Showing posts with label Arcade A - C. Show all posts
Showing posts with label Arcade A - C. Show all posts

2020 Baseball

Feb 9, 2011
Posted by arcade

Super Baseball 2020 (2020年スーパーベースボール?) is a futuristic baseball video game. It was first released in Japan for the Neo Geo in 1991, and then it was later released in North America for the Mega Drive/Genesis (ported by NuFX and released by Electronic Arts) and Super Nintendo Entertainment System (released by Tradewest) in 1993.

neogeo

Different from real baseball and other baseball video games, this game consists of both male and female characters, as well as robots. All three types of players have the same basic abilities and vary only on their personal strengths. In many cases, human players are better than their robot counterparts. One major difference between the human and robot characters is that the robot characters can blow up (or lose all their power) if they are worked too hard during a game. That can happen if you constantly make them dive for a ball, run extra bases, or even if they get hit by a pitch. Under no stress whatsoever, some robots, especially pitchers, will naturally run out of power as the game progresses. When this happens, they will lose all their abilities and be useless, both offensively and defensively. When that occurs, you can either power them up or replace them with another person on the roster. Human players do not blow up, but human pitchers can tire out. When they are tired, they will pant heavily and throw the ball very slowly. This can be remedied by either an upgrade or, as in real baseball, switching to a relief pitcher.






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Baseball Star 2

Feb 6, 2011
Posted by arcade

Baseball Stars 2 is a 2-player baseball arcade game released by SNK in 1992 for the Neo-Geo console. A less cartoony console version was released for the NES by Romstar the same year.
The Neo-Geo version was released for Virtual Console on December 10, 2007 and the PlayStation 2, PlayStation Portable and Wii as part of SNK Arcade Classics Vol. 1.

neogeo

Players can still create leagues of up to 125 games (6 teams playing each other 25 times) and view statistics such as League Standings and Top 10 in Average, Home Runs, Runs Batted In, Earned Run Average, Wins and Saves. (A peculiar glitch occurs when viewing league leaders. The last pitcher listed on any user-created team in "View Team" does not appear in any of the Top 10 leaderboards.) Players can still fire players, and upgrade them using the same 15-point system introduced in the original Baseball Stars.






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Art of Fighting

Jan 31, 2011
Posted by arcade

The Art of Fighting series follows the conventions of the time in the sense that the player faces a variety of opponents in best two-out-of-three matches. Each of the game's characters have a unique fighting style and set of special techniques. The player has two basic attacks—punch and kick—as well as a utility button that switches between punches, kicks, and throws. A fourth button is used for taunting. Art of Fighting's contribution to the genre was the inclusion of a "spirit gauge" underneath the character's life bar. When characters perform special techniques, their spirit gauge is depleted and their special attacks become weaker. Players can also drain their opponent's spirit gauge by taunting them.

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The Art of Fighting series was also the first fighting series to allow players to perform a "super attack." In the original Art of Fighting, the player's character learns a super attack (dubbed the super death blow) by completing one of the game's bonus rounds (this technique is available by default in the 3rd game). All three games also feature "Desperation Attacks" that can only be performed when the player's health is low and the life bar is flashing red.

The series also introduced graphical scaling into the genre: as the characters move away from each other, the camera will zoom out to keep both players on the screen. In previous fighting titles, the left and right sides of the screen acted as invisible boundaries; characters could only move as far from one another as the width of the screen permitted. Scaling allowed for a broader range of movement; the only boundaries in Art of Fighting are the edges of the stage. Character sprites in Art of Fighting change as the fight progresses to become more bruised and cut as damage is taken.






Captain America and The Avengers

Jan 28, 2011
Posted by arcade

Players can choose to play one of four of the Avengers, being the superheroes Captain America, Iron Man, Hawkeye, and the Vision. What follows are a series of battle against supervillains across various locations in a bid to stop the villain the Red Skull. Other Avengers, including the Wasp, Quicksilver, Wonder Man, and Namor the Sub-Mariner, make cameo appearances.
Opponents include villains Klaw, The Living Laser, Whirlwind, Wizard, the Grim Reaper, the Mandarin, The Juggernaut, Ultron, and the assassin Crossbones. The game also has two and four-player options.

arcade games

Players fight their way alternately through scrolling action with free movement as in traditional arcade brawlers and horizontal scrolling flying & shooting sequences.
In the fighting sequences the players use their martial arts skills and special powers to defeat the villains that stand in their way, but can also pick up and use many objects as weapons, including seemingly innocuous soda cans and even the bodies of enemies.

How to play
extract this rar
execute Play.bat

Coins
Insert:5
P1 start:1
Game controller
Up:arrow Up
Down:arrow Down
Left:arrow Left
Right:arrow Right
Button
Button A:W
Button B:E
Button C:R
Button D:T
Button E:Y
Button F:U






Andro Dunos

Jan 27, 2011
Posted by arcade

Andro Dunos is a horizontally scrolling shoot 'em up arcade game released by Visco in 1992 for the SNK Neo-Geo MVS. The player control a futuristic fighter spacecraft with different weapon settings that you can switch between, and shoot enemies, collect power-ups, and defeat bosses to advance levels.

The players are put in control of the Neo Type fighters designed by Earth's defense system and sent to end a long lasting war against an alien race. The ships are capable of selecting and upgrading four different types of weapons all ready available and categorized by attack: Shot, Bomb, Missile and Unit.

neogeo

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Blazing Star

Jan 25, 2011
Posted by arcade

Sometime in their past, the planets Remuria and Mutras started an interplanetary war that showed no sign of ending. The endless fight between the human-like inhabitants of the two planets had gone so long that weapon development moved into dangerous territory: Organic Weapon Production combined with alien technology. Soon, a sentient weapon - Brawshella - was born. Brawshella gathered all animal life on both planets and forced them to do its bidding and attack the humans. In a week, the humans were assimilated by Brawshella.

Yet, once they were assimilated, they found no other purpose in life but to continue fighting each other. After a while, four of the assimilated fighter pilots regained their consciousness and remembered their pasts. Upon discovering their humanity, the pilots were conflicted with following Brawshella's orders or fighting it to fully regain their independence. The pilots finally turn against the machine in a battle to rediscover themselves and reclaim their planets.

neogeo

The joystick and two buttons are used to play Blazing Star. The joystick moves the ship around, while button A fires the normal shot. If A is tapped rapidly, then a variation on the normal shot is used. If A is held down, then the ship stores energy for a charged shot, which is fired when A is released. The charged-shot attacks have a duration based on how long the A button is held for, and pressing B during the attack will split the projectile in some way, greatly increasing the range.

Power-ups can increase the strength of the player's guns, while also increasing the maximum power of the charged shot. The types of shots, charge-up attacks, and split shots used are dependent on the ship the player selects. For instance, the ship seen in the screenshot above has small energy waves as its normal shot. The charged shot, seen in action here, releases a continuous stream of large fireballs. By pressing B, every fireball onscreen splits into numerous smaller shots, spreading to cover a much wider range.






Breaker's Revenge

Jan 19, 2011
Posted by arcade

The controls of the game is similar to that of SNK's earlier installments in their Fatal Fury series (particularly Fatal Fury 2, Special and 3). The special actions are also similar to other fighting games from the same era, although the dashing and back-stepping techniques tend to differ between characters (some of them will roll on the floor for example). Additionally, the player can move while standing up after a fall. The game system emphasizes balance between characters by featuring an elaborate damage adjustment feature.

The player can also perform super moves by accumulating enough energy in their power gauge and performing the command (the power gauge can be filled up to three levels). To accumulate energy for the Power Gauge, the player must perform special actions such as taunting, dashing, back-stepping, rolling, etc. Like most fighting games, the player can cancel a regular move into a special move or special move into a super move, but the player can also connect one super move to another until their Power Gauge runs out, allowing the player to perform acrobatic combos. Because of its emphasis on damage adjustment, it is hard to spam the same attacks for great damage.

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The matches follows the standard one-on-one best two-of-three format like most fighting games, but a match can last up to five rounds if there is no clear-cut winner in previous rounds (the game will end if both fighters lose the fifth round and no bonus points will be awarded if one wins the fifth round). In the single player mode, if the CPU uses the same character as the player, then the CPU-controlled character's name display will have a different name.

The home versions of the game were released for the Neo-Geo AES and the Neo-Geo CD. Both versions feature an option menu with a sound test allowing the player to play the game's music, sound effects and voices. The CD version adds a 2-player Versus Mode and a Survival Mode. Some of its graphic details, such as stages (e.g. flags in Sho Kamui's stage) are different looking compared to the ones in its other versions and its sequel, while the music is slightly-arranged. The final boss Bai-Hu is also a playable character in the CD version.






Armored Warriors

Jan 11, 2011
Posted by arcade

In the year 2281, the war spanning half a century over territory between the United World Forces and the Raian Kingdom had at last come to an end.

But this peace was not to last. A year after a truce was signed between the two forces, former Raian army captain Azrael, who has converted himself into a cyborg in an attempt to become "the perfect warrior", has marshalled several thousand other cyborgs and declared war against the Raian Kingdom. Robbing mobile weapons from the army, this group of rogues has invaded the Raian capital of Merkid and has begun to abduct the civilians.

The United World Government, receiving an emergency message from the planet Raia, has but one choice: to organize and dispatch an army formed around its elite corps, a squadron of warriors called "Bloody Armor", to eradicate the enemy forces and rescue the civilians.
And so, in October 2282, the United World Forces begin to launch its attack upon the planet Raia.

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Armored Warriors most prominent feature is its multi-player option, and the ability to augment the players' mechs with a large array of different parts for varied attacks. Multiple regions of the mech could be switched, including the arms, legs and handheld weaponry. Such parts were gained (or lost) by inflicting damage upon enemies, which would cause various parts to disembark and be wielded by the player. Additionally, by using commands, the players could use an option called a "Team-up Change" which initiated a powerful attack used in tandem, and could also further the customization of weapons by using a main and sub-weapon.

Gameplay follows a mission-like structure, with seven in total. Each stage consists of the game giving the player prerequsites such as a time-limit to eliminate enemies, a set amount of ammo for weapons, and destroying a varying amount of enemies. Each stage ended with a boss character, and the game provided a competent replay value with the customization options.






Cyberbots: Full Metal Madness

Jan 10, 2011
Posted by arcade

In the game the player first chooses the pilot and then the mech (Valiant/Variant Armor or VA for short) they'll use to fight. The mechs determine the gameplay of the game, but the pilot is what determines the storyline the player will see. Near the end of the 21st century Earth begins to become over populated leading to many people living in man made space colonies. The primary army of Earth, "Earth Force", has been conducting experiments and their work, along with the actions of the playable characters will determine the future of Earth.

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The premise in Cyberbots is similar to its predecessor Armored Warriors, albeit it features only a maximum of two playable characters on screen as opposed to three. Cyberbots is a very innovative game, attributed to its amount of selectable options, parts, and mecha that permit the player to format their play style to their preference. Similar to the Armored Core series, different legs (which affect movement abilities), arms (which affect reach and melee capabilities) and weapons can be mixed and matched between the selectable robots available to the player.






Batsugun

Dec 7, 2010
Posted by arcade

As is the standard with most arcade shooters, the player controls their ship with a joystick and two buttons. One button (Fire) shoots the main guns, and the other button (Bomb) releases a smart bomb that spreads huge energy balls all around the player's ship.

As enemies are destroyed, the player gains experience points that are separate from the score. For every 288 experience points gained, the main gun will 'level up', becoming much stronger. This is analogous to experience points and levelling up in role playing games. The weapon can only level up twice, so after it has achieved its maximum level, 288 experience points will grant the player an extra bomb.

arcade games

The player can also grab "P" icons to increase the power of the current level gun. A maximum of five "P"s can be collected per experience level; getting more after this gives extra points instead.
Collecting "B" icons increases the number of bombs, to a maximum of 7.

How to play
execute Play xxx.bat

Coins
Insert:5
P1 start:1
Game controller
Up:arrow Up
Down:arrow Down
Left:arrow Left
Right:arrow Right
Button
Button A:W
Button B:E
Button C:R
Button D:T
Button E:Y
Button F:U






Asterix & Obelix

Dec 3, 2010
Posted by arcade

arcade games

arcade games

arcade games

How to play
execute Play xxx.bat

Coins
Insert:5
P1 start:1
Game controller
Up:arrow Up
Down:arrow Down
Left:arrow Left
Right:arrow Right
Button
Button A:W
Button B:E
Button C:R
Button D:T
Button E:Y
Button F:U






Art of Fighting 3

Nov 21, 2010
Posted by arcade

Some of the Art of Fighting cast have continued appearing in other SNK fighting games (particularly in The King of Fighters) long after the last Art of Fighting game was produced. In the same way that Geese Howard appears as a hidden end boss in Art of Fighting 2, Ryo Sakazaki appears as a secret opponent in Fatal Fury Special. Unlike the battle against Geese in Art of Fighting 2, the battle against Ryo is depicted as a "dream match" and does not occur in the series' storyline.

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As a result of these crossover appearances between the two franchises, SNK produced The King of Fighters series, pitting characters from both series against each other. As mentioned in the continuity section above, the series eschews the continuity of the Art of Fighting and Fatal Fury games for the purpose of having the Art of Fighting cast fight against everyone else without aging them. Ryo, Robert, and Yuri have appeared in nearly every installment along with King, Takuma, and Kasumi, who are constant characters as well. Eiji and Mr. Big also made appearances as playable characters in the series.






Captain Commando

Nov 16, 2010
Posted by arcade

Captain Commando follows the same gameplay established in Capcom's previous beat-'em-up Final Fight. The arcade version allows up to two, three, or even four players simultaneously depending on the game's settings. The player can select between any of the four "commandos" (Mack, Captain, Ginzu, or Baby-Head) as their character, with each player controlling a different character. The player's objective as usual is to move towards the end of each stage, defeat every adversary who gets in their way while avoiding any traps that they may throw at the player's way before eventually fighting the boss awaiting at the final area of each stage. The game consists of a total of nine stages.

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The control configuration is exactly like Final Fight, with an eight-way joystick for moving the character left or right, as well as towards or away from the background, along with two action buttons for attacking and jumping. The player can perform numerous combination of attacks while standing or jumping, including grabbing the enemy, as well as a special attack by pressing the attack and jump simultaneously that will drain a portion of the player's vitality. An addition to the controls is the ability to dash by pushing the joystick left or right twice. The player can perform a running attack or even a running jump attack.

Like in Final Fight, the player can pick up health-restoring food items hidden inside barrels and other destructible objects to restore their vitality, as well as other bonus items to increase their score. Weapons also can be picked up, such as three different types of firearms, as well as shurikens that can only be used by Ginzu. Players also can ride certain robots by dismounting their riders and then jumping over the robot. The robots has their own vitality gauge and if they sustains enough damage, it will be destroyed. There are three types of robots in the game: a punching robot, a flame-throwing robot, and a freezing robot. Unlike Final Fight, weapons can be carried when the player makes the transition to a new area until the stage is completed.






Bare Knuckle III

Nov 9, 2010
Posted by arcade

After being defeated twice, Syndicate crime boss Mr. X has started a research company called RoboCy Corporation to act as a cover for his illegal activities. The world's best roboticist, Dr. Dahm, has been brought in to help him create an army of realistic robots to replace important officials from the city. With the replacements in place, Mr. X plans to run the city using a remote control device. His criminal organization, The Syndicate, has strategically placed bombs around the city to distract the police while the city officials are dealt with.

Dr. Zan discovers what the research is really for and knows the Syndicate must be stopped. He contacts Blaze Fielding with the details of The Syndicate's plan. Blaze quickly contacts her old comrades Axel Stone and Adam Hunter for a task force to bring down The Syndicate once and for all. Axel quickly joins the task force, but Adam can't make it (due to his own assignments from within the police) and sends his young brother, Eddie "Skate" Hunter instead. The game has four endings depending on the difficulty level and if the player defeats certain levels in an alloted amount of time.

arcade games

How to play
extract this rar then execute gen+.exe
then select File -> Open ROM
choose the game and then press open button
happy playing..

Game controller
Up:arrow Up
Down:arrow Down
Left:arrow Left
Right:arrow Right
Button
Button A:Start
Button B:A
Button C:S
Button D:D






Aero Fighters 3

Nov 8, 2010
Posted by arcade

Ten different planes are available for selection by default, some of whom return from previous Aero Fighters games. An additional two secret characters from previous Video System games can be accessed by entering a code. Various characters can carry different numbers of power-ups (P) and bombs (B) before reaching full stock; picking either of these up while fully stocked grants the player 2,000 points, while a full-power (F) grants 10,000.

Destroying large enemies on the ground, as well as buildings and other prominent bits of scenery, will frequently reveal any of the above powerups as well as currency icons, which change depending upon the nationality of the player's character. Currency icons are worth anywhere between 10,000 and 200 points each; picking the icons up at the very top of the screen nets the maximum, picking them up more than halfway down nets the minimum.

neogeo

The game contains a total of eighteen stages, of which eight will be played in each of the game's two loops using a branching system. After killing the bosses of certain stages, a plane will appear with two destructible wings; whichever wing is destroyed first determines the next stage that is played. Stages 3 and 6 are always bonus stages; these have no boss, and will either contain enemies which release lots of power-ups which can be collected for 2,000 points each, or a large number of non-firing ground enemies which release currency.

The game also contains a number of secrets; both of the last bosses will very rarely be replaced by hidden bosses, who also grant hidden endings. Some smaller enemies will sometimes exhibit unusual behaviour; for example, the gun turrets in the USA stage will occasionally turn into a bust of Villiam from Aero Fighters.

In two-player mode, players must use any two planes which are on the same row as each other on the character select screen. During gameplay, if both players' sprites sit exactly on top of each other, a powerful combined shot will be fired as long as neither player uses a bomb.






Cadillacs and Dinosaurs

Nov 6, 2010
Posted by arcade

In Cadillacs and Dinosaurs the player has access to several special attacks. They are done in the same way for all the characters, but have varying degrees of effectiveness per character. By pressing attack and jump together, the player performs a 360 attack with momentary invulnerability that knocks down nearby enemies. By pressing forward, forward then attack, the player performs a dashing attack that can easily take down crowds of enemies. Mustapha's dashing attack is particularly effective, as it has long reach and priority. By pressing down, up then attack, the player will perform a rising attack that hits multiple times, but can leave the player vulnerable.

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Dinosaurs can be neutral or enemies in the game. When neutral they are in green color; when enraged or attacking they turn into red color; when "defeated" they return to green color and stop attacking, thus moving off screen. Having no allegiances, dinosaurs will attack anyone in their vicinity, player or enemy.

* Rock Hopper (commonly R. Hopper) - a kind of velociraptor. He is usually friendly until being attacked, and his claws and teeth are viciously powerful.

* Mack - a triceratops whose only attack is a painful charging headbutt. It's best to beat him when he stops charging.

* Zeke - a pteranodon which only uses airborne attacks fitting to his winged nature. He can be somewhat hard to hit. But, an easy way to spot it is by standing on his shadow, right below him, and strike right as it goes close to the ground.

* Shivat - a Tyrannosaurus-Rex, this 12-feet behemoth is commonly found sleeping but will wake up in a rampage if disturbed by fat guys hitting him. Shivat has tremendously powerful biting attacks and causes minor ground shakes when walking. It is by far the hardest dinosaur to be calmed down, so players are advised not to let a Shivat being awakened.






Alien vs Predator

Nov 2, 2010
Posted by arcade

Each character is automatically equipped with a standard hand-held weapon. Linn uses a katana while Dutch hits enemies using his cybernetic arm. The Predator hunter uses a staff similar to a Naginata, while the warrior uses an extendable combi-stick with a retractable spear. Other weapons such as pipes can be found in containers or taken from fallen enemies. Linn and the Predators will throw most of these at enemies, but Dutch will hold onto them and swing them repeatedly.

Each character is also equipped with gun for ranged attacks. Linn uses a rapid-firing pistol, Dutch has a mounted smart gun, and the Predators both use shoulder-mounted energy weapons. Ammunition is represented by a meter near the bottom of the screen; when the meter is depleted, the character is unable to fire until it refills. Linn's ammunition refills fastest, but she is completely defenseless while she reloads. Dutch and the Predators can fight while waiting for their ammunition to refill. A flame thrower and several other guns can also be picked up, though these have a finite amount of ammunition.

neogeo

The game featurs four characters: two Colonial Marines that ally with a pair of Predators. Each character has varying levels of speed, strength, jumping ability and direction, and different attacks.
* Lieutenant Linn Kurosawa — Linn uses a pistol and katana as weapons and can execute several martial arts attacks. She is faster and more agile than Dutch, but has lower stamina and must stop moving to reload her gun. She can execute a number of combination attacks. While she cannot grapple enemies, she can throw them while in the air. She can throw the Predators' disc weapon, hitting enemies that are already knocked down. She also has a special "Soukeiha" attack that is executed by holding the attack button for 2-3 seconds and then releasing it. Linn appears in cameos in the later Capcom games Street Fighter Alpha 2, Street Fighter III: New Generation, and Namco x Capcom.
* Major Dutch Schaefer — Dutch is named after and roughly based on Arnold Schwarzenegger's character in the original Predator film. He has a cybernetic arm with a smart gun mounted on it. His attacks are powerful but slow and he dashes forward instead of jumping.
* Predator hunter — The hunter is the younger of the two Predators. His attacks are shorter in range than those of the warrior but deal more damage and can execute more combination attacks. His staff weapon cannot be used while jumping or in the air.
* Predator warrior — The older of the two Predators, his attacks have a longer range than those of the hunter, but deal less damage. He can use his combi-stick weapon while jumping or in the air, diving and ramming it into multiple targets simultaneously.






Contra

Oct 10, 2010
Posted by arcade

In Contra, the player controls one of two armed military commandos named Bill and Lance, who are sent on a mission to neutralize a terrorist organization called Red Falcon that is secretly planning to take over the Earth. Details of the game's setting varies between supplementary materials: the Japanese versions establishes the game's setting to be a fictional Oceania archipelago of Galuga in the futuristic year of 2633, whereas the manual for the American NES version sets the game during the present in an unnamed South American island. The American storyline also changes the identity of "Red Falcon" from being the name of a terrorist organization to the name of an alien entity.

arcade

The main character is equipped with a rifle with an unlimited amount of ammunition. The player can also jump, move and fire in eight directions, as well as move or jump simultaneously while firing. A single hit from any enemy, bullet, or other hazard will instantly kill the player character and discard the current weapon. There are a total of four weapons the player can retrieve from flying weapon capsules or pill-box sensors: a Machine Gun, a Laser Gun, a Fire Gun, and a Spread Gun. There are also two additional supplemental power-ups: a Rapid Fire power-up which increases the player's firing speed, as well as a Barrier that will grant the player temporary invincibility for many seconds. All the power-ups in the arcade version are represented by Eagle-shaped letter icons with the exception of the Machine Gun and Laser.

How to play
extract this CONTRA.zip
execute VirtualNES.exe
select File -> Open -> CONTRA.NES
that's it, you will see it running

Game controller :
Up:arrow Up
Down:arrow Down
Left:arrow Left
Right:arrow Right
Button
Start:Enter
Select:R. Shift
Button A:Z
Button B:X
Auto A:A






Aero Fighters 2

Oct 3, 2010
Posted by arcade

The game is played with two buttons, with the A button firing bullets from the plane and the B button launching a special bomb attack which uses a bomb from a limited stock of bombs. Power bullets can be obtained by destroying buildings and armored enemy planes. There are 2 types of Power bullets: "P" Power bullets, that increases the plane's firepower by one level, and "F" Power bullets, that increases the plane's firepower to the maximum level instantly. The maximum level only lasts for a limited amount of shots.

neogeo

When certain ground enemies and buildings are destroyed, money bonuses appear which give a random amount of points each. When the player reaches the end of the stage, the player has to face a boss ship.






Alpha Mission II

Sep 28, 2010
Posted by arcade

ASO II: Last Guardian (also known as Alpha Mission II) is a vertically scrolling full screen shoot 'em up released by SNK in 1991 for the Neo Geo arcade and home systems. It was later released for the Neo Geo CD in 1994.
The player controls a fighter spacecraft (Armored Scrum Object) and can shoot enemies in the air, bomb enemies on the ground, collect power-ups, and defeat bosses to advance levels.

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Gameplay
The game has only 2 or 3 buttons used depending on the selected shuttle mode. Pull the joystick to manuever the shuttle. The first shuttle mode enables you to fire missiles and laser shots simultaneously with Button A, but in the alternate mode press Button A for laser shot and Button B for missile shot. Laser shots are used for air-to-air attacks and Missiles are used for air-to-ground attacks. When a drone is shot, power ups can be collected: S for Speed, L for Laser shots, M for Missile shots and G for credits. Credits are useful for purchasing weapons in between stages. The power ups are changed by shooting them. When Laser shots and Missiles are maxed, they are more widespread and combined in power. There Hidden items can do certain things like an R item can put the shuttle in Reverse for a certain distance. The shuttle is destroyed by the one shot or by running into an enemy unit or hazard. Unless the player gets far enough, the missiles and laser shots will be lost to minimum power.
Press Button C(on the first mode)/Button B (on the alternate mode) to bring up the weapons selection provided you have weapons available, select the weapon with Button A. To cancel the weapons selection press the button used to bring it up. Different weapons serve different purposes. The Laser Cannons provides a more powerful version of air-to-air attacks but restricts air-to-ground attacks completely. The Fire Launcher is very destructive on both air and ground targets. The Shield protects the shuttle from damage. The weapons have a limited power indicated on an energy metre on the left of the screen. Using the weapons or getting the ship damaged lowers the energy. The energy can be recharged by E power ups.
There are seven stages in the game. The player has to fight through them avoiding hazards in addition. Mid-bosses very occasionally appear in the game. When the player meets an mid-boss or end stage boss, the player must destroy weak points and various parts of the boss to destroy it.