0% found this document useful (0 votes)
87 views8 pages

Atomaders

The document provides information about the combo mechanic, critical line, and red line in a cyborg shooting game. It then summarizes the planets, cyborgs, bosses, and power-ups encountered in the game. Key details include how combos work to increase score by chaining power-ups, the need to destroy lower cyborgs first to avoid instant death, and descriptions of each planet's introduced cyborgs and boss attack patterns.

Uploaded by

Louwenn Suarez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
87 views8 pages

Atomaders

The document provides information about the combo mechanic, critical line, and red line in a cyborg shooting game. It then summarizes the planets, cyborgs, bosses, and power-ups encountered in the game. Key details include how combos work to increase score by chaining power-ups, the need to destroy lower cyborgs first to avoid instant death, and descriptions of each planet's introduced cyborgs and boss attack patterns.

Uploaded by

Louwenn Suarez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 8

Combo mechanic

The game features a combo mechanic where the more cyborgs you destroy with a single
power-up, the more score you can get, while the formula behind this is currently
unknown, one thing you could do is to learn how to seamlessly use your power-ups
one after another to get as much as combo and score as possible, the combo meter
will be active once the power-up destroys at least 4 cyborgs, all weapons are
eligible to have combos, the combo bonus and multiplier will be reset as soon as
the combo is over.

Critical line
When the cyborgs go down way too low to the point where they can directly touch
your ship, this will make the said cyborg unable to be shot down by your attacks
and this means a guaranteed death for you, to circumvent this, always try to
destroy the cyborgs from the bottom part of the formation first.

Red line
When the cyborgs go way too low to the point where they can reach your ship
anytime, this will show a red line on both sides of the screen which acts as your
one final warning before the cyborgs will immediately approach and ram your ship
just like what a Fighter does, to circumvent this, try to destroy the cyborgs from
the bottom part of the formation first before targetting the upper ones.

Atomaders:
Coralos - The first planet introduced to you, this is by far the easiest and you
shouldn't die here, the cyborgs that exist here are Crab Yellow, Red, Blue, and
Brown.
Crab Yellow - Gives the V-Strike extra weapon, when fired and the missile hits a
target, the missile will split into 2 and go in a V formation, the 2 missiles will
continue until it leaves the screen.
Crab Red - Gives the Left Swing extra weapon, when fired and it hits a target, the
missile will swing immediately to the left direction from where it hit the target
will continue until it leaves the screen.
Crab Blue - Gives the Right Swing extra weapon, when fired and it hits a target,
the missile will swing immediately to the right direction from where it hits a
target and will continue until it leaves the screen.
Crab Brown - Gives the Front Hit extra weapon, the missile will go straight from
where it is fired and it will destroy cyborgs on its way until it leaves the
screen.
Boss: The first phase of the boss stage is that 2 bosses will appear with crushers,
they will go downward when the ship is directly below them, they will also fire
slow blue bullets on both of their cannons, once the crushers are destroyed the
bosses will hurl some sort of hardened shrimp-looking objects directly at the ship
while still firing 2 slow bullets but with slightly increased attack speed, this
will keep on going until the boss is destroyed.

Altoni - The second planet, this will introduce a slight difficulty spike but it
won't be too noticeable, all cyborgs from Coralos will still be here albeit the
Bell cyborgs will be the most common.
Bell - Gives the Ricochet extra weapon, when fired the ship will launch a sharpnel
that once it strikes a target, the sharpnel will split into 3 and will hit targets,
as the sharpnels it targets it will bounce and hit the next one, this process will
keep on repeating until the sharpnels are out of the cyborg formation, the Bell
cyborg has a special ability where it can reposition itself overtime.
Boss: The first phase of this boss it will have 2 cannons facing the opposing
direction, when the ship gets into range in one of these cannons, the cannons will
rapidly fire the same blue bullets from Coralos boss but it will travel faster,
after one of the cannons are destroyed, the boss will start moving a lot more and
its mouth will start rapidly firing orange bullets directly at the ship that cannot
be shot down by Defense Launcher, once both cannons are destroyed, the 2 pointers
just below its mouth will release big blue balls that will absorb your shots, it
will also have increase firing speed for the orange bullets.

Citus - The third planet, Fighters from here onwards will become more aggressive so
the player has to be more careful, 2 Cyborgs are introduced here instead of one,
which is the Horn Blue and Horn Purple, all cyborgs from previous planets are
available here.
Horn Blue - Gives the Cluster Bomb extra weapon, when it hits a target or it
reaches the top of the screen it will explode and release one-hit sharpnels that
will go downwards, destroying up to 8 targets.
Horn Purple - Gives the Crusher extra weapon, when fired it launches a missile that
once it explodes after hitting a target, the missile will release a gravity like
ring that will expand and once the ring compresses, any cyborgs caught within and
slighty outside of the ring when it expanded will be drawn and destroyed
altogether.
Boss: The first phase of this boss is it fires 5 blue bullets in its 5 small
cannons, once 2 of these small cannons are destroyed, the tiny green cannons will
become active and start firing green bullets directly at the ship, once all of its
tiny cannons are destroyed its 2 arms will be active and it will start firing 3
blue bullets at fast speeds, it will keep on doing this until the boss is
destroyed.

Redunda - The fourth planet which introduces the Claw cyborg, all previous cyborgs
from other planets will still appear here, with the Claw cyborg being the most
abundant, Fighters here are aggresive and will fire almost everytime they try to
approach you.
Claw - Gives the Spiral Strike extra weapon, when fired it releases a missile that
once it explodes after hitting a target, the missile releases 8 one-hit sharpnels
that will spin around on a certain diameter, destroying cyborgs within its spinning
range until all sharpnels hit a target or they will explode on their own a few
seconds after.
Boss: The first phase of this boss is it fires 2 straight blue bullets from its far
side cannons, and 2 blue bullets in random directions from its 2 near side small
cannons, every 5.5 seconds one of the yellow lights on both sides of the boss will
light up, this indicates where its saw blade will go once it reaches downward, if
the right yellow light flashes for example, you should stay on the left side as the
saw it will fire will go to the right, after releasing the saw it will also release
mini cyborgs that will go directly at ship, this is its entire pattern until the
boss is destroyed.

Tentro - The fifth planet introducing the Seed cyborg, and this is the last planet
in the game, most cyborgs will return except the Claw Brown and Horn Blue.
Seed - Gives the Laser extra weapon, arguably the strongest extra weapon yet thanks
to the Laser panning technique, the ship will fire a beam that follows along with
the movement of the ship for almost a second before its gone, this allows the laser
to be "panned" to hit more than just 1 column of cyborgs, the mini Seed cyborgs it
can produce is based on if there is any available space to produce them, that means
if the Seed has space for only 2 mini Seeds then only 2 will come out upon the
destruction of main Seed cyborg, the Seed cyborg will not produce its mini clones
when destroyed by a power-up.
Boss: The first phase of this boss is its 2 spinning cannons will fire slow blue
bolts rapidly, once one of these spinning cannons are destroyed, the middle cannon
will start firing orange bullets directly at your ship, once both the spinning
cannons are destroyed or the player chooses to destroy the middle cannon first, a
small train will come in and out of the body and fire small blue bullets in random
directions, once the middle cannon or the last spinning cannon is destroyed, the
two back cannons will be active and start firing green bullets directly at your
ship, the spawners at the top side of the factory will also be active and start
releasing mini cyborgs, these mini cyborgs will also go directly to your ship, this
is the last part of its attack pattern and it will keep doing this until the boss
is taken down.

Fighters - These cyborgs will stay in the formation for a while, however once it
decides to attack, what this cyborg will do is approach you to either ram you, or
shoot you directly, these Fighters must be destroyed first whenever you can as they
are aggressive and dangerous, especially when numbers of them will attack you at
the same time.

Front Shield - This power-up attaches a one-hit front shield to your ship, this
acts like an extra hitpoint your ship could gain which is helpful to protect
yourself from shots that say, you didn't dodge well or fast Fighter shots.
Defense Launcher - This power-up gives your ship a tiny missile launcher that
automatically fires at enemy shots, the missiles are fast but it won't be fast
enough to catch some very fast shots so you still have to be careful, this power-up
will be active for several seconds before it stops, useful also against bosses, not
all shots can be targetted by the Defense Launcher
Time Slow - This power-up slows down most cyborgs and their shots for a few seconds
giving you some extra time to destroy say, Fighters or destroy anything else.
Bonus Score - Gives out free 200 score, do not take this power-up if its too risky.
Avalanche - This power-up will rain down asteroids in the level, the grey asteroids
won't do anything but the slighly yellowish, more rocky looking asteroids can hit
you, cyborgs, and barriers, this is a high risk high reward power-up as each
asteroid you destroy costs 50 score and this could somewhat assist you in
destroying cyborgs but you may get hit as well.
Extra Life - Gives 1 free Extra life, always take it whenever you can since its
drop rate is not common.

Atomaders 2:
Some of the cyborgs have a small chance of gaining a green forcefield and then
approaches either directly to your ship at a fast speed like what a Fighter does,
or it could go straight downward, it could fire the green forcefield too as a slow
moving large bullet, while the said cyborg is in the green forcefield it cannot be
damaged for awhile until it uses the forcefield in one of the 2 mentioned ways.
Alpha - Reintroduces the Crab cyborg just like its predecessor, this is the
introductory planet so this shouldn't be too difficult to finish. (Sector 1)
Crab Yellow - Gives the V-Strike extra weapon, when fired and the missile hits a
target, the missile will split into 2 and go in a V formation, the 2 missiles will
continue until it leaves the screen, the special ability of this cyborg is it could
"charge" itself up and fires a yellow bullet directly at the location of your ship.
Crab Red - Gives the Left Swing extra weapon, when fired and it hits a target, the
missile will swing immediately to the left direction from where it hit the target
will continue until it leaves the screen.
Crab Blue - Gives the Right Swing extra weapon, when fired and it hits a target,
the missile will swing immediately to the right direction from where it hits a
target and will continue until it leaves the screen.
Crab Brown - Gives the Front Hit extra weapon, the missile will go straight from
where it is fired and it will destroy cyborgs on its way until it leaves the
screen.
Boss: The firing pattern of the boss in this planet is simple, it will go sideways
and overtime it will fire 2 green bullets that will not go off-screen or it will
bounce back once it reaches the edge of the screen, the boss will also fire tiny
green bullets directly towards your ship, the boss will absorb some asteroids and
release it into a bunch of sharpnels in a shotgun sort of way, this will be
repeated until the boss is destroyed.

Beta - Introduces the Bell cyborg, this planet shouldn't be too difficult either
but this will introduce a cyborg with an actual special ability, all cyborgs from
Alpha will appear here as well. (Sector 2)
Bell - Gives the Ricochet extra weapon, when fired the ship will launch a sharpnel
that once it strikes a target, the sharpnel will split into 3 and will hit targets,
as the sharpnels it targets it will bounce and hit the next one, this process will
keep on repeating until the sharpnels are out of the cyborg formation, the Bell
cyborg has a special ability where it can reposition itself overtime.
Boss: The attack pattern of this boss is simple, it has 4 arms arranged in a +
pattern, the boss will constantly lower itself down to try and ram you with it
arms, the arms have an indicator that once it is fully charged up, the main boss
body will release lightning in a upside down V formation, the lesser arms the boss
has the thinner the lightning will be, once all arms are gone, it will constantly
fire thin lightning bolts, lower itself down and use a flamethrower which could
block shots, and it will also fire sharpnels in random directions, the boss will
keep on doing this until its destroyed.

Delta - Introduces the Horn cyborg, the first planet to introduce the Armored
Cyborgs, it will also introduce the first cyborg with a special ability that could
hinder the player from getting its power-up drop, which succeeding cyborgs will
also do, all previous cyborgs you've seen before will come back here. (Sector 3)
Horn - Gives the Cluster Bomb extra weapon, when it hits a target or it reaches the
top of the screen it will explode and release one-hit sharpnels that will go
downwards, destroying up to 8 targets, the special ability of this cyborg is that
when destroyed it spits out a mini cluster bomb that goes into a nearby random
location from where it died, the mini cluster bomb then pops and releaes 3
sharpnels.
Boss: The attack pattern of this boss is that first it will be somewhat close to
your ship, the cannons that act as its joints for its arms will fire orange blue
bullets, meanwhile its arms will extend and reach for ship to destroy it, once one
arm is destroyed the boss will turn around with its one arm and extend reach to
still attempt and destroy your ship, be careful with this as it can get
unpredictable and you may lose a life, after both arms are destroyed it will turn
around back to its normal position, fire 2 blue pellets overtime and shoot a thick
lightning bolt downwards with an indicator to tell you if its about to shoot or
not, it will keep doing this until the boss is destroyed.

Epsilon - Introduces the Meta cyborg, this will introduce a slight difficulty spike
as the first 2-hit cyborg will be introduced in this planet, all cyborgs except
Crab Brown will reappear in this sector. (Sector 4)
Meta - Gives the Crusher extra weapon, when fired it launches a missile that once
it explodes after hitting a target, the missile will release a gravity like ring
that will expand and once the ring compresses, any cyborgs caught within and
slighty outside of the ring when it expanded will be drawn and destroyed
altogether, this is the first cyborg the player must destroy with 2 shots, and the
some of the succeeding cyborgs will follow this, once Meta has taken a shot it will
enlarge before it either explodes and releaes 3 properly spread out sharpnels or
until it is shot for the 2nd time, not releasing anything.
Boss: The boss in this sector consists of 2 dinosaur-like creatures with cannons
mounted on top, in each shot these creatures take its mounted cannons on top will
fire 3 circular yellow bullets in a reverse T pattern, the bullets fired will also
bounce back when it hits the edge of the screen, once the creatures cannons take
enough damage, 2 electrical blades will appear on both side of its cannons and the
creatures will constantly lower at you to ram these electrical blades at your ship,
the cannons will also fire a slightly amplified mini bomb that the Horns release
when they are destroyed, instead of releasing 3 it will release 5 sharpnels
instead, this will be the last change in its attack pattern and the boss will be
destroyed afterwards with a few more hits.

Kappa - Introduces the Claw cyborg, this planet will also have a slightly
significant difficulty spike as this sector will introduce the Blue Fighters, all
cyborgs except Crab Brown will reappear in this sector. (Sector 5)
Claw - Gives the Spiral Strike extra weapon, when fired it releases a missile that
once it explodes after hitting a target, the missile releases 8 one-hit sharpnels
that will spin around on a certain diameter, destroying cyborgs within its spinning
range until all sharpnels hit a target or they will explode on their own a few
seconds after, once the Claw has been hit 1 time it will "malfunction" and fire
missiles with fast firing speed that goes directly to your ship before it dies on
its own or it is shot the 2nd time.
Boss: The first attack phase of the boss is it will fire 5 yellow bullets from its
5 cannons, when all of its 5 cannons are destroyed, its 2 arms and 2 cannons will
be active, the 2 cannons will fire 3 shots in a spread fire motion and the boss
will lower itself down so when it swings its arms it will hit you, once both of its
arms and cannons are destroyed, the boss will go straight downwards at you several
times just like how the boss in Coralos does, it will also constantly fire yellow
bullets randomly, it will keep doing this and afterwards the boss will fall down,
be sure to get out of its way while falling down because the boss will still hit
you and you will die along with it.

Lambda - Introduces the Seed cyborg, all cyborgs except Crab Brown will return
here, Blue Fighters will be a lot more common so more caution is recommended.
(Sector 6)
Seed - Gives the Laser extra weapon, arguably the strongest extra weapon yet thanks
to the Laser panning technique, the ship will fire a beam that follows along with
the movement of the ship for almost a second before its gone, this allows the laser
to be "panned" to hit more than just 1 column of cyborgs, the special ability of
this cyborg is that when it is destroyed it releases 3 mini Seed cyborgs, the mini
Seed cyborgs it can produce is based on if there is any available space to produce
them, that means if the Seed has space for only 2 mini Seeds then only 2 will come
out upon the destruction of main Seed cyborg, the Seed cyborg will not produce its
mini clones when destroyed by a power-up.
Boss: The first phase of this boss is its mouth will be indicated, the mouth will
fire 4 fast green bullets in random directions in each shot, the boss will also
throw a saw, an indication to know where it will go is if the saw is in the left
arm for one, the boss will throw it into the right direction, after throwing a saw
the boss will also eject 5 cyborgs that will approach at you one by one, once its
mouth is destroyed it will fire green bullets one by one from its back cannon, once
its remaining mouth takes enough damage, the arms will be destroyed and the boss
will start firing yellow bullets from both of its cannons that served as the joints
for its arms, the saw will also change its pattern and this time it is much easier
to dodge, if the saw is falling in the left side, it will roll over to the left
side once it reaches downward, the boss will keep on doing this until it runs away
after taking a few more hits and explodes.

Omicron - Introduces the Gear cyborg, this is also the first sector to allow the
Forcefield to finally drop, which serves as a better protection compared to Front
Shield, all cyborgs that appeared on previous sectors will return in this sector.
(Sector 7)
Gear - Gives the Boomerang extra weapon, when fired it releases a boomerang made of
energy that goes straight forward to where it was fired, with good aim it can
immediately strike 2 columns of cyborgs, then it will come back to the location of
the ship, allowing for more cyborgs to be destroyed, the special ability of this
cyborg is that the 2 mini boomerangs it fires will bounce back when it reaches the
edge of the screen, in other words, the mini boomerangs the Gear releases will
never go off-screen.
Boss: This boss will take up a huge part of your screen but don't be intimidated
much, the first phase is where its 4 cannons will be active and 3 layers of
destroyable barriers will appear, these barriers will give you 10 score points per
hit so if you want more score then keep on hitting the barriers, the 4 cannons will
fire rockets that will split into 3 mini rockets in a spread fire motion when it
gets in close range to you, once 2 of the 4 cannons are destroyed, the middle
cannon will be active, this is protected by an undestroyable cover and it will be
vulnerable when it fires, what this middle cannon fires is a big missile that has a
slightly large explosion radius, it is slow so you can stop it with your normal
shot before it reaches you, once 3 out of 4 cannons have been destroyed, the 2 back
cannons will be active and release sharpnels that explode into 3 tiny sharpnels at
random directions, this will be the last change in its attack pattern and it will
be destroyed after taking several more hits.

Sigma - Introduces the Saws cyborg, all cyborgs except the Horn cyborg will return,
Energy Storm now has a chance of dropping starting from here as difficulty rises up
more, with Fighters getting even more aggressive as you progress through each
sector. (Sector 8)
Saws - Gives the Ram extra weapon, when the extra weapon button is pressed the ship
will charge straight into the cyborg formation destroying them in the process, then
the ship will go back to its original location, with good aim your ship can cover 2
columns of cyborgs, the special ability of this cyborg is that when it takes its
first shot, it will go straight downward, it will be destroyed when it is shot for
the 2nd time.
Boss: This boss is caterpillar like, once it enters the screen it will fire green
bullets from its segments, after taking a few hits it will lose its arrangement,
one hit after and it will rearrange, making its segments into its arms and will
spin around, preventing the main head from getting hit too much unless with good
aim, it will fire green bullets that will bounce back when it reaches the edge of
the screen, as well as a slow blue bullet that is aimed at your ship, after taking
a few more hits, the boss will move faster one of the arms will extend, mostly to
attempt and ram it into you or extend its gun range, after taking a few more hits,
it will lose its arrangement, one hit later and it will rearrange once more, the
segments will rearrange into 2 triangles that will still fire green bullets with
slightly fast firing speed, the segments joined together that are firing the green
bullets will alternate in firing bullets to attempt and throw you off, the 2
triangles formed by the segments will also cross and pass with each other forming
forming a bullet that will fire into you, this bullet can be shot, after taking a
few more hits, the boss wil lose its arrangement, 1 hit after and the boss will
rearrange for the last time, each 2 segments will form 3 short lines, the segments
will fire green bullets somewhat rapidly and the main head will fire blue pellets
directly aimed at your ship, the main head will also approach the lines so it will
extend and potentially hit you, it will be destroyed after the last following hits.

Tau - Introduces the Wing cyborg, all cyborgs except the Horn and Claw cyborg will
return in this sector, this is also the only sector to silently introduce an
another cyborg just like what Atomaders did with Crusher on Citus. (Sector 9)
Wing variant 1 - The first Wing cyborg gives the Lightning extra weapon, when fired
the ship shoots a lightning bolt that will chain up to 6 cyborgs, it doesn't need
good aim but is much better used on cyborg formations that don't have gaps, the
special ability of this cyborg is that when its destroyed, it will release 3 mini
echo bullets in a T formation.
Wing variant 2 - The second Wing cyborg gives the Fireball extra weapon, when fired
the ship releases a fireball that will slowly chain into cyborgs and destroy them,
the fireball will keep on chaining to any adjacent cyborgs and destroy them until
the fireball is out of the cyborg formation, the special ability of this cyborg is
just like the Saws, once it takes the first shot it will go straight downward
albeit a little slower than the Saws, it will be destroyed when it is shot for the
second time.
Boss: The boss is spider-like, everytime it gets its head hit the 4 spawners on the
side of the boss will release 2 mini spiders that will approach you at fast speeds,
once the head is destroyed, the 4 spawners can now be targeted and destroyed but
the spider will have 4 cannons on some sort of a roulette, once a cannon is done
firing, it will be the next cannon's turn, the green cannon will release 4 green
bullets in a spread fire manner, the blue one will release thin lightning bolts in
a reverse V formation, the red cannon will fire a sharpnel that explodes into 3
tiny sharpnels, and the yellow cannon will release yellow bullets in many
directions at once, the spider will also form a bullet on its own and shoot it
towards your ship, the boss will be defeated when all 4 spawners are destroyed.

Psi - Introduces the Fork cyborg, all previously seen cyborgs will return here,
Fighters are also at their most aggressive behaviour yet. (Sector 10)
Fork - Gives the Black Hole extra weapon, when fired the ship unleashes a mini
black hole that will attract any nearby cyborgs to it and destroy them, leaving a
trail of power-ups below directly to where the mini black hole is released, the
weapon doesn't need good aim and the more dense a cyborg formation is and the
faster they move sideways, the more destructive this weapon becomes, the special
ability of this cyborg is once it is destroyed, it will leave its "core" which will
later go straight downward as a blue bullet bolt, the Fork will also fire 2 bullets
at once.
Boss: The boss will begin by firing blue bullets with its spinning cannon, then
deploys small cannons that fire rockets at your ship at fast speeds, once the
spinning cannon is destroyed, the boss will be able to release 5 cyborgs and they
will approach at you one by one, once all of the deployed cannons are destroyed,
the cannon factory on both sides of the boss will be destroyed and will become
spider spawners, these spawners cannot be targetted and will produce spiders as you
hit the tank that will attempt to ram you, the boss will also transform into a
battle tank, it will fire 2 rockets at moderate speed 4 - 5 times and then once its
main cannon is aimed at you, the boss will fire 2 yelloew bullets at the same time
constantly while also once again firing 2 rockets in whenever direction the main
cannon is facing, the main cannon will eject a big missile that is exactly the
missile the boss in Mission 7 ejects, the missile has a slightly large blast radius
and you could get caught with it if it explodes near you, it is slow enough so it
could be stopped by your normal shots, as the boss takes damage its cannons will be
reduced until it takes enough damage to transform one last time into a spaceship,
this time firing 8 yellow bullets in 8 directions while also firing 4 green bullets
in a spread fire manner, the boss will be destroyed after a few more hits.

Omega (Sector 11) [Boss Rush]


This sector will have Level 1 and 6 as Mothership only levels, the rest of the
levels will be a boss rematch from all of the bosses you've faced in previous
sectors.

Fighters - These cyborgs will stay in the formation for a while, however once it
decides to attack, what this cyborg will do is approach you to either ram you, or
shoot you directly, these Fighters must be destroyed first whenever you can as they
are aggressive and dangerous, especially when numbers of them will attack you at
the same time.

Blue Fighter - This is a variation of a Fighter where it fires 2 green bullets in a


spread fire manner instead of a single straight shot, this Fighter can be more
aggressive than the original variant and when this and the original variant decide
to attack and shoot together, this may be very hard to avoid so prioritize killings
Fighters as much as possible.

Armored Cyborg - This cyborg appears in select levels across different sectors
starting from Sector 2, it is immune to shots thanks to its barrier but it will be
destroyed with an extra weapon even with its barrier intact, it will be also
vulnerable to normal shots when it fires its 2 slow bullets because when it does,
its barrier is deactivated for a while, when taken down through a normal shot, this
cyborg is guaranteed to drop a random power-up.
Power-ups:
Front Shield - This power-up attaches a one-hit front shield to your ship, this
acts like an extra hitpoint your ship could gain which is helpful to protect
yourself from shots that say, you didn't dodge well or fast Fighter shots.
Defense Launcher - This power-up gives your ship a tiny missile launcher that
automatically fires at enemy shots, the missiles are fast but it won't be fast
enough to catch some very fast shots so you still have to be careful, this power-up
will be active for several seconds before it stops, useful also against bosses, not
all shots can be targetted by the Defense Launcher
Time Slow - This power-up slows down most cyborgs and their shots for a few seconds
giving you some extra time to destroy say, Fighters or destroy anything else.
Bonus Score - Gives out free 200 score, do not take this power-up if its too risky.
Avalanche - This power-up will rain down asteroids in the level, the grey asteroids
won't do anything but the slighly yellowish, more rocky looking asteroids can hit
you, cyborgs, and barriers, this is a high risk high reward power-up as each
asteroid you destroy costs 50 score and this could somewhat assist you in
destroying cyborgs but you may get hit as well.
Extra Life - Gives 1 free Extra life, always take it whenever you can since its
drop rate is not common.
Forcefield - An upgraded variant of the Front Shield where this power-up provides
you with a one-hit full cover forcefield for your ship instead of just in the
front, this will help protect you against Blue Fighters as their shots could get
perfectly angled sometimes that it makes their shots impossible to avoid.
Double Shot - This power-up allows your ship to temporarily fire 2 shots at a time,
allowing for faster kills and easier destruction of 2-hit cyborgs, as long as the
first shot is hit your ship will immediately be available for its next double shot,
this will last for a few seconds.
Extra Charge - When this power-up is taken, any extra weapon charge you have will
immediately be full charged so it is ready to use, perfect for strong power-ups
such as Ram and Black Hole.
Power Bump - When this power-up is taken, your ship will release a huge energy wave
pushing cyborgs away, this is often dropped by the Armored Cyborg and is useful if
the cyborgs get way too low that the red indicator appears.
Barrier Shield - This power-up will give your barriers a wide forcefield that will
protect them from frontal damage as well as you with it for a few seconds, if the
barrier is shot while the forcefield is active it will be deactivated after, it is
recommended to stay behind the forcefield so you can take a break from avoiding
cyborg shots and Fighters for a while, this is also your chance to temporarily
break free and destroy cyborgs with 1 shot penalties while you can.
Barrier Mines - When this power-up is taken, the barriers will release a mine
upwards that will explode and destroy cyborgs within the explosion range of the
mine, to extend the reach of the mines you can fire the cyborg upwards, but this
power-up isn't too common, and it often comes from the Armored Cyborg.
Energy Storm - When this power-up is taken, the cyborgs will be slowed down for
while like as if you took a Time Stop power-up and then some cyborgs will also be
destroyed as well, this is a rare power-up, arguably the rarest, you will most
likely see a number of Forcefield drops before you will spot this power-up.

You might also like