paused
give a capsule practice
give a perk
events
your initials · 1st best
stage clear
practice
game changes apply from the next game
fire
movement
ships
each stage
seed
haptics
colors
theme
type
ship
all five fly the same: same size, same hitbox
flying hold anywhere to fly and fire; the ship copies your finger, so your thumb never covers it. lift to stop firing. only the cockpit dot can be hit. a new ship starts with a few seconds of rapid fire and a white shield that takes one hit, both gone when the stage clears.
stages A to Z three times, new names each time, then round again with a numeral. clear all 40, then tap to warp to the next. it gets harder up to Z; each Z is worth 10,000 and an extra ship. clear all 78 and you escape: 50,000 a round and an extra ship, then go on to the next round or end there.
nova clears every enemy shot and the nearer half of the enemies; a boss there takes a hit. novas bank, up to 2: from capsules, and one for every 5 stages in a row without losing a ship. tap one at the bottom, or press n.
bonuses 2,000 each as a stage clears: fast clear, inside par time · sharpshooter, 75% of your shots hit · untouched, nothing hit you, not even a shield.
fire drills after F, L, R and X: 40 targets that never fire back. hit the drill's target (30 to 38) to earn a perk, kept until you lose a ship; hit all 40 for 10,000 and an extra ship. a diamond on the warp bar marks each drill. your perks rest during a drill.
continue the game saves at each card between stages; continue from the title. game over ends the save. a seed (settings) fixes a run's luck.
spread shots from a certain stage purple escorts fire three shots at once: from F on light, D on heavy, C on barrage.
capture a diving boss may lower an orange beam that takes your ship. shoot that boss while it dives to win the ship back and fly two side by side; shoot it in formation and your old ship turns on you.
extra ships light: 20,000, then every 50,000 · heavy: 20,000 and 70,000, then every 70,000 · barrage: 30,000, then every 100,000. on free play a ship capsule pays 2,000. each fire level, movement and ships setting keeps its own best.
orange in a stage, bright orange is something that can hurt you.
sound a falling whistle means a dive has started; a warble, that a beam is down.
keys arrows or wasd move · hold space to fire · n nova · p pause · m sound · o settings · c continue
shoot a carrier (it glows, its capsule beneath), then fly over the capsule. supply pods drift down now and then. a lost ship loses every power-up but banked novas.
weapons the same one again levels it up, to 3, even after it runs out
support a repeat adds time, up to three times
rare from stage I
hit a fire drill's target to earn one, at random. each lasts until you lose a ship, and rests during drills.
extra bolt3 shots on screen, not 2
fast boltsyour shots fly 30% faster
homing boltsyour shots bend toward enemies
long fusepower-ups last 30% longer
magnetcapsules drift toward you
luckybetter capsules more often
head starta barrier at the start of each stage
sprinklerenemy shots 20% slower
fire blanketone lost ship keeps everything
reserve tanka nova now, and room for a third
hot streakpoints ×1.5, but enemies fire more
each fire level, movement and ships setting keeps its own table; type a seed into settings to play a run's luck again
every game but practice, quit or not
clear every table and all stats?
start at
play
one stage ends with a summary; keep going warps on as usual
ships
hits still pop a barrier or cost one of a double; you just never run out
start each stage with
a weapon at its level, plus any supports you tick, at each stage and each new ship
tap the version five times to turn this off
* defaultreset all?