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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