal-infected enemy aircraft, ground installations, and massive boss constructs, ultimately infiltrating and assaulting the heart of the invasion—a colossal Crystal core orbiting or embedded in key strategic points. Success culminates in the repulsion of the current wave, though the lore implies the Crystals' persistent return, updating the series' crystal contamination mechanics with more intricate invasion patterns and defenses.[12] This arcade-style storyline prioritizes action over deep character development, reinforcing the franchise's emphasis on humanity's resilient technological countermeasures against existential alien aggression.[17]Development
Production history
Raiden IV was developed by MOSS Co., Ltd., the Japanese studio formed by former Seibu Kaihatsu employees who acquired the rights to the Raiden franchise and had helmed the series since Raiden III in 2005.[18] The project was produced by Toshinobu Komazawa, MOSS's CEO and a veteran of the original Raiden games from his time at Seibu Kaihatsu, with planning and development handled entirely in-house by the MOSS team.[19] Key contributors included sound designer and composer Go Sato, who crafted the game's synth-rock soundtrack incorporating remixed elements from prior entries. Following the 2005 release of Raiden III, MOSS conceptualized Raiden IV to refine the series' formula amid evolving arcade trends, such as hybrid scoring mechanics that blended traditional power-ups with multiplier-based rewards.[20] The core team focused on modernizing visuals using Taito's Type X hardware for brighter 3D graphics and smoother performance, while introducing balance adjustments like an expanded Flash Shot multiplier (up to ×5.0) to enhance accessibility and differentiate from dense bullet hell patterns.[20] This system rewarded rapid enemy destruction with escalating score bonuses, aiming to appeal to both newcomers and series veterans in arcade settings. Production faced challenges in adapting arcade-centric design for console ports, including the integration of online leaderboards and score attack modes in the Xbox 360 version.[20] Early planning for downloadable content, such as additional playable ships like the Raiden Mk-II and Fairy, sparked controversy among players who viewed the paid extras as nickel-and-diming in an otherwise complete arcade conversion.[21] Despite these hurdles, the team prioritized faithful replication of the arcade experience while adding optional enhancements, culminating in the game's 2007 debut.Location testing
The location testing phase for Raiden IV began with its first public trial on July 22–23, 2006, at the Akihabara Hey arcade in Tokyo, running on a Taito Egret II system. This initial build focused on evaluating the core gameplay loop, including the returning Flash Shot mechanic from Raiden III, early weapon systems, and three difficulty levels: Light, Medium, and Strong. Players tested basic stage progression and scoring elements, providing foundational data on overall playability and pacing.[22][23] Feedback from this test highlighted enthusiasm for the Flash Shot system's innovative multiplier rewards for rapid enemy destruction, which encouraged aggressive yet precise playstyles, but also pointed to inconsistencies in difficulty progression and scoring sustainability. Developers responded by increasing the Flash Shot multiplier from an initial 2× to 5× in subsequent iterations, enhancing strategic depth and score potential, while reintroducing medal carriers like Radar and Miclus to bolster the medal-based scoring economy. These changes addressed player notes on abrupt difficulty spikes and reward balance, drawing from direct observations and video analysis of test sessions.[24][22] Additional location tests followed in late 2006 and early 2007 to further refine mechanics. The second round occurred on October 14–16, 2006, at Akihabara Hey and Shinjuku Taito Game World, emphasizing weapon selection and performance equity between single- and two-player modes. By December 27, 2006, the third test expanded to Hi-Tech Sega Shibuya and Shinjuku Game Center Mikado, incorporating tweaks to boss encounter patterns and overall difficulty curves. A fourth round started February 20, 2007, at Shinjuku Game Center Mikado with nationwide guerrilla tests, finalizing adjustments like adding an Original difficulty mode and removing the overly punishing Strong setting. These sessions collectively smoothed transitions from Raiden III's high-speed action toward more tactical, branching-free stage designs with extended loops for replayability.[22] The iterative testing played a pivotal role in development, validating the game's shift to emphasize player agency through balanced risk-reward systems and confirming its readiness for a full arcade launch on June 7, 2007. By integrating empirical player input, the process mitigated production challenges in mechanic equilibrium, ensuring a polished experience that retained the series' intensity while broadening accessibility.[24][22]Release history
Arcade release
Raiden IV was released in arcades on June 7, 2007, in Japan, developed and published by MOSS as the fourth main entry in the long-running vertical scrolling shoot 'em up series.[9] The game utilized the Taito Type X arcade system board, a PC-based hardware platform that enabled enhanced visuals and smooth performance for its fast-paced action.[20] Designed for upright cabinets, it supported simultaneous 2-player cooperative gameplay, allowing players to control separate ships while sharing the screen. Distribution was initially limited to Japanese arcades, with MOSS focusing on domestic locations to capitalize on the series' established fanbase.[25] The arcade version offered two difficulty settings—Light mode for beginners, which concluded after five stages, and Original mode for a more challenging experience on the same stage layout—without branching paths or additional content.[20] No online features or connectivity options were available at launch, emphasizing traditional local play.[9] Initial marketing positioned Raiden IV as a faithful return to the series' roots, incorporating classic power-up mechanics and enemy patterns while introducing modern graphical effects and refined controls to appeal to both longtime fans and new players.[20] Promotions highlighted its legacy within the Raiden franchise, often bundling it with references to earlier titles in arcade flyers and venue announcements to evoke nostalgia.[25]Console ports
The Xbox 360 port of ''Raiden IV'', developed by Moss and published by UFO Interactive, was released in Japan on October 2, 2008, followed by a North American launch on September 8, 2009.[26] This version expanded on the arcade original by adding two exclusive stages in "Xbox 360 Mode," online leaderboards through Xbox Live integration, and support for vertical (TATE) monitor orientation to replicate the arcade experience.[20] It also introduced downloadable content (DLC) for additional playable ships, including the Raiden Mk-II from earlier series entries and the Fairy ship originally from ''Raiden DX'', which stirred controversy among players for perceived pay-to-win elements that affected scoring and accessibility.[27][21] The PlayStation 3 adaptation, subtitled ''Raiden IV: OverKill'' and developed and published by Moss, launched digitally in Japan on April 24, 2014, with a worldwide release on April 29, 2014.[28][29] This port marked the game's first official European release and incorporated significant enhancements, such as two new missions, three ship types (including the previously DLC-exclusive options now bundled in), and a new OverKill mode that amplified destruction visuals with explosive effects, branching stage paths, and intensified enemy encounters for heightened replayability.[30] A PC version of ''Raiden IV: OverKill'' followed, released on Steam on September 2, 2015, by publisher H2 Interactive. It closely mirrored the PS3 edition's content, including the additional missions and OverKill mode, while adding native controller support, Steam Achievements, and compatibility with arcade sticks for precise input. In parallel, an arcade update for Taito's NESiCAxLive digital distribution system was released on March 29, 2012, introducing online multiplayer capabilities, a "perfect mode" to maintain high scores without continues, and high-definition visual upgrades.[31] Across these console and PC ports, adaptations emphasized high-resolution graphics, save state functionality for practice sessions, and adaptations of core arcade mechanics like scoring systems to suit home play environments.[20]Mikado remix
The Raiden IV x MIKADO remix represents a comprehensive update to the 2007 arcade shoot 'em up, compiling and enhancing prior console adaptations for contemporary hardware. Initially launched for Nintendo Switch in Japan on April 22, 2021, and developed and published by Moss, it arrived in North America on May 6, 2021, via UFO Interactive.[32][7] A broader Western multi-platform release followed on January 31, 2023, through NIS America, covering PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, PC via Steam, and Nintendo Switch.[4] Key enhancements include an optional remixed soundtrack produced in collaboration with Game Center Mikado, allowing players to toggle between the original compositions and refreshed arrangements for a modern audio experience.[33][34] The version introduces new gameplay modes such as Boss Rush for challenging encounters against multiple bosses and Score Attack for high-score pursuits across stages, alongside improved online features like global leaderboards for competitive play.[35][33] It also supports 4K resolution and 60 FPS on capable hardware, with all previous downloadable content, including OverKill missions, fully integrated from the outset.[36][37] Building on earlier console expansions like the OverKill missions, this edition adds vertical screen play to emulate arcade authenticity, customizable ship selection with multiple fighter types, and a gallery mode featuring unlockable 3D ship models, concept art, and development history.[38][39][40] Marketed as the definitive edition of Raiden IV, it emphasizes these quality-of-life improvements and content consolidation to appeal to both newcomers and series veterans.[38] Physical special and deluxe editions, distributed by NIS America, bundle the game with a soundtrack CD containing original and remixed tracks.[41][42] The updates have been praised for revitalizing the classic formula with accessible modern features.[43]Audio
Soundtrack composition
The soundtrack for Raiden IV was primarily composed by Go Sato, who has been the lead composer for the Raiden series since Raiden II, with additional contributions from Akira Sato (known for the original Raiden), Yuji Takemitsu, Yuka Sakamoto, and Jun Matsuura.[44] The music employs an electronic synth-heavy style characteristic of arcade shooters, blending chiptune elements reminiscent of early Raiden titles to heighten the intensity of aerial combat sequences.[45] This fusion creates a dynamic soundscape that supports the game's fast-paced action, featuring pulsating bass lines in stage themes to evoke relentless progression and soaring melodies that build tension during boss encounters.[44] The compositions integrate seamlessly with gameplay audio elements.[45] Key thematic motifs draw from the series' legacy, incorporating dramatic builds that transition from urgent, driving rhythms in exploration phases to climactic swells in confrontations, emphasizing themes of conflict and resilience.[44] The original soundtrack was released as the CD Raiden IV Original Sound Track -Ultimate of Raiden- on October 2, 2008, by Insanity Naked Hunter, containing 27 tracks spanning 72:55 minutes and bundled with limited editions of the Xbox 360 port.[44] This collection includes core game music alongside arrangements from prior Raiden entries like Raiden DX and Raiden III, providing a comprehensive auditory overview of the series' evolution.[44] In a later evolution, the Raiden IV x MIKADO remix edition, released on April 22, 2021, as a two-disc set by MOSS LTD, features Go Sato's original compositions reinterpreted through alternative arrangements produced in collaboration with Game Center Mikado.[46] These remixes introduce diverse fusions, including heavy metal riffs by HEAVY METAL RAIDEN, rock-infused band performances by the Go Sato Band, and ambient electronic layers from groups like FANTOM IRIS and O.T.K., expanding the soundtrack's palette while preserving its high-energy core.[46] Additional arrangers such as Soshi Hosoi, Daisuke Matsumoto of Cave, and Hirokazu Koshio / COSIO contribute to this variety, offering rock and jazz-tinged variations that contrast the originals' arcade synth focus.[46]Track listing
The soundtrack for Raiden IV consists of 27 tracks compiled on the CD album Raiden IV original sound track -Ultimate of Raiden-, released in 2008 by Insanity Naked Hunter, encompassing original compositions and select arranged versions used in the game's arcade and console releases.[44] These tracks cover title themes, stage music, boss encounters, and ending sequences, with durations typically ranging from under a minute for interstitials to around 5 minutes for extended pieces. Notable inclusions feature the recurring "Fighting Thunder" motif variations, such as in "Lightning strikes," alongside crystal-inspired themes in tracks like "Fairy." The full listing is as follows:| Track | Title | Composer/Arranger | Duration |
|---|---|---|---|
| 01 | Shoot like lightning (DEMO) | Go Sato | 0:57 |
| 02 | Coin | - | 0:06 |
| 03 | Carve your name (SELECT&NAME) | Go Sato | 1:43 |
| 04 | A stormy front (LEVEL1) | Go Sato | 3:23 |
| 05 | Metal storm (BOSS1) | Go Sato | 2:14 |
| 06 | Mission accomplishment (LEVEL CLEAR) | - | 0:09 |
| 07 | Can't retrace (LEVEL2) | Go Sato | 3:30 |
| 08 | Flap toward the hope (LEVEL3) | Go Sato | 2:28 |
| 09 | Tragedy flame (LEVEL4) | Go Sato | 2:54 |
| 10 | Advantageous development (LEVEL5) | Yuji Takemitsu | 1:57 |
| 11 | Repeated tragedy (LEVEL5 EX) | Go Sato | 4:28 |
| 12 | Go to Blazes! GS (BOSS2) | Akira Sato / Go Sato (arr.) | 2:29 |
| 13 | Brightness of peace (ENDING) | Go Sato | 2:36 |
| 14 | Preparations (CONTINUE) | Yuka Sakamoto | 1:12 |
| 15 | GAME OVER for Raiden (GAME OVER) | Akira Sato / Go Sato (arr.) | 0:14 |
| 16 | Watch a Blazes? (MENU) | Go Sato | 2:11 |
| 17 | Omen of stormy (RANKING) | Go Sato | 2:21 |
| 18 | Enumeration (GALLERY) | - | 1:38 |
| 19 | All or nothing (LEVEL5) | Go Sato | 3:07 |
| 20 | Depression (LEVEL6) | Go Sato | 2:55 |
| 21 | GALLANTRY | Akira Sato / Daisuke Nagata (arr.) | 4:46 |
| 22 | Tragedy flame | Go Sato / Kou Hayashi (arr.) | 2:50 |
| 23 | Flap toward the hope | Go Sato / WASi303 (arr.) | 5:28 |
| 24 | Conflict | Jun Matsuura / INH (arr.) | 3:13 |
| 25 | Lightning strikes | Go Sato / Shinji Hosoe (arr.) | 5:10 |
| 26 | Fairy | Go Sato / Ayako Saso (arr.) | 5:04 |
| 27 | Brightness of peace | Go Sato / Go Sato (arr.) | 3:52 |
| Track | Title | Performer/Arranger | Duration |
|---|---|---|---|
| 01 | Lightning Bullet | Fantom iris | 1:02 |
| 02 | A stormy front | HEAVY METAL RAIDEN | 3:18 |
| 03 | Can't retrace | SATO GO BAND | 4:02 |
| 04 | Flap toward the hope | SATO GO BAND | 4:55 |
| 05 | Tragedy flame | COSIO | 3:42 |
| 06 | Advantageous development | HEAVY METAL RAIDEN | 3:18 |
| 07 | Repeated tragedy | HEAVY METAL RAIDEN | 4:18 |
| 08 | All or nothing | Fantom iris | 4:13 |
| 09 | Depression | Fantom iris | 3:52 |
| 10 | Lightning strikes | Keishi Yonao | 4:48 |
| 11 | Tragedy flame | Daisuke Matsumoto (MMDS) | 4:49 |
| 12 | Conflict | SATO GO BAND | 3:46 |
| 13 | Flap toward the hope | Soshi Hosoi | 3:01 |
| 14 | MISSION BGM | Soshi Hosoi | 3:00 |
| 15 | Metal storm | Fantom iris | 2:10 |
| 16 | Go to Blazes | HEAVY METAL RAIDEN | 3:43 |
| 17 | Brightness | SATO GO BAND | 3:53 |
| 18 | Intruder | O.T.K. | 3:14 |
| 19 | Decisive Battle | O.T.K. | 3:36 |

