Good to have an excuse to play Final Blaster again! This was one of the first games I bought for my PC Engine, and I like it.
geise: I think you move up a square if you clear the stage without dying. I´m not sure though, you may have to be powered up too...
I´m not good at shooters (especially vertically scrolling ones) so I have yet to beat stage 3. But at least I have fun with these first couple of stages. Before reading the first post I didn´t know about the charge shot! It took me a while to get used to not using autofire, but the charge is very good for bosses and hard to reach wall mounted turrets since it passes through objects. It´s not the most generous of charge shots since letting go too early results in a regular shot, there are no "halfway" loaded ones like in R-Type.
The power up system is enjoyable, using the blue power ups as both shield/option variants and expendable bombs makes it very flexible. I usually go for red spread shots first, then blue until I get the rotating options. They feel much safer than the "Gradius-style" options on the next level of blue. For future play I´ll try to get that last blue and sacrifice it as a bomb.
The one think I don´t like about Final Blaster is that enemies are active before they enter the screen. This is especially evident on stage 3 where the large ships start firing before you even see them, the best strategy may be to memorize where they are and blast their cannons off before they are even visible. Apart from that it feels like Namco(t)´s take on Star Soldier. Mixed with some references to Xevious and Galaga (the dancing bugs). And there is something that makes the PC Engine sound chip fit especially good with shoot ém up music. I often find the sounds a bit too sharp for cute plattformers, but games like Final Blaster sound great!