==============================================================================
Super Aleste / Space Megaforce (SFC/SNES) (1992)
==============================================================================

 Super Aleste and Space Megaforce Copyright 1992 Compile and Toho

 This document is created by Faididi and Co. (faididi@yahoo.com)
 Copying or distributing this, in whole or in part, for profit
 without the explicit permission of the author is prohibited.


------------------------------------------------------------------------------
[-] Document Version History
------------------------------------------------------------------------------

Version 2001 (2001-06-21 Thursday)
 - Initial release.

Version 2002 (2002-12-31 Tuesday)
 - Corrections made.

Version 2003 (2003-07-19 Saturday)
 - Corrections made.

Version 2004 (2004-07-19 Monday)
 - Corrections made.

Version 2005 (2005-07-19 Tuesday)
 - Document streamlined.

Version 2006 (2006-07-19 Wednesday)
 - Document streamlined.

Version 2008 (2008-07-19 Saturday)
 - Corrections made.

Version 2010 (2010-07-19 Monday)
 - Corrections made.


==============================================================================
[0] Contents
==============================================================================

[1] Overview
 [1.0] Game Version Differences
 [1.1] Story
 [1.2] Characters
 [1.3] Option Screen
  [1.3.1] Game Mode
  [1.3.2] Trigger Settings
  [1.3.3] Pad Test
  [1.3.4] Omake
 [1.4] Weapons
 [1.5] Items
 [1.6] General Tips

[2] Strategies - Standard Game
 [2.0] Prologue
 [2.1] Area   1: Nazca Rain Forests
 [2.2] Area   2: Battle Platform - Assault on Lono
 [2.3] Area   3: Outpost A
 [2.4] Area   4: Nebula
 [2.5] Area   5: Caves
 [2.6] Area   6: Outpost B
 [2.7] Area   7: Asteroid Field
 [2.8] Area   8: Decimated Fleet
 [2.9] Area   9: Outpost C
 [2.A] Area  10: Alien Rain Forests
 [2.B] Area  11: Enemy Base - High Velocity Tunnel
 [2.C] Area  12: Enemy Base - Organic Lair
 [2.D] Epilogue and Staff Credits

[3] Strategies - Short Game
 [3.1] Area  1: Outpost B
 [3.2] Area  2: Nebula
 [3.3] Area  3: Asteroid Field
 [3.4] Area  4: Alien Rain Forests

[4] Miscellaneous Information
 [4.1] Difficulty Indicator
 [4.2] Secret Images
 [4.3] Sound Test
 [4.4] Boss Strategies
 [4.5] Patch Codes
 [4.6] Game Genie Codes

[5] Reference
 [5.1] Game Source Information
 [5.2] Really Small Details
 [5.3] Document Credits

[6] Contact Information


==============================================================================
[1] Overview
==============================================================================

 Compile's Super Aleste (a.k.a. Space Megaforce) is a space shooter,
 like the previous installments. More specifically, it is a follow-up
 to Gunhed (a.k.a. Blazing Lazers), and it contains more of the great
 gameplay and visual effects for which the series is known.


------------------------------------------------------------------------------
[1.0] Game Version Differences
------------------------------------------------------------------------------

 - The stories and the characters are different.

 - The Prologues and the Epilogues are different.

 - The names of some options and weapons are different.

 - The vocal effects are different.

 - The Japanese version has one tune that the other versions do not have.


------------------------------------------------------------------------------
[1.1] Story
------------------------------------------------------------------------------

   In 2048, a peaceful day quickly turns into a global nightmare when
 several unidentified craft of extraterrestrial origin approach our planet
 and attack without warning. The Earth Defense Force immediately sends out
 its fleet of starfighters to stop the alien aggressors and to save us all
 from being turned into butt sauce.


------------------------------------------------------------------------------
[1.2] Characters
------------------------------------------------------------------------------

 Depending on the version of the game, the heroes are quite different.

 In the Japanese version, Ti and Razu fly the Super Aleste together.
 Ti's psionic powers allow her to control the craft when she links
 herself to it. Razu is just some normal guy who pilots the ship
 the old-fashioned way, with a control stick.

 In the English versions, a faceless pilot flies the ED-057 alone.
 Who will be the bigger Megaforce: the enemy, or her?


------------------------------------------------------------------------------
[1.3] Option Screen
------------------------------------------------------------------------------

Exit - Return to the Main Menu.

Game Mode - Adjust the Difficulty Setting. The default setting is Normal,
 but this may be changed to Hard, Hyper, Tricky, or Lunatic/Wild.

Music - Sample the music. There are 18 tunes in the Japanese version
 and 17 tunes in the English versions. The default selection is 01.

Sound - Sample the sound effects. There are 63 effects in all versions.
 The default selection is 01.

Voice - Sample the vocal effects. There are 25 effects in the Japanese version
 and 19 effects in the English versions. The default selection is 01.

Trigger Settings - Adjust the controls.

Pad Test / Controller Test - Check the Controller's Buttons.

Omake / Break Time - Play with the Mode 7 functions.

Sound - Adjust the audio output. The default setting is Mono,
 but this may be changed to Stereo.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.1] Game Mode
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 The Difficulty Settings, in order of increasing difficulty,
 are as follows: Normal, Hard, Hyper, Tricky, and Lunatic/Wild.

 The higher the Setting, the more bad guys there are and the greater the
 frequency of their attacks. The Tricky and Lunatic/Wild Settings also
 feature the Ricochet Effect from Compile's earlier space shooter, Gun-Nac,
 where every destroyed enemy or object will throw a bullet at the heroes.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.2] Trigger Settings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

  TRIGGER SETTING FOR BUTTONS
    (EXCEPT SELECT AND START)

 PRESS SELECT TO TOGGLE CUSTOM
 SETTING

   MODE 1       MODE 2       MODE 3       MODE 4       MODE CUSTOM
    L: PAUSE     L: SPEED     L: PAUSE     L: SPEED     L: ?
    R: S-CTRL    R: S-CTRL    R: S-CTRL    R: BOMB      R: ?
    X: S-CTRL    X: FIRE      X: S-CTRL    X: S-CTRL    X: ?
    Y: FIRE      Y: BOMB      Y: BOMB      Y: S-CTRL    Y: ?
    A: FIRE      A: S-CTRL    A: FIRE      A: FIRE      A: ?
    B: BOMB      B: BOMB      B: FIRE      B: FIRE      B: ?

  PRESS START TO END

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 To access Custom Mode, press Select. (The Button functions are initially set
 to those of the highlighted control mode.) Press Up and Down to highlight
 a different Button. Press Left and Right to change the function assigned to
 the highlighted Button.

Movement Pad (D-Pad) - Move (relative to the screen).

Shot Button / Fire Button (Y or A) - Fire.

Bomb Button (B) - Launch a MegaBomb. Release this while a MegaBomb is still
 in the air to manually detonate it. (It will automatically detonate when
 it reaches the top of the screen.) MegaBombs damage only enemies who touch
 their energy bubbles, but the ship will always be rendered invulnerable
 whenever a MegaBomb is exploding.

Shot Control Button (X or R) - Toggle the weapon's function. Some weapons
 switch their functions with a single press of this, while others require
 this to be continuously held to remain in their secondary function.

Speed Button (Select) - Adjust the ship's speed (relative to the screen).
 The Aleste has 4 possible Speed Settings, as represented by the Speed Meter
 (the three small orange boxes at the top left corner of the screen). The
 more boxes that are solid, the higher the speed.

Pause Button (Start) - Pause. The ship's speed may be adjusted while the
 game is paused. To reset the game, press L, R, Select, and Start together.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.3] Pad Test
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

   CONTROLLER INPUT

       1 2
       P P

    UP O O
  DOWN O O
  LEFT O O
 RIGHT O O

SELECT O O
 START O O

     A O O
     B O O
     X O O
     Y O O
     L O O
     R O O

  PRESS "L"+"R" TO CONTINUE

||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

 The white circle corresponding to a Controller's Button becomes solid if
 the Button pressed is being registered. (Strangely enough, Controller 2
 can be tested here, even though it is never used during actual gameplay.)
 To exit, press only L and R together on Controller 1.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[1.3.4] Omake
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Movement Pad (D-Pad) - Press Up and Down to zoom the structure in and out.
 Press Left and Right to rotate the structure counterclockwise and clockwise.

Pan Buttons (A, B, X, and Y) - Press A to pan rightward. Press B
 to pan downward. Press X to pan upward. Press Y to pan leftward.


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[1.4] Weapons
------------------------------------------------------------------------------

Weapon: #1
Name (Japanese): MUL - Multi-Shot
Name (English):  MPL - Multiple Shot
Damage:    low
Fire Rate: fast
Switch:    toggle
Primary:   concentrated forward twin streams
Secondary: various multi-directional streams
Notes:
 The default weapon, the MUL is a machinecannon system that can shoot in
 multiple directions or concentrate all of its firepower into two streams
 directly in front of the ship.
Level Patterns:
 Weapon   Twin      Front      Round      Cross       Back       Side
 Level   Stream     Spread     Spread     Spread     Spread     Spread
 Zero
           | |        \|/                               |
            A          A                                A
                                                        |
 One
           | |        \|/                    |          |
            A          A                   --A--        A
                                                        |
 Two
           | |       \| |/                   |          |
            A          A                   --A--        A
                                             |         /|\
 Three
           | |       \|||/       \|/        | |         |
            A          A          A        --A--        A
                                  |          |         /|\
 Four
           | |       \\|//       \|/        | |        | |       \ | /
            A          A          A        --A--        A          A
                                  |         | |        /|\
 Five
           | |       \\|//      \ | /       | |        | |        | |
            A          A          A       == A ==       A        \ A /
                                / | \       | |       //|\\      /   \
 Six
           | |      \|||||/     \ | /      \| |/       | |       \| |/
            A        \ A /      --A--     == A ==       A        \ A /
                                / | \       | |      //|||\\     /   \

Weapon: #2
Name (Japanese): LAS - Laser
Name (English):  LSR - Laser
Damage:    high
Fire Rate: slow
Switch:    toggle
Primary:   forward blue beams
Secondary: homing orange beams
Notes:
 The LAS shoots powerful "dumb-fire" beams and homing beams. A single beam can
 take down several bad guys at once or, if it does not kill them immediately,
 at least hit them repeatedly. Unlike homing missiles, homing beams can pass
 through walls and structures, rendering the enemies' barriers useless.
   If a homing beam is wasting time tracking something it is not supposed
 to track, switch functions briefly to let the orange beam fly off as a
 standard blue beam, and then switch back and fire another homing beam.
Level Patterns:
 Zero
  Primary   - 1 forward short blue beam
  Secondary - 1 forward homing orange spark
 One
  Primary   - 1 forward long blue beam
  Secondary - 1 forward short orange beam
 Two
  Primary   - 2 forward long blue beams
  Secondary - 1 forward long blue beam, 1 forward long orange beam
 Three
  Primary   - 3 forward long blue beams
  Secondary - 2 forward long blue beams, 1 forward long orange beam
 Four
  Primary   - 2 forward long blue beams, 1 forward snake blue beam
  Secondary - 2 forward long blue beams (wide), 1 forward long orange beam
 Five
  Primary   - 2 forward snake blue beams, 1 forward long blue beam
  Secondary - 2 forward snake blue beams, 1 forward long orange beam
 Six
  Primary   - 2 forward snake blue beams, 2 forward long blue beams
  Secondary - 2 forward orange, 1 forward long blue, 1 backward long blue

Weapon: #3
Name (Japanese): CIR - Circle
Name (English):  CIR - Circle
Damage:    moderate
Fire Rate: N/A
Switch:    hold
Primary:   revolving energy orbs
Secondary: energy orbs with positions locked (relative to the ship)
Notes:
 A defensive weapon, the CIR creates large green energy orbs that revolve
 around the ship, damaging bad guys and absorbing most enemy projectiles
 that touch them. The orbs can be frozen in mid-revolution, locking their
 positions relative to the ship.
Level Patterns:
 Zero
  1 forward bullet stream
  1 counterclockwise small orb (circular orbit)
 One
  2 forward bullet streams
  2 clockwise small orbs (circular orbit)
 Two
  3 forward bullet streams (wide apart)
  1 counterclockwise medium orb (oval orbit)
 Three
  3 forward bullet streams (wide apart)
  2 clockwise medium orbs (oval orbit)
 Four
  3 forward bullet streams (wide apart)
  2 counterclockwise medium orbs (circular orbit)
 Five
  4 forward bullet streams (wide apart)
  2 clockwise large orbs, 2 clockwise small orbs (circular orbit)
 Six
  4 forward bullet streams (wide apart)
  4 counterclockwise large orbs, 2 clockwise medium orbs (circular orbit)

Weapon: #4
Name (Japanese): ALL - All Range
Name (English):  MDS - Multi-Direction Shot
Damage:    moderate
Fire Rate: fast
Switch:    hold
Primary:   shots fired in the direction pressed
Secondary: shots fired in the last locked direction
Notes:
 The ALL shoots energy bullets, and it can always be aimed in the eight
 cardinal directions. (If no direction is pressed, it will aim forward.)
 Its direction of fire can also be locked, making it great for strafing.
Level Patterns:
 Zero
  1 forward bullet stream
  1 small plasma sphere
 One
  1 forward bullet stream
  1 medium plasma sphere
 Two
  1 forward bullet stream
  2 small plasma spheres
 Three
  1 forward bullet stream
  2 medium plasma spheres
 Four
  1 forward bullet stream
  1 medium plasma sphere, 2 small plasma spheres
 Five
  1 forward bullet stream
  1 large plasma sphere, 2 small plasma spheres
 Six
  2 forward bullet streams
  3 large plasma spheres

Weapon: #5
Name (Japanese): MIS - Homing Missile
Name (English):  MSL - Missile
Damage:    moderate
Fire Rate: moderate
Switch:    toggle
Primary:   dumb-fire missiles
Secondary: homing missiles
Notes:
 The MIS shoots dumb-fire missiles and homing missiles. While it can launch
 more missiles at a time than the LAS can shoot beams, the missiles are
 easily stopped by obstacles lying between them and their intended targets.
   Homing missiles may pursue stray shots and other things that should not
 be followed, so using dumb-fire missiles may be a better choice at times.
Level Patterns:
 Zero
  1 forward bullet stream
  Primary   - 1 backward missile
  Secondary - 1 forward missile
 One
  2 forward bullet streams
  Primary   - 1 forward missile, 1 backward missile
  Secondary - 2 forward missiles
 Two
  2 forward bullet streams
  Primary   - 3 forward missiles, 1 backward missile
  Secondary - 2 forward missiles, 2 diagonal forward missiles
 Three
  2 forward bullet streams
  Primary   - 1 forward missile,  2 diagonal forward missiles, 1 backward
  Secondary - 2 forward missiles, 2 diagonal forward missiles (faster)
 Four
  2 forward bullet streams
  Primary   - 5 forward missiles, 1 backward missile
  Secondary - 4 forward missiles, 2 diagonal forward missiles
 Five
  2 forward bullet streams
  Primary   - 3 forward missiles, 2 diagonal forward missiles, 1 backward
  Secondary - 4 forward missiles, 2 diagonal forward missiles
 Six
  2 forward bullet streams
  Primary   - 3 forward, 2 diagonal forward, 1 backward
  Secondary - 2 forward, 2 diagonal forward, 2 diagonal backward

Weapon: #6
Name (Japanese): C.G. - Charge Gun
Name (English):  PWR  - Power Shot
Damage:    high
Fire Rate: slow
Switch:    toggle
Primary:   slow-charge beam with machinecannon fire
Secondary: fast-charge beam
Notes:
 The C.G. is a slow but powerful weapon. Its beams can cut through barriers,
 and the main green ball of energy gathering in front of the ship while it
 is charging up can also destroy certain bad guys and enemy projectiles.
 (The smaller bubbles are only a visual indicator of the amount of energy
 built up.) The charging rate can be increased at the cost of disabling
 the machinecannons. The C.G.'s machinecannons, if active, can be tilted
 to the sides (by pressing Left and Right).
   The C.G.'s function counts only when it begins to charge up. To let the
 ship fire bullets and charge up bigger beams at the same time, begin charging
 with the secondary function, and then switch back to the primary function.
Level Patterns:
 Zero
  Primary   - 1 forward bullet stream, 1 energy orb
  Secondary - 1 thin beam
 One
  Primary   - 1 forward bullet stream, 1 thin beam
  Secondary - 1 thick beam
 Two
  Primary   - 2 forward bullet streams, 1 thick beam
  Secondary - 1 thick beam
 Three
  Primary   - 4 forward bullet streams (wide), 1 thick beam
  Secondary - 2 thick beams
 Four
  Primary   - 4 forward bullet streams (wide), 2 thick beams
  Secondary - 2 thick beams
 Five
  Primary   - 4 forward bullet streams (wide), 3 thick beams
  Secondary - 3 thick beams
 Six
  Primary   - 6 forward bullet streams (wide), 4 thick beams
  Secondary - 4 thick beams

Weapon: #7
Name (Japanese): SPR - Sprite
Name (English):  SPR - Sprite
Damage:    low
Fire Rate: fast
Switch:    toggle
Primary:   drones shadowing the ship's path
Secondary: drones with positions locked (relative to the ship)
Notes:
 The SPR is a system of drones (Sprites) that accompany the ship, firing
 whenever it does. Armed with machinecannons, the Sprites can either trail
 after the ship or lock their positions relative to it. The concentration
 of the Sprites' fire can be manipulated to create a flexible offense,
 although the Sprites can aim only forward.
   The smaller a Sprite is, the less hits it can take before it disappears.
 (Sprites toward the end of the chain are stronger and usually have higher
 rates of fire.) When a Sprite is lost, the ship's Power Level will decrease
 accordingly, so take care of those Sprites. Also, whenever the ship's
 Power Level changes, the positions of the Sprites will be reset to match
 the ship's trail, even if they are still in their secondary function.
Level Patterns:
 Zero
  2 forward bullet streams
  1 single-shot Sprite
 One
  2 forward bullet streams
  2 single-shot Sprites
 Two
  2 forward bullet streams
  2 single-shot Sprites, 1 twin-shot Sprite
 Three
  2 forward bullet streams
  2 single-shot Sprites, 2 twin-shot Sprites
 Four
  2 forward bullet streams
  3 single-shot Sprites, 2 twin-shot Sprites
 Five
  2 forward bullet streams
  3 single-shot Sprites, 3 twin-shot Sprites
 Six
  2 forward bullet streams
  6 twin-shot Sprites (all at maximum firing rate)

Weapon: #8
Name (Japanese): CRA - Cracker
Name (English):  SCT - Scatter Shot
Damage:    moderate
Fire Rate: fast
Switch:    toggle
Primary:   straight-fire fragmentation shots
Secondary: curved-fire fragmentation shots
Notes:
 The CRA shoots fragmentary shells that will explode into bullets upon impact.
 It is an effective weapon against large targets as well as packs of smaller
 ones, because both the shells and the bullets can deal damage. The shells
 can also crush several small enemies in a row before splitting up.
Level Patterns:
 Zero
  small shell, 3 bullets (1 backward, 2 diagonal backward)
 One
  medium shell, 3 bullets (1 backward, 2 diagonal backward)
 Two
  medium shell, 5 bullets (1 backward, 2 diagonal backward, 2 lateral)
 Three
  large shell, 5 bullets (1 backward, 2 diagonal backward, 2 lateral)
 Four
  large shell, 8 bullets (1 in each of the eight cardinal directions)
 Five
  extra-large shell, 8 bullets
 Six
  extra-large shell, 8 bullets (faster)


------------------------------------------------------------------------------
[1.5] Items
------------------------------------------------------------------------------

 Some items are carried down by small supply ships, which release their
 goods if they are destroyed before they leave the screen. (These supply
 ships may be touched without harm.) The rest of the items are hidden
 inside boxes or other kinds of structures. Blow apart the containers
 to uncover them. Certain containers can be opened only with MegaBombs.

Item: Yellow Power Chip (a.k.a. Orange Capsule)
Notes:
 Collect enough of these to increase the Power Level.
 The amount required increases with higher Power Levels:
 Reach Level 1:  1 Yellow Chip
 Reach Level 2:  2 Yellow Chips
 Reach Level 3:  4 Yellow Chips
 Reach Level 4:  6 Yellow Chips
 Reach Level 5:  8 Yellow Chips
 Reach Level 6: 12 Yellow Chips

Item: Green Power Chip (a.k.a. Green Capsule)
Notes:
 Increases the Power Level by 1. This also neutralizes any Yellow Chips
 currently in stock.

Item: Bomb Pod (a.k.a. Bomb Capsule)
Notes:
 Adds 1 MegaBomb. Bomb Pods float down faster than other items.

Item: Regular Weapon Pod (a.k.a. Orange Weapon Capsule)
Notes:
 Changes the ship's weapon to the one indicated on the Pod. Grabbing a Pod
 that matches the currently equipped weapon increases the Power Level by 1
 (just like obtaining a Green Chip).

Item: Green Weapon Pod (a.k.a. Green Weapon Capsule)
Notes:
 Changes the ship's weapon to the one indicated on the Pod. The label on
 this Pod will slowly cycle from #1 through #8. Shooting this Pod freezes
 the weapon listed, so the desired weapon can be acquired more easily.
 Shooting this with enough firepower will transform it into an Enemy Eraser.

Item: Enemy Eraser (EE)
Notes:
 Damages every enemy on the screen. This also converts one Regular Life into
 a Special Life. (If there are no Regular Lives in reserve, no Special Lives
 will be made.)

Item: Blue Randar
Notes:
 Adds 1 Regular Life and increases the Power Level by 1. Shooting
 this with enough firepower will transform it into a Red Randar.

Item: Red Randar
Notes:
 Adds 1 Special Life, adds 1 MegaBomb, and increases the Power Level to 6.


------------------------------------------------------------------------------
[1.6] General Tips
------------------------------------------------------------------------------

 - The ship's Power Level doubles as its "shields." At Power Level 6, getting
 hit will drop it to 2. Getting shot again by a relatively weak projectile
 drops it further to 0. Sucking up any attack at Level 0 is not good.

 - Grab those Enemy Erasers (the swarms of green bubbles). Even if there
 are no enemies on the screen to kill, getting an EE will turn one Regular
 Life into a Special Life (whose icon looks just like a Regular Life icon
 but is orange instead of gray).

 - Unlike in Gunhed, the Green Weapon Pods in Super Aleste don't turn into
 Enemy Erasers when they touch the bottom edge of the screen, so they must
 be shot if they are to become EEs. Green Pods in this game will also bounce
 back up from the bottom edge, flying away at the top if they are not stopped.

 - Any Yellow Chips collected are lost whenever the Power Level is increased
 by a Green Chip or a Weapon Pod, but not when switching weapons.

 - Whenever the ship grabs an item or detonates a MegaBomb, it will flash
 yellow briefly, during which the ship is rendered invulnerable. If there
 are spare items on the screen, grab them at a careful pace to maximize
 the period of invulnerability.

 - The heroes may stock up to 99 Lives and 99 MegaBombs. When they have
 over 4 Lives or MegaBombs, the iconic display for that value will change
 into a numeric display. (For example, instead of five individual MegaBomb
 icons, there will be a single MegaBomb icon followed by the number 5.)
 Although this is a nice way of keeping the screen from getting cluttered,
 the numeric display doesn't clearly indicate how many Special Lives the
 heroes have left in reserve. As long as they have at least 1 Special Life,
 the lone Life icon will be orange.

 - Certain projectiles, like the spinning blue ovals, can be destroyed by
 any weapon. Other types of enemy fire, like the little yellow diamonds,
 can be neutralized only by certain shots, like blue (not orange) LAS beams.

 - Don't be afraid to fly into passive structures to search for hidden
 items. As long as it isn't touching enemies or their shots, the ship
 can bump against walls without harm. (Getting crushed between a structure
 and the bottom edge of the scrolling screen still results in death.)

 - The heroes cannot pick up items when they begin the hyperdrive sequence
 after finishing an Area, so they should grab anything remaining on the
 screen they need before they are too late. After a boss is defeated,
 any projectiles remaining on the screen can still kill the heroes.

 - If the heroes have less than 3 MegaBombs when they get wasted, they will
 return with 3. Special Lives in reserve or not, they should use up their
 MegaBombs if they are about to die, so they won't waste them.

 - If the heroes get wasted but have at least 1 Special Life in reserve, they
 will continue from where they have died. If the heroes get wasted but have
 at least 1 Regular Life and no Special Lives in reserve, they will restart
 from the most recent Checkpoint.

 - If it's Game Over, the heroes' Score is reset to 0, their weapon is changed
 back to a Level 0 MUL, their speed (relative to the screen) is changed back
 to the second setting, and they may continue by restarting from the beginning
 of the Area or from the most recent Checkpoint. There are infinite Credits.


==============================================================================
[2] Strategies - Standard Game (Default High Score: 1500000)
==============================================================================


------------------------------------------------------------------------------
[2.0] Prologue
------------------------------------------------------------------------------

"SPACE MEGAFORCE!... is presented by Toho."

[We see Earth floating peacefully in space.]

[We see a large city, where the citizens go about their daily businesses.]

[A light suddenly appears in the sky over the city.]

[The Earth Defense Force is alerted, and everyone scrambles. The two officers
 sitting at their stations at their base stare at each other in disbelief as
 they track the alien force's flight across South America.]

[A squadron of Earth's ships launches off into the bright skies. We can see
 five of these ships soaring over the green jungles, complete with a mighty
 river cutting through the thick growth, as they hurry to intercept the
 intergalactic threat.]

[The camera focuses through the canopy of one of the ships. We see
 a pilot gripping his control stick (but this guy is not Razu).]

 In the Japanese version, you get to see the following two images:

[We get a closer look at our pilot, Razu. He isn't wearing a helmet.]

[Neither does his friend, Ti, of whom we now get a closer view. (At least
 she doesn't seem to mind the sharp metal things jabbing into her back.)]

 In all the versions, the Prologue ends with this image:

[The camera focuses on the pilot's stick. (This is supposed to be Razu at
 the controls, not the helmeted dude, but that doesn't matter because we
 don't see a face. However, if this image and the previous one with Razu
 are carefully observed, we can see that they match.)]


------------------------------------------------------------------------------
[2.1] Area 1: Nazca Rain Forests
------------------------------------------------------------------------------


Story:

 The enemy forces are building a floating city in the skies above the ancient
 Nazca's magnificent drawings, so Ti and Razu must swoop in during the early
 morning hours to put this project on permanent hold. (In real life, the
 Nazca plains are nowhere as lush, but, hey, verdant landscapes are so much
 more fun to see than a bunch of dirt and rocks.)


General Hints:

 The first Area isn't very tough, but it is quite lengthy. Use the time
 to upgrade the ship. Dig through the structures to find hidden items, and
 stock up on Special Lives and MegaBombs in preparation for the later Areas.


Walkthrough:

 Soar over the pretty clouds and blast the little ships, grabbing items
 along the way. Turn the Green Weapon Pod into an EE by hitting it with
 enough firepower, and then grab the EE to get a Special Life. A regular
 MUL Pod should appear soon.

 At the floating alien structures, hit the reddish orange segments to blow up
 the walls. Also destroy the enemy-releasing pods. Don't get squished by the
 indestructible yellow glass dome structures while grabbing Chips and the
 LAS Pod or CIR Pod. If the heroes spot boxes hidden behind some grating and
 have rear-shooting weapons, they can break open the containers and grab the
 items inside.

 Enemies will pour out from the sides later. Blow them up along with the
 turrets. Small floating domes will detach themselves from the main structures
 and attempt to ram into the heroes. These look like miniature versions of the
 bigger yellow domes seen earlier, but they can be destroyed. Soon, some of
 these small domes will try to fly away. Shoot them down. After their jets are
 gone, the domes themselves still need to be blasted. If they make their way
 off the screen, they will fire a circular spread of bullets.

 Keep firing while checking out those drawings below on the plains between
 the clouds. There is a Bomb Pod hidden underneath some grating. Shoot through
 the metal wires to get to it. More small floating domes, followed by the
 jet-powered ones that fire back when disturbed, are waiting near the end.

 Upon seeing monkey drawings down on the ground, prepare to blow through
 some structures on the left side for two Bomb Pods. The Nazca drawings
 will eventually glow, marking the boss' entrance.


Boss: Zolba

 "Welcome to the Underworld!"

 Hit Zolba's central yellow glass dome while destroying its shots and its
 four guns on either side of the dome. Two rail-arms stick out from the
 boss' sides as it gets banged up. When both arms are fully extended, the
 ball that has been the yellow dome will pop out from the boss, revealing
 Zolba's real eye and true weak point.

 This smaller eye shoots spread bullets. The ball tries to line up with the
 heroes while it rolls along the rail-arms, and then it will zip across to
 the other side. The ball also shoots bullets. MegaBomb the ball to kill it
 and its projectiles quickly.

 When the ball is gone, the arms blow off and Zolba begins to float around
 in the air, shooting some more. Each of its volleys consists of eight shots,
 which spread outward from the eye. The heroes should take care when Zolba
 nears them, because its shots will not have as much time to spread apart
 from each other before reaching their ship.


------------------------------------------------------------------------------
[2.2] Area 2: Battle Platform - Assault on Lono
------------------------------------------------------------------------------


Story:

 Those aliens must like their weapons large, and Lono is no different.
 This guy is a big-ass, sixteen-screen-sized battle platform who is out
 to get Earth, but not before Ti and Razu can stop it.


General Hints:

 The heroes cannot hit the parts of Lono until it is "lined up" with them.
 Just watch the background and prepare to kick ass when Lono comes within
 the ship's range. Don't get distracted by those groovy zooming effects.
 The items will always be on the same plane as the heroes' ship.


Walkthrough:

 The heroes begin by descending upon Lono, but it will fire a few missiles
 ahead to greet them first. Keep shooting to blow away the incoming crap
 that approaches from the top of the screen. Other alien drones will also
 intercept. The shield drones (with green flashing circles in front of them)
 are easily killed with weapons that can punch through their shields, like
 the LAS or the CIR. Look for a Green Pod somewhere among those shield drones.

 Now Lono will really loom toward the heroes. Pound more shield drones and
 their buddies while closing up for the real assault. When the heroes "reach"
 the platform, they can begin blowing away the turrets on Lono. These gun
 emplacements come in several types. Some aim at the heroes, some fire in
 different directions, and some take more hits to kill. The ship's path
 will weave left and right a bit. Before making a full run over to the
 other corner of Lono, the ship will automatically pull back up.

 The heroes will dive down a second time to work on another part of Lono.
 At the corner section with many of the tougher turrets, use a MegaBomb
 for an easier time. Having homing or multi-directional weapons can really
 help here, when the ship sweeps to the left and especially when it moves
 backward. The ship will soon pull away for a second time.

 Fight off more shield drones while preparing for a third strafing run.
 Continue hitting Lono's seemingly endless amount of turrets. The ship
 will pull up and come back down almost immediately for a fourth run, which
 will be the final one. The Checkpoint before the "boss" is around here.


Boss: Lono

 "Give me a break, will you?"

 Lono's central portion consists of two main guns and seven auxiliary ones,
 making for a total of nine guns. The units on the middle left and the
 middle right are the main guns that fire rings of swirling energy spheres
 in the heroes' direction.

 Move quickly and think ahead to avoid being trapped. The seven smaller guns
 are regular ones, which are easier to destroy, so waste them first to reduce
 the amount of returning fire.

 Now deal with the main guns. With the small turrets gone, the heroes should
 have little trouble flying around the energy rings. If they are using the
 LAS, they should stick with its primary function (the blue beams), because
 the energy rings tend to lure homing beams away.

 After all of its guns go BOOM!, Lono will scream (for some reason) and
 die a horrible death.

 "Aaaagghh!"


------------------------------------------------------------------------------
[2.3] Area 3: Outpost A
------------------------------------------------------------------------------


Story:

 Smash apart the enemy supply base on the way to the next Area.
 Being lightly defended, this small target of opportunity is just
 too good for Ti and Razu to pass up.


General Hints:

 This mini-stage and others like it may be treated as "Bonus Areas."
 They are extremely easy and short compared to the other Areas.


Walkthrough:

 Blow up as many of those rainbow-colored structures that dot the outpost
 as possible. The regular bad guys around here are pushovers.

 After the Green Weapon Pod appears, there should be some hardened containers
 (the green hexagonal metal structures with the red blinking lights). These
 tough boxes can be busted open only by dropping a MegaBomb on them, but they
 usually yield something nice, like Chips. If the heroes want to conserve
 MegaBombs, however, they should just forget about these containers.

 The miniboss will appear in the middle of the Area, spraying out
 shots while it follows the heroes. Hit it to drive it away sooner.


Miniboss: gunner

 Before the heroes leave the outpost, the miniboss comes back firing more
 shots in every direction. It will bob up and down, moving back and forth
 across the screen. It will never reach the lower portion of the screen,
 so the heroes can just stay low and shoot upward. Some of the heroes'
 weapons, like the blue LAS beams, can vaporize the miniboss' little shots.


------------------------------------------------------------------------------
[2.4] Area 4: Nebula
------------------------------------------------------------------------------


Story:

 Hiding close to a cloudy nebula is an enemy base. Ti and Razu have to
 destroy any bad guys they find in there. While they are at it, they can
 enjoy the view of the thick green stuff flowing up and down below them.


General Hints:

 This Area can be rather nasty if the heroes are not prepared for it.
 Lethal flames and other strange obstacles will attempt to trap and fry
 them, so they must attack swiftly before the bad guys can hit back.


Walkthrough:

 Watch out for those pesky flamethrowers. Kill the stocky tubes to stop them
 from emitting their hot stuff. As the heroes may have already found out from
 their own stray shots, the yellow glass structures here can't be destroyed.

 The Compile guys must love those bubbles from Gunhed. The weird moons the
 heroes meet next will expand and contract, trying to ram their ship. Even
 though the moons don't flash when they are hit in their inflated form,
 they still get damaged. They can suck up lots of hits before exploding.

 Small ships will fly fairly slowly across the screen, leaving fiery trails
 behind them. Kill these ships to stop the trails from growing, or punch
 a path through the trails. (The heroes' shots can extinguish these flames.)
 At one part, four ships will simultaneously fly from right to left, walling
 off the heroes. Blast through the ships and trails with excessive firepower
 or dash past on the left side to escape. Fly along the middle of the screen
 afterward. Four more ships will almost immediately fly downward from the
 top edge of the screen, and the middle is one of the safer spots in which
 to hide. Stay there, as another four ships will appear from the bottom side,
 heading upward this time.

 Four moons are waiting in the next part. Fly past them when they contract.
 More flame-trail ships will fly laterally across the screen, but three will
 also come down from the top. The next group of ships will try to get fresh
 by using some fancy twisting and turning moves, creating complex trail
 patterns. No single part of the screen is totally safe, so don't stop firing.

 After more moons, there will be flamethrowers on the left and rectangular
 gun pods on the right. The Bomb Pod found here may help the heroes deal
 with the many flamers and guns that follow. Look out for those spread shot
 turrets. The heroes may have seen one or two earlier, but now they get to
 meet several of them at once. All four corners of a turret must be busted
 up before it is destroyed for good.

 Next, missiles will try to kill the heroes. Hit them as they take off from
 their racks. When some moons are seen, the heroes should move forward, or
 else fire-trail ships will trap them. The rest of this enemy base is covered
 with even more flamethrowers, gun pods, fire-trail ships, moons, missiles,
 and other usual crap.


Boss: Jannel

 "Hey, look sharp!"

 Hit Jannel's core (the inner part with three yellow glass domes) whenever
 it is exposed. After the entire shell splits apart, the pieces will zip
 down across the screen in unison, joining back up together on the other
 side. The trick is to fly to the opposite side through the open spaces
 between the shell pieces, so they won't crush the heroes when they recombine.

 After sweeping the screen like this, Jannel will open up one side of its
 shell, releasing drones that shoot at the heroes. Hit the core some more
 while blasting the drones.

 Prepare to slip between the shell pieces again, because Jannel will move
 back up, repeating the pattern (only this time the direction is reversed).
 Any drones that are present when Jannel does its sweep will fly away very
 quickly, threatening to ram into the heroes.

 Some weapons, like the LAS, make this fight easier because their shots can
 penetrate Jannel's shell and hit its core more often.


------------------------------------------------------------------------------
[2.5] Area 5: Caves
------------------------------------------------------------------------------


Story:

 Fly through the hollowed-out innards of a dead planet to disrupt enemy
 mining operations there. The mesmerizing twisting rock phenomenon in the
 depths of these caverns is the sole reminder of the planet's former glory.
 The alien forces have drained away the resources of this now-barren world,
 and it serves as a clear example of what will happen to Earth if Ti and
 Razu don't stop the bad guys.


General Hints:

 Don't go puking at the sight of the flowing "rock river" below yet. This is
 the longest Area in the game. The caverns will seem to go on forever, due to
 the ship's low speed (relative to the tunnels). Weapons that reach through
 walls or shoot in multiple directions come in handy in the twisting tunnels,
 where danger can come from any side.

 The small rocks can be blasted away easily, causing larger adjacent boulders
 to fall down and break up near the bottom of the screen. The heroes may
 have to move the boulders like this to proceed, but they should take care
 not to get squished by the rocks. In some spots, gray drilling units will
 carve paths through the walls. These drillers are not really out to kill
 the heroes (unless the heroes touch them), and the small rocks that fly
 out from their digging work are harmless. They also cannot be killed until
 they finish creating a path.


Walkthrough:

 Bust through the loose rock, and waste the tiny robots hiding along the
 walls. These robots like to shoot bullets at the heroes. Later, gray drilling
 units will dig through particular sections of the seemingly invulnerable
 rock. When the heroes see a dead end, they should stay away from the bottom
 edge of the screen, because three drillers will appear from below, carving
 paths through the rock wall.

 Next, the heroes travel out into wide, open space to greet squads of flying
 robots. These bots zoom up from below in formation, flying away after a
 while. The heroes should kill them when they reach their ship's altitude.
 Afterward, there are hatches in the rock walls that release enemies. Destroy
 the hatches to stop the tides of bad guys. Weave between all the rock and
 bullets, and don't get prodded by the rock columns.

 Left or right? When the heroes arrive at a fork, they must quickly choose
 a path. The right path looks like a dead end, but a drilling unit will save
 them if they take it. While the driller is cutting away the wall, watch out
 for bullets and laser bolts from bad guys. The paths eventually join back
 together, only to branch apart again. This time, the left side seems to be
 the dead end, but yet another driller will save the heroes. Almost. It stops
 before chewing through all the way, lying in the heroes' path. Hurry and
 kill it before the screen edge catches up. If the heroes are taking the
 other paths that don't involve drillers, they only need to deal with the
 tiny ships that fly out from the hatches. Those cheap bastards can go
 through the middle wall that divides the screen.

 Now quickly shoot the rock layer up in front. The heroes should not blast
 apart the entire row of rocks, or else they will become trapped by an
 unavoidable column of falling stone. On the other side, kill more robots
 who fly up from the background.

 After a Green Weapon Pod, prepare to find more enemies and another series
 of jutting columns. The heroes will soon enter very narrow passageways.
 Having homing or multi-directional weapons can really help here. For the
 two jutters on the left side, destroying them may seem difficult, but
 avoiding them and the flying enemies at the same time is even tougher.
 Above these twin jutters is a Blue Randar buried under some light rock.
 Destroy the hatch above it if possible, blow away the rocks to uncover
 it, grab it (or if there is enough time, shoot it until it turns into a
 Red Randar first), and then swoop back out before the screen locks off the
 exit. A Bomb Pod is also stashed away in a corner to the lower right, but
 the heroes must be fast if they want to grab both it and the Blue Randar.

 A massive rock wall in front will impede the heroes' progress, until two
 drillers enter from below, with one on the left and the other on the right.
 One more driller that enters from the right side should reveal several
 Chips in the middle. Set the ship's speed to high and dash through this
 new tunnel, grabbing the goods and escaping before the bottom edge of the
 screen catches up. If the heroes continue on the right side, they will face
 stone jutters. If they find themselves on the left, they will meet more
 rock layers held together by small stones. As the heroes near the end of
 the caves, even more boulders will fall downward, scattering apart to make
 their lives more miserable. Shoot or fly around the rocks to reach the exit.


Boss: Nardork

 "Down with you!"

 Watch out for this guy's arms, because Nardork uses them for both digging
 rock and smashing starfighters. The arms will swing rapidly in a circle
 before launching themselves toward the heroes' last position. Begin moving
 when the arms are twirling over Nardork's head. After the arms retract,
 fly back underneath Nardork and pound its red eye.

 Nardork can also pull indestructible rock columns out from the sides,
 letting them fall onto the heroes. These columns can block the heroes'
 shots. The stones that fly out from this operation are lethal, but they
 can be destroyed. The boss' third and last attack is to periodically
 fire homing missiles, which are easy to shoot down.

 Keep hitting the red eye whenever it opens up. Fly around the rocks and the
 arms while nailing the eye, and stay near the bottom of the screen to have
 more time to react to the boss' attacks.


------------------------------------------------------------------------------
[2.6] Area 6: Outpost B
------------------------------------------------------------------------------


Story:

 This is another enemy storage facility found along Ti and Razu's trip
 to the next zone. Why not blow it up?


General Hints:

 As with the previous outpost, trashing this place should be a breeze.
 The heroes can liberate goods from the many containers here.


Walkthrough:

 Zigzag right and left to move around the spinning pods if they can't be
 blown apart in time. Later, stay in the middle aisle to grab items and
 to blast the barrel-like bombs the miniboss drops. The ninth and final
 hardened green container in this middle aisle holds a Blue Randar prisoner.
 Free it with a MegaBomb.

 Afterward there will be some more green containers scattered throughout
 the place. They hold various items, including Chips and Weapon Pods.
 The twin green containers (there is one on each side) after the isolated
 ones hold Bomb Pods. Try detonating a MegaBomb directly between these
 two containers to bust open both, earning a net bonus of one MegaBomb.


Miniboss: bomber

 Like the first miniboss, this guy bobs up and down across the screen, except
 it will drop bombs like it has done earlier rather than shoot bullets.
 Stay underneath and blast through the bombs to hit the miniboss.


------------------------------------------------------------------------------
[2.7] Area 7: Asteroid Field
------------------------------------------------------------------------------


Story:

 The heroes have to hunt down the enemy in a dangerous storm of space rocks
 as they continue their mission. Ti will navigate the ship over the big
 asteroids, but Razu still needs to help her deal with the smaller rocks
 and the countless enemies who are using this place as a fort.


General Hints:

 This Area is divided into mainly two parts. The first part pits the
 heroes against several flying enemies, some of which masquerade as
 lifeless meteoroids. The second part is more dangerous, because the
 heroes will face many batteries of anti-aircraft turrets that are
 entrenched behind protective walls.


Walkthrough:

 Waste the turrets on the rocks. (Are these chunks, which are inscribed with
 strange designs that are reminiscent of the Nazca drawings, the remains of
 an alien planet?) Some turrets will appear in series, alternating between
 the left and right sides of the screen. In addition to the turrets and their
 aerial support, drones covered by rocks will try to surprise the heroes.
 Hitting these drones makes a strange "choff" sound.

 Coming up next, a large square piece of rock will be housing hordes of
 turrets. A well-timed Level 6 C.G. beam can kill everything here, providing
 the heroes have it. The LAS also works great, because it can quickly punch
 through the walls behind which some of the turrets are hiding. Look out
 for the double-barrel turrets, because they fire thin yet very fast laser
 bolts. These turrets can only fire forward in a 180-degree arc. They will
 not hit the heroes once the heroes fly past them. The other anti-aircraft
 guns and missile launchers don't suffer from this limitation, however.

 Newer, tougher barriers will appear soon, and even weapons like the LAS
 will take a few more moments to chew through them. The massive amounts
 of projectiles coming at the heroes may be overkill, so they should have
 some MegaBombs ready, just in case. Past two lines of small enemy ships
 flying in formation, the boss will decloak and confront the heroes.


Boss: Rubar

 "What a bright star you are!"

 Rubar will retreat to a lower plane, and then it will fly back up, opening
 a pod that unleashes a ton of projectiles upon the heroes. Stay in the
 middle of the screen, shooting upward at the pod and its missiles.

 When the heroes destroy a pod or spend too much time, Rubar retreats again
 to the background, returning only to open up another pod. Each pod launches
 different types of projectiles, including the usual bullets, spread shots,
 rockets, and tumbling rocks.

 After all six outer pods are eliminated, Rubar's central pod will attack.
 At this point, Rubar will no longer escape to the lower plane, so expect
 a flood of shots that won't end until the boss dies. The central pod fires
 just like the others, but it can change its projectile type at any time.

 Blow apart the central pod, and Rubar goes...

 "Aauugghh!"


------------------------------------------------------------------------------
[2.8] Area 8: Decimated Fleet
------------------------------------------------------------------------------


Story:

 Ti and Razu need to work their way through the remains of an armada that
 has tried to defeat the enemy... and failed. The heroes should watch out
 for malfunctioning thrusters from the wreckages. Those flames, along with
 the laser defense systems, still pose as hazards.


General Hints:

 Blowing apart the drifting ships is the only way out at times. The heroes
 should watch what they hit, though. While the rocket boosters and the
 accompanying laser emitters can be knocked away to rid the place of their
 fiery thrusters and beams, hitting the sides of the derelict hulls will
 trigger bright explosions that scatter dangerous ship plating all over the
 place. The tall command bridges can also be destroyed to open up a path.


Walkthrough:

 The heroes should weave between the wrecks, blasting through obstructions
 and the turrets that are targeting them. These guns can aim in all
 directions, so kill them quickly. The cylindrical fuel canisters spray
 out bullets when they blow up, so stay away when shooting them.

 Near the middle of the Area, a Yellow Chip and a Bomb Pod can be found
 stashed away in the open interior of a large ruined ship. Clear out the
 flame jets (using a MegaBomb if necessary), and then dive in from the back
 to grab the cargo. Do the same upon reaching another ship with an exposed
 interior that is also filled with jet boosters. A Green Chip is waiting
 inside. The dead crews of these ships won't be needing this stuff anyway.

 Later, there will be missile hatches, which can be destroyed with some
 effort. After the wrecks, the boss will appear.


Boss: Nont

 "I'll watch you die!"

 Begin hitting Nont as soon as it comes into view. The four drones revolve
 around the boss as it swings around in circular motions. Nont alternates
 between moving clockwise and moving counterclockwise. (It begins with
 clockwise first.) The heroes should just race ahead of the boss, shooting
 its central unit whenever they pass by it from underneath.

 After the central unit's gray plating blows off, revealing the yellow glass
 underneath, the drones will turn into suicide bombers. The heroes have to
 kill them as they try to catch up. For an easier time, use a MegaBomb.

 Now sit below the central unit and pound away at it. Nont will spray laser
 bolts and bullets all around like crazy, so move to the sides as needed to
 avoid its fire. The LAS, even at Power Level 1, is enough to plow through
 Nont's shots and continuously hit the boss on the Normal Difficulty Setting.


------------------------------------------------------------------------------
[2.9] Area 9: Outpost C
------------------------------------------------------------------------------


Story:

 This is the last of the small enemy bases. Ti and Razu should smash up
 the place before they head to the alien home world to fight the rest
 of the bad guys.


General Hints:

 Think of this Area as a break before the final scenes of the game.
 Relax by killing the crappy enemies here.


Walkthrough:

 Stay in the middle of the screen while blowing everything away, because
 the miniboss will emerge from the edges of the screen, zipping across from
 one side to the other, only to come out from another edge. (It begins from
 the bottom.) As the miniboss passes, it releases tiny enemy ships that fly
 toward the heroes. Kill these ships while hitting the miniboss.

 Tough layers of spinning barriers will stretch across the entire width of
 the screen, so be ready to punch through them quickly. The miniboss will
 sneak up from the back again before the end, so stay away from the edges.


Miniboss: carrier

 Not bobbing around the screen idiotically like the previous two minibosses,
 this dude will move from the top side to the bottom side, move from the
 bottom side to the top side, and then repeat the pattern. As it has done
 over the course of this Area, it will launch twin homing ships as it passes.
 Hit it as it crosses the screen, wasting the little suckers that get in the
 way. Having homing or multi-directional weapons can really help here.


------------------------------------------------------------------------------
[2.A] Area 10: Alien Rain Forests
------------------------------------------------------------------------------


Story:

 It's the Nazca revisited, but on an alien world. Ti and Razu need to search
 this place to locate the enemy base.


General Hints:

 The scenery here may look a bit different from its counterpart on Earth,
 but the drill remains the same. Blow through the walls, take out the
 many turrets lining the floating structures, and grab those hidden goods.
 The ALL is one of the more useful weapons in this Area.


Walkthrough:

 There is a Bomb Pod in a dead end on the right, so the heroes should get it
 before the scrolling screen traps them. A Green Chip is also hidden on the
 left, just on the other side, under some more blocks.

 There will eventually be a huge swath of blocks in the way. Hidden behind
 a few of these blocks are useful items. A Bomb Pod is on the extreme left
 side, placed between the screen edge and a wall. Later, there will be a wall
 with a red segment stuck strangely into the right side of some structure.
 Destroy the wall to discover a Blue Randar. Keep checking to the right for
 a narrow corridor that contains a Bomb Pod and a Green Chip.

 The heroes will soon encounter a small fleet of alien ships. Blow them away
 as they take off from their floating stations. When the heroes leave the
 narrow tunnel, they can expect turrets waiting to ambush them from every
 side. Having homing or multi-directional weapons can really help here.
 The last hot spot is a "room" made from more floating destructible blocks.
 Again, there are many turrets inside. The heroes can stay near the entrance
 of the room and use multi-directional or homing weapons, if they have any,
 to take out the turrets with ease.

 Once more, the drawings on the ground will flash, this time calling
 forth the doorkeeper of the enemy base.


Boss: Zolba (again)

 "Dance or you will lose it!"

 This guy is tougher than the first Zolba because it releases barrel-like
 bombs in addition to its regular barrages of shots. The tactics for killing
 it remain pretty much the same, though. Hit the yellow dome until it drops
 out as a ball, and then blast the ball and Zolba's small eye. The bombs
 will continue to be dropped, even after the rail-arms break off.


------------------------------------------------------------------------------
[2.B] Area 11: Enemy Base - High Velocity Tunnel
------------------------------------------------------------------------------


Story:

 Upon entering the base floating over the alien rain forests, Ti and Razu
 find themselves in a network of maze-like walls. They must blaze through
 this convoluted interior and head straight into the vessel's heart,
 where the enemy leader lies waiting.


General Hints:

 Do some quick maneuvering to avoid becoming a sloppy mess on the rapidly
 approaching walls. The heroes should set their ship's speed to maximum
 and keep firing to destroy some walls in their way (by hitting the red
 segments). Concentrate on surviving, not getting items.


Walkthrough:

 The screen begins by scrolling slowly, but it will speed up very soon.
 First, head left for a Green Chip, a MUL Pod, and a CIR Pod, or go right
 for a Bomb Pod and a Yellow Chip. There are several more items here, but
 the heroes won't be able to grab all of them.

 The heroes finally get smart and slow down during the last third of this
 Area. Beware of the blocky enemies that explode into spread shots. Kill the
 turrets that line the walls. At this point, take every chance to increase
 the Power Level.

 There is no boss in this Area.


------------------------------------------------------------------------------
[2.C] Area 12: Enemy Base - Organic Lair
------------------------------------------------------------------------------


Story:

 Eeeewwww.... Check out all that pulsating goo. However, now is not the time
 to open the canopy and throw up outside. Fight past the fleshy defenses to
 find and destroy the leader.


General Hints:

 The cells can be blasted just like almost any other bad guy. Hordes of
 organic defenses will attempt to ram the heroes, but what the heroes should
 really worry about are the powerful ex-bosses-turned-minibosses and the
 even more dangerous leader.


Walkthrough:

 There are many types of cells. The stationary ones are like the destructible
 blocks from the outposts. They get in the heroes' way but can be vaporized
 easily. The moving cells are similar to small enemy craft. They patrol the
 place and try to collide into any intruders. The blue chunky cells follow
 the heroes, while the red circular ones can split apart.


Miniboss: Nardork

 This time, Nardork does not have any rocks it can pull out and toss at the
 heroes, but the heroes still have to steer clear of its arms. Again, begin
 moving when the arms are twirling over Nardork's head, and shoot the red eye
 whenever it opens up.


Back to Action:

 Next, some big blue cells that can suck up a lot of damage will bunch up
 and attempt to stop the heroes. Keep firing. The final Checkpoint in this
 Area is located right before the second miniboss.


Miniboss: Nont

 Unlike the Nardork from just a few moments ago, this carrier has all of its
 attacks intact. Before Nont approaches, the heroes should kill off the cells
 along the sides of the screen to give themselves more room. Like before,
 fly ahead of Nont in a circular pattern during the first part of the battle.
 When the plates blow off, waste the drones and then kill the central unit.


Back to Action Again:

 More big blue cells will weave back and forth toward the heroes. New large
 red cells will also snake around with long red cell segments. When these
 suckers are blown apart, avoid or blast the segments while they fall
 downward. Some of these guys can also spit blue cells at the heroes.
 When the music changes, the heroes will get to fight the last boss.


Boss: final boss

 "I came from the world beyond...."

 The central skull is the leader, so blast it whenever it comes out from
 its gooey protective shell to squeeze off a few shots. When it emerges,
 it swings in an arc, moving from side to side. Try to hit the leader as
 much as possible, because it will retreat into its shell after a short while.

 While waiting for the leader to come outside again, kill the other skulls
 that appear to guard their master. These skulls look just like the leader,
 only they are shaded blue instead of red and their necks are not tied to the
 center of the blob-like shell. They may shoot bullets at the heroes, they may
 follow the heroes, they may snake around the screen, and they may even bounce
 toward the heroes. A dead skull will break apart like the cells met earlier.
 When several skulls attack, avoiding all the crap on the screen will be
 difficult. Clear away everything with MegaBombs if things get too hot.

 Once the boss dies, explosions will rip across its face, and a blinding
 flash will engulf the screen.


------------------------------------------------------------------------------
[2.D] Epilogue and Staff Credits
------------------------------------------------------------------------------


Japanese Version:

[The stars in the twilight sky shine over the Aleste, downed on some
 rocky terrain. Ti's figure glows brightly inside the open cockpit.]

 At last, Super Aleste destroys the core of the gigantic sphere.

[Razu turns his head, facing the light shining forth from the rear.]

 Then, behind the cockpit...!

[Ti's psionic powers engulf her form as she lifts herself up from the
 electronics connected to her.]

 Ti suddenly flies toward the sky.

[She floats away from the ship, over the barren landscape.]

 Ti, in the air!

[She heads for the light where the enemy used to be.]

 Ti proceeds to the sphere. Her objective...?

[She pours her own pure energy into the light.]

 Entering the sphere, Ti releases all the "spirits"
 confined within the sphere.

[Turning her head, Ti finds Razu staggering up behind her.]

 Ti says, "This is all over...."

[With Razu carrying Ti in his arms, the pair heads toward a new light
 in the sky. Several other smaller lights rise up vertically alongside
 the main light.]

 Surrounded by the lights emitted by the "spirits," the sphere
 flies off to the far end of the universe.

 The peace of Earth has been protected by Razu and Ti.

(Note: Staff members' names in brackets have been translated.)

                   Staff

             Exective Producer
               Akira Kobayashi
               Moo Niitani

             Producer
               Junichi Tsunoda
               Masato Takeno
               Taka Tanida

             Planner
               [Jemini Hirono]

             Program
               [Jemini Hirono]

             Graphics
               [Janus Teramoto]
               Kerol Watanabe
                     Itoh
                     Koshio
                     Sawa
                     Ohnishi

             Sound
               Takeuchi
               Nagao
               Katsumi Tanaka

             Special Thanks To
               Katsuji Suenaga
               Matsuoka
                  &
                Compile Staff

            Hi Score [High Score]
         Final Score [current Score]

          Mode [Difficulty Setting]

        C1992 Toho Co.,Ltd./Compile


English Version:

 The camera floats up from below the enemy base, lining up above the flat
 net-like metal frame in front of it. The pilot blazes out of the base just
 as it explodes, flooding the screen with white. As she eases back on the
 throttle, the pilot looks out to her right to see the metal frame collapse
 and disintegrate into thin air. After giving a thumbs-up, she sits back and
 continues to gaze out of her canopy. What a nice sunset.

                   Staff

             Exective Producers
               Akira Kobayashi
               Moo Niitani

             Producers
               Junichi Tsunoda
               Masato Takeno
               Taka Tanida

             Programmer
               Jemini Hirono

             Graphic Designers
               Janus Teramoto
               Kerol Watanabe
                     Itoh
                     Koshio
                     Sawa
                     Ohnishi

             Sound Designers
               Takeuchi
               Nagao
               Katsumi Tanaka

             Game Designer
               Jemini Hirono

             Special Thanks To
               Katsuji Suenaga
               Matsuoka
                  &
               Compile Staff

            Hi-Score [High Score]
         Final Score [current Score]

          Mode [Difficulty Setting]

        C1992 Toho Co.,Ltd./Compile

 It's time to head home. The pilot pulls back on her stick and
 flies up and off, banking away over the deep orange clouds.


==============================================================================
[3] Strategies - Short Game (Default High Score: 300000)
==============================================================================

 The Short Game's Areas are taken from the Standard Game, with some
 variations. (Short Areas 1, 2, 3, and 4 correspond to Standard Areas
 6, 4, 7, and 10, respectively.)


------------------------------------------------------------------------------
[3.1] Area 1: Outpost B
------------------------------------------------------------------------------


Story:

 The first target is a small enemy supply base. It is lightly guarded.


General Hints:

 This Area is the exact same as its equivalent in the Standard Game. At the
 beginning, set the MUL to a pattern with more spread to kill enemies quickly.
 Increase the Power Level as soon as possible. The hardened containers in
 this Area hide some items, but they must be opened with MegaBombs.


Walkthrough:

 Zigzag right and left to move around the spinning pods if they can't be
 blown apart in time. Later, stay in the middle aisle to grab items and
 to blast the barrel-like bombs the miniboss drops. The ninth and final
 hardened green container in this middle aisle holds a Blue Randar prisoner.
 Free it with a MegaBomb.

 Afterward there will be some more green containers scattered throughout
 the place. They hold various items, including Chips and Weapon Pods.
 The twin green containers (there is one on each side) after the isolated
 ones hold Bomb Pods. Try detonating a MegaBomb directly between these
 two containers to bust open both, earning a net bonus of one MegaBomb.


Miniboss: bomber

 This guy bobs up and down across the screen, dropping bombs like it has done
 earlier. Stay underneath and blast through the bombs to hit the miniboss.


------------------------------------------------------------------------------
[3.2] Area 2: Nebula
------------------------------------------------------------------------------


Story:

 Hiding close to a nebula is an enemy base. Destroy it.


General Hints:

 This is a drastically shortened version of the corresponding Area from the
 Standard Game. Flamethrowers and moons are still present, though, and the
 flame-trail ships toward the end can become a serious pain in the ass if
 they aren't dealt with quickly.


Walkthrough:

 Expanding and contracting moons are the first obstacles here. Either dodge
 them or kill them with lots of firepower. Next, there are several pods that
 fire spread shots. Destroy every corner of a pod to eliminate it. Next comes
 more moons, coupled with flame-trail ships. Waste the flame-trail ships as
 they weave around the screen. There is a part where a large wave of them
 comes straight down the screen. Shoot through them to make it to the end.

 There is no boss in this Area.


------------------------------------------------------------------------------
[3.3] Area 3: Asteroid Field
------------------------------------------------------------------------------


Story:

 Fly into a meteor shower and kill the enemies hiding among the rocks.


General Hints:

 This Area is far easier and shorter than the corresponding one in the
 Standard Game. The real threat here are the multiple gun emplacements
 in the later sections. Weapons that can quickly penetrate the walls
 behind which they are hiding can be quite useful there.


Walkthrough:

 Kill the meteoroids and ships. Drones hiding inside rocks will join them
 soon, as do the enemies who release bullets when they die. The turrets come
 next. Watch out for the double-barrel turrets that shoot fast laser bolts.
 The final part consists of many turrets that are placed behind protective
 walls. Blow through the walls to nail them.

 There is no boss in this Area.


------------------------------------------------------------------------------
[3.4] Area 4: Alien Rain Forests
------------------------------------------------------------------------------


Story:

 Fly over nice alien rain forests. Look at pretty Nazca-style drawings.
 Kill things.


General Hints:

 Like the previous two Areas, this is shorter than its Standard Game
 counterpart, but unlike the previous two Areas, there is a boss waiting
 at the end. Search through the structures to find Power-Ups.


Walkthrough:

 The starting point of this Area is actually the halfway point of Standard
 Area 10. Begin by shooting through the pods to avoid getting crushed by
 the screen. Look out for turrets along the structures, and blast the red
 sections to destroy the segmented walls. Later, enter the narrow corridor
 on the right to find a Bomb Pod and a Green Chip. Waiting beyond some more
 structures is the boss.


Boss: Zolba

 "Welcome to the Underworld!"

 This dude is the same as the first boss in the Standard Game. Hit the
 yellow dome until it drops out as a ball, and then blast the ball and
 Zolba's small eye. Also destroy the four guns on either side of the
 eye to reduce the amount of returning fire.


==============================================================================
[4] Miscellaneous Information
==============================================================================


------------------------------------------------------------------------------
[4.1] Difficulty Indicator
------------------------------------------------------------------------------

 Normally, the ones digit of the Score is always 0, given how all the Points
 come in multiples of ten. With this little trick, this ones digit can become
 more useful by serving as the Difficulty Indicator.

 To access the Difficulty Indicator, on the Main Menu, hold Select while
 pressing Start to enter the Option Screen. On the Option Screen, Select
 may be released, and the options may be adjusted as desired. After exiting
 the Option Screen, begin either the Standard Game or the Short Game.

 During gameplay, the ones digit of the Score will change from 0 to 7.
 The greater the value, the more difficult the heroes' current location
 is. The higher values appear only on the higher Difficulty Settings.


------------------------------------------------------------------------------
[4.2] Secret Images
------------------------------------------------------------------------------

 To view a secret image of Ti and Razu in the Japanese version,
 when the Staff Credits stop, press L or R. The image depends on
 the Difficulty Setting. (In the English versions, the Epilogue
 remains the same across all Difficulty Settings.)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.2.1] Normal
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 We see Ti and Razu walking together, from the waist up. Both are wearing
 white T-shirts (with the word "ALESTE" written in bold purple over the
 front) and some blue jeans. Ti is pointing up into the blue skies with
 her right hand while hooking onto Razu's right arm with her left elbow.
 She is also wearing these silly violet gloves, which go well with her bright
 blue eyes and cute smile. Meanwhile, a despondent-looking Razu has these
 small bandages on his face and limbs, and he appears reluctant to follow
 the unscathed Ti as she seemingly tugs at his arm toward something off
 the screen. Razu has an expression that seems to say, "Oh man, not again!"

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.2.2] Hard
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 The two are leaning back-to-back against a road sign. They are both wearing
 blue jeans and plain white shirts. While Razu has his back toward us,
 Ti is facing the viewer with her right leg slightly crossed over her left.
 Both characters are holding onto some soft drinks. Razu's raised right hand
 grips a blue soda can with a white swirl, while Ti's right hand hangs onto
 a red can, also with a white swirl. Her other hand is slipped into the
 front left pocket of her jeans. This time, Ti is wearing funny orange gloves
 instead of purple ones. Behind them is what appears to be a viewing deck,
 complete with metal railing, over a large body of water. The weather is a
 clear blue.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.2.3] Hyper
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 This just keeps getting weirder and weirder. We now see Ti beating Razu
 at a basketball match, where the distant stands are crowded with faceless
 shadows that are the spectators, under some bright stadium lights. The
 two are wearing gym uniforms, consisting of shirts, shorts, sneakers,
 and wristbands. Ti's uniform is red, and "ALESTE" is written in blue
 over a white label on the front of her shirt. Razu's garb is green,
 and there is something very tiny in Japanese scrawled onto his shirt.
 The image captures Ti as she is jumping up to the basket, cocking her
 arms, about to dunk the ball in her hands. To her right, approaching
 from the back, is Razu, scrambling up toward her.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.2.4] Tricky
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 This is the same as the Hyper version.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.2.5] Lunatic
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 This is a really nice and sweet image of Ti. She is wearing a white jacket
 with rolled-up sleeves and a cartoony face (of Razu?) on the back, a red
 skirt detailed with jumbled gold English alphabet letters, pink stockings
 with white space symbol designs (including crescent moons, five-pointed
 stars, circles, and triangles), and white-and-light-blue sneakers. Her
 back is toward us, and her hands are pushing down the front of her short
 skirt. She is superimposed over some simple wallpaper consisting of yellow
 stars on a purple background. Ti's cute clothing here really makes her
 look like a little girl. (If Razu sees this, he'd go huhuhuhuh....)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.2.6] Option Screen and Game Over Screen
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 These are not secret images, but they may as well be listed here anyway.
 These images are drawn in a toony, super deformed style, rendering Ti and
 Razu in their uniforms as brightly colored, child-like caricatures.

 On the Option Screen, Razu stands facing the screen, saluting you with his
 right hand. Ti, meanwhile, floats next to him, holding his left arm with
 her right hand and giving you a thumbs-up with her left hand.

 On the Game Over Screen, Razu stoops down, poking at a miniature version
 of the Aleste with a stick. Ti floats across from him, watching the thick
 smoke billowing out from the ship.


------------------------------------------------------------------------------
[4.3] Sound Test
------------------------------------------------------------------------------

 Press Left and Right to cycle through the tunes or effects. Press A, X, Y,
 L, R, or Start to play them. Press B to stop them. Press Select to cycle
 through the rest of the options.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.3.1] Background Music
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 ##  Time  Tune (Japanese version - 18 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 01  1:15  Outpost B, Alien Rain Forest
 02  1:38  Outpost A
 03  0:38  Boss A
 04  0:47  Boss B
 05  0:40  Boss C (final boss)
 06  0:09  Area Clear
 07  1:41  Epilogue
 08  0:17  Game Over
 09  0:50  Nazca Rain Forest
 0A  1:13  Lono
 0B  1:09  High Velocity Tunnel
 0C  1:09  Caves
 0D  1:10  Nebula
 0E  1:09  Asteroid Field
 0F  1:05  Decimated Fleet
 10  1:21  Organic Lair
 11  0:59  Prologue
 12  0:59  Title Screen
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 ##  Time  Tune (English versions - 17 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 01  1:15  Outpost B, Alien Rain Forest
 02  0:38  Boss A
 03  0:47  Boss B
 04  0:40  Boss C (final boss)
 05  0:09  Area Clear
 06  1:41  Epilogue
 07  0:17  Game Over
 08  0:50  Nazca Rain Forest
 09  1:13  Lono
 0A  1:09  High Velocity Tunnel
 0B  1:09  Caves
 0C  1:10  Nebula
 0D  1:09  Asteroid Field
 0E  1:05  Decimated Fleet
 0F  1:21  Organic Lair
 10  0:59  Prologue
 11  0:59  Title Screen
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.3.2] Sound Effects
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 ##  Effect                  ##  Effect (all versions - 63 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 01  (last tune played)      21  light click
 02  beep                    22  laser ring 1
 03  laser                   23  laser lash
 04  CRA attack              24  laser reflect
 05  warning alarm           25  Randar
 06  Shot Control switch     26  chirp
 07  bomb drop               27  boooom
 08  MegaBomb attack         28  Aleste die
 09  1-Up get                29  laser ring 2
 0A  power up                2A  Enemy Eraser 1
 0B  low beep                2B  laser boom
 0C  laser hit               2C  Enemy Eraser 2
 0D  thud                    2D  clink 1
 0E  wham 1                  2E  clink 2
 0F  boom                    2F  clink 3
 10  boooooom                30  (last vocal effect played)
 11  flick                   31  wham 2
 12  CRA break               32  whup
 13  enemy hit               33  bang 1
 14  metal hit               34  bang 2
 15  click                   35  Blue Randar get, Red Randar get
 16  boss hit                36  (blank)
 17  C.G. charge 1           37  (blank)
 18  C.G. charge 2           38  (blank)
 19  C.G. charge 3           39  (blank)
 1A  C.G. charge 4           3A  (blank)
 1B  C.G. charge 5           3B  (blank)
 1C  C.G. charge 6           3C  (blank)
 1D  whud                    3D  (blank)
 1E  Aleste hit              3E  (blank)
 1F  (silence)               3F  (blank)
 20  (last vocal effect played)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.3.3] Vocal Effects
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 ##  Effect (Japanese version - 25 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 01  Aleste's "Multi-Shot"
 02  Aleste's "Laser"
 03  Aleste's "Circle"
 04  Aleste's "All Way"
 05  Aleste's "Missile"
 06  Aleste's "Charge Gun"
 07  Aleste's "Sprite"
 08  Aleste's "Cracker"
 09  Aleste's "Multi-Shot" (alternate)
 0A  Aleste's "Laser" (alternate)
 0B  Aleste's "Circle" (alternate)
 0C  Aleste's "All Way" (alternate)
 0D  Aleste's "Homing Missile"
 0E  Aleste's "Charge Gun" (alternate)
 0F  Aleste's "Sprite" (alternate)
 10  Aleste's "Cracker" (alternate)
 11  Zolba's   "Welcome to Hell!"
 12  Lono's    "Give me a break, will you?"
 13  Jannel's  "Hey, hey, look sharp!"
 14  Nardork's "Over!"
 15  Rubar's   "What a brave little guy you are!"
 16  Nont's    "I'll watch you die!"
 17  Zolba's   "Fancy meeting you here!"
 18  Leader's  "I don't want an opinion of a god!"
 19  Lono's    "Aaaagghh!"
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 ##  Effect (English versions - 19 total)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 01  ED-057's "Multiple Shot"
 02  ED-057's "Laser"
 03  ED-057's "Circle"
 04  ED-057's "Multi-Direction Shot"
 05  ED-057's "Missile"
 06  ED-057's "Power Shot"
 07  ED-057's "Sprite"
 08  ED-057's "Scatter Shot"
 09  ED-057's "Envy Shot"
 0A  Lono's    "Aaaagghh!"
 0B  Zolba's   "Welcome to the Underworld!"
 0C  Lono's    "Give me a break, will you?"
 0D  Jannel's  "Hey, look sharp!"
 0E  Nardork's "Down with you!"
 0F  Rubar's   "What a bright star you are!"
 10  Nont's    "I'll watch you die!"
 11  Zolba's   "Dance or you will lose it!"
 12  Leader's  "I came from the world beyond...."
 13  Rubar's   "Aauugghh!"
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


------------------------------------------------------------------------------
[4.4] Boss Strategies
------------------------------------------------------------------------------

Name: bomber
Attack: drops bombs
Area: Standard 6, Short 1
Notes:
 Stay underneath this guy and fire, blasting it and its bombs.

Name: carrier
Attack: releases small fighters
Area: Standard 9
Notes:
 Hit the miniboss as it crosses the screen, going from one side to the other.
 Also waste the little ships it releases.

Name: final boss
Attack: periodically emerges from the shell to shoot bullets
Area: Standard 12
Notes:
 Kill the other skulls while waiting for the central red skull to emerge from
 its blob-like shell. When it does, shoot it. Meanwhile, destroy or avoid the
 bullets from the other skulls.

Name: gunner
Attack: fires shots
Area: Standard 3
Notes:
 Stay below it while hitting it. Destroy or avoid its shots.

Name: Jannel
Attack: rams with shell sections, releases drones
Area: Standard 4
Notes:
 Move between the shell sections and fly to the other side when Jannel
 opens up to sweep vertically across the screen. Hit the core whenever
 it is exposed, and deal with any drones that are released.

Name: Lono
Attack: fires energy rings (main guns), fires bullets (other turrets)
Area: Standard 2
Notes:
 Waste the smaller turrets first to reduce the amount of returning fire,
 and then blast the main guns at the middle left and the middle right.
 Fly around the rings of energy spheres launched by the main guns.

Name: Nardork
Attack: punches with arms, fires homing missiles, pulls out rocks
Area: Standard 5, Standard 12
Notes:
 Shoot the red eye whenever it opens up. The arms will swing around in a
 circle before punching at the heroes' last position. The homing missiles
 can be shot down easily. In the fifth Area, Nardork can pull out
 indestructible rock columns, which should be avoided.

Name: Nont (a.k.a. Carrier Nont)
Attack: rams with drones, fires shots
Area: Standard 8, Standard 12
Notes:
 Fly away in a circular motion during the first part of the fight, hitting
 the central unit whenever passing underneath by it. When the gray plates
 blow off, the drones will chase the heroes. Quickly kill the drones, and
 then attack the central unit. Avoid or destroy the incoming shots while
 pounding away at Nont.

Name: Rubar
Attack: fires shots (the types of projectiles depend on the pods)
Area: Standard 7
Notes:
 Kill the six outer pods. Fly around any shots that cannot be destroyed.
 After busting up all the outer pods, destroy the central pod. This central
 pod, unlike the outer pods, can fire multiple types of projectiles.

Name: Zolba
Attack: fires bullets, rams with big fat ball
Area: Standard 1, Standard 10, Short 4
Notes:
 Blow off the four side guns and hit the yellow glass dome. When the rail-arms
 extend, stay low to avoid the ball that will pop out from the boss. Attack
 the ball and the central eye. When the ball and the arms are destroyed, Zolba
 will begin to fly around and fire more spread shots. Continue attacking the
 eye. In the tenth Area, Zolba will also drop barrel-like bombs.


------------------------------------------------------------------------------
[4.5] Patch Codes
------------------------------------------------------------------------------

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Address   Value Range   Game Value(s) Affected
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 7E006F    00 to 06      Power Level
 Do not set this value to a number greater than 6, or else the weapons will
 behave unpredictably. (For some reason, "Level 7" weapons tend to be aimed
 toward the right.)

 7E0152    00 to 99      MegaBombs
 This value reads hexadecimal numbers as though they are decimal numbers.
 For example, setting this value to 50 (HEX) will result in 50 MegaBombs.

 7E0153    00 to 99      Special Lives
 This value reads hexadecimal numbers as though they are decimal numbers.
 Setting this value to a number greater than that of the Regular Lives
 seems to have no ill effect.

 7E0157    00 to 99      Regular Lives
 This value reads hexadecimal numbers as though they are decimal numbers.

 7E0242    01 to 0C      Area (Standard and Short)

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


------------------------------------------------------------------------------
[4.6] Game Genie Codes
------------------------------------------------------------------------------

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 Code        Effect(s)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 DD65-AFAB   Infinite MegaBombs

 CB68-D4AC
 + D168-D7DC
 + D16A-D4DC Power Level becomes 6 whenever hit (i.e. invulnerability)

 828E-AF6B   C.G. beams keep firing until getting hit or getting a Weapon Pod

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


==============================================================================
[5] Reference
==============================================================================


------------------------------------------------------------------------------
[5.1] Game Source Information
------------------------------------------------------------------------------

Name: Super Aleste (Japanese) (European)
Name: Space Megaforce (North American)

Code: SHVC-AT (Japanese)
Code: SNS-AT-USA (North American)

Developer: Compile
Producer: Toho

Genre: space shooter
Players: 1

Save: none

Size: 1.00 MB

Publisher: Toho

Release Date: 1992-04-28 (Japanese)
Release Date: 1992-10--- (North American)
Release Date: 1992------ (European)

JAN: 4988104004956 (Japanese)
UPC: 091521100065 (North American)

Cover Art Illustrator: Naoyuki Katoh (Japanese)
Cover Art: (Japanese)

 Razu stands up inside the open cockpit of an alternate, single-seat version
 of the Aleste. The ship is suspended above a canopy of trees by several
 thick green vines that are tangled around its broken wings. Razu, clad
 in a gray flight suit with a completely transparent helmet, is looking
 toward his right, a small pistol being gripped tightly in his raised
 right hand. Behind him and the Aleste, a large bright sphere of light
 looms, with the blue silhouette of the flat net-like metal frame in
 front of it merging with the solid blue sky. Ti is nowhere to be seen.

Cover Art: (North American) (European)

 Ti is encased within a wall-like computer frame. Only a part of her face
 can be seen through the section of the structure resembling a helmet.
 In an image imposed beside her to the left is the Aleste, blazing toward
 our point of view as laser bolts from the four enemy ships flying behind
 streak past underneath it, barely missing their intended target. Perhaps
 Ti's strange "suit" symbolizes the connection between her and the Aleste?


------------------------------------------------------------------------------
[5.2] Really Small Details About Which No Starfighter Pilot Gives a Crap
------------------------------------------------------------------------------

Area Patterns
 Ever notice that every third Area in the Standard Game is an outpost?
 Considering the lengths of a few of the other Areas, those little outpost
 scenes can provide a much-needed change of pace. Maybe the Compile guys
 should have just replaced them with real bonus stages, where the heroes
 can get free Power-Ups without being hassled by bad guys and psychedelic
 structures. Now that would be very groovy, not to mention a lot friendlier.

Alien Art
 Ever compare the drawings on the Nazca plains with those on the alien
 world in the tenth Area? While the Nazca drawings are representations
 of animals, the alien ones look more like abstract geometric patterns.

Gold Standard
 Have you noticed the prevalence of the yellow glass-like material found on
 the bad guys? For many of the bosses, this strange material is their weak
 point. Certain alien structures, like the floating cities, also have it.
 What exactly is this material? Is it a source of power for the aliens?
 Is it their nerve center or some other kind of vital point? Whatever it
 is, maybe the bad guys should slap more armor over this yellow stuff or
 stop placing it at such convenient, easy-to-blast locations.

We Can Talk
 Why are there even voices for the bosses? Aren't they scary aliens who only
 care about turning Earth into butt sauce? So how come they want to talk to
 the heroes? Maybe they are trying to taunt the good guys, but where do they
 learn to speak relatively fluent English? Perhaps they copy bits of human
 speech caught over the radio and then play them back when they confront the
 heroes? Better yet, maybe the vocal effects should have been replaced with
 more sound effects instead, to help make the heroes' attacks and other such
 things a little less silent.

Naju Returns
 Talk about recycling old concepts. The Compile guys have apparently taken
 Naju from Guardic Gaiden (a.k.a. The Guardian Legend) and put it here as
 the base of the alien forces. Even the tiles on Lono's surface look very
 much like the tiles found on Naju. While we are talking about borrowing
 things from previous Compile games, we may as well also mention how the
 narrow corridor at the end of the eleventh Area resembles the one from
 the second-to-last Area in MUSHA Aleste, except it doesn't contain any
 big bouncing balls.

Revenge of the Ending Bonus
 The English version of Guardic Gaiden hides a secret password at the end
 of the Staff Credits. Now, in an ironic twist, only the Japanese version
 of Super Aleste hides secret images at the end of the Staff Credits.

Bad Break
 There is something odd in Omake (a.k.a. Break Time). No matter how much
 you zoom the structure in or out, the stars in the background always remain
 the same apparent size. If you look really closely, the rate at which the
 structure zooms also depends on how "far away" the structure is.

Krezzy Comparisons
 There are tons of space shooters out there, but only a few star a ship
 controlled by both a female pilot and a male pilot. Just for fun, let's
 compare Ti and Razu to Ryuaanu and Diasu (from Telenet's Gaiares) and
 to Cynthia Matthews and David Onizuka (from Athena's Bio Metal).

 Name                                         Ti       Ryuaanu  Cynthia
 Flies a cool ship with a weird name           x        x
 Flies a cool ship with a misspelled name                        x
 Gets to use a lot of different weapons        x        x
 Gets to handle a secondary weapon system               x        x
 Gets her name screwed over outside Japan               x        x
 Gets her music screwed over outside Japan     x                 x
 Gets entirely screwed over outside Japan      x
 Kills big nasty aliens for bosses             x                 x
 Listens to hardcore heavy metal music                           x
 Has supernatural powers                       x
 Is not even from Earth                                 x
 Works with a creepily stoic copilot                             x
 Works with a copilot who looks like her                x
 Most likely to get it on with her copilot     x        x
 Sits in the back                              x        x        x
 Winner                                                Tie


------------------------------------------------------------------------------
[5.3] Document Credits
------------------------------------------------------------------------------

Compile (www.compile.co.jp)
 For developing Super Aleste.

Toho (www.toho.co.jp)
 For producing Super Aleste.

Nintendo Power (www.nintendopower.com)
 For providing some information about Space Megaforce. (See Volume 42,
 November 1992 Issue, pages 83 to 91. Also see the Official Super NES
 Game Guide, page 40. There is a mistake in the summary, which erroneously
 states this game has a Password feature and an alternating 2-Player Mode.)

Spherelanders
 For playing through the game and figuring out the best tactics.
 Extra thanks to Alex Round for actually authoring this document.


==============================================================================
[6] Contact Information
==============================================================================

 mail: faididi@yahoo.com


==============================================================================
==============================================================================