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| MPL (Multiple Shot) |
 |
Primary |
The
Aleste's starting weapon, the MPL fires off a spread
shot of its machine gun fire. Like all attacks that
utilize the machine gun, the MPL is very fast but light
in the damage department. Increasing the level of this
weapon adds additional shots to be fired, eventually
adding blasts that are launched from the back of the
craft. |
 |
Secondary |
| The
ship utilizes its machine guns in all four directions,
except on level 1 where the move works like the primary
shot except being fired from the rear. Increasing the
level adds additional shots to the weapon, as it will
double up fire in each direction eventually. |
|
| LSR (Laser) |
 |
Primary |
The
game's most powerful single shot weapon, the laser will
unleash streams of blue energy that have the potential
to pass right through objects. Increasing the level
adds to the number of streams shot and changes their
attack pattern. |
 |
Secondary |
| The
craft fires its normal laser ray along with orange heat
seeking rays that will pursue targets. Like the normal
fire, these streams of energy can pass through barriers
in pursuit of their target. Increasing the level adds
to the number of streams shot and, eventually, adds another
homing stream. |
|
| CIR (Circle) |
 |
Primary |
The
only defensive weapon, the CIR will unleash huge globes
of energy which will encircle the craft, deflecting
enemy fire and damaging foes that they come in contact.
The Aleste can still use its machine gun fire while
the CIR is equipped. Increasing the level adds to the
number, and size, of the globes while also adding to
the amount of machine gun fire. |
 |
Secondary |
| While
holding the secondary button, the globes will be locked
in place. When this button is released the CIR will return
to its primary function. |
|
| MDS (Multi-Direction Shot) |
 |
Primary |
The
Aleste's fastest weapon, the MDS discharges blasts of
plasma from the ship's side cannons while also unleashing
a stream of machine gun fire. The plasma blasts can
be aimed in eight different directions. Increasing the
level of the MDS causes for an added number of plasma
blasts and for their size to be larger. |
 |
Secondary |
| The
secondary function simply locks the position that the
plasma blasts were being launched, example left at a 45
degree angle. To maintain the trajectory, the secondary
button must be held for when its released the MDS will
automatically switch back to its primary function. |
|
| MSL (Missile) |
 |
Primary |
While
the ship's main guns continue to fire, heat seeking
missiles will be launched from the side of the craft
that will home in on enemy targets or their blasts.
Increasing the level adds to the number of missiles
released. |
 |
Secondary |
| The
secondary function removes the heat seeking nature of
the missile, while also causing them to be fired in different
directions. The number of missiles launched increases
more rabidly with levels when compared to the primary
function. |
|
| PWR (Power Shot) |
 |
Primary |
The
Aleste fires its machine guns while charging a blast,
which can be released to fire a giant stream of energy
ahead of the craft. The stream deals continuous damage
to anything unfortunate enough to come in contact, while
it also passes through objects. Increasing the level
adds to the machine gun fire and the size of the stream
of energy. |
 |
Secondary |
| Identical
to the weapon's primary function, except the machine gun
can't be fired and the beam powers up much more quickly.
Increasing the level adds an even greater area of fire
when compared to the primary function. |
|
| SPR (Sprite) |
 |
Primary |
Smaller
crafts are released from the ship that fire their machine
guns in unison with the Aleste. The crafts can fly around
the stage, but will instinctively stay close to the
Aleste. The smaller ships can be destroyed if they receive
enough damage, which will also drop the level. Increasing
the level adds to the number of ships. |
 |
Secondary |
| The
secondary function locks the attack position of the crafts,
as they will move in perfect unison with the Aleste. |
|
| SCT (Scatter Shot) |
 |
Primary |
The
ship fires off a concussive orbs that will shatter into
a series of shots that launch in numerous directions.
Occasionally, if the enemy is small enough, the orb
will not burst on impact but will still release its
payload. Increasing the level adds to the amount of
blasts that are discharged when the orb comes in contact.
|
 |
Secondary |
| Identical
to the weapon's primary function, except the orbs will
launch in a hook shaped arc if the craft is strafing horizontally. |
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