UFO 50
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The missing manuals - How to play UFO 50 games
By Tatra
A basic overview of how to play every game in UFO 50. No spoilers, no secrets, just what you need to understand what's going on.
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What is this guide
UFO 50 has a massive number of games from a fictional console from decades ago, and no manuals. That means an awful lot of players find at least some of the games somewhere between "confusing" and "incomprehensible".

This guide is intended to provide the very basics for every game; how you control it, basics of the interface, general goals and overt mechanics, with the intent of giving anyone enough information to get started. There will be a specific focus on common questions/confusions I've seen come up. If you would prefer to discover absolutely everything on your own, stop reading now.

It won't go into hidden mechanics, secret techniques, specific strategies, or anything else, just enough to get going. If more in-depth guides are needed per-game, I encourage the community to create them, and the reader to find them. If you're after that kind of in-depth information, stop reading now.

There is a certain amount of "YMMV" on whether specific bits of information are general basics or subtle secrets. I've used my best judgement on this, however I do invite polite discussion in the comments if you think information included should be tweaked. (Likewise if you notice typos; please let me know so I can fix them.)

Where I discuss controls, I'll use the "d-pad" to talk about directional controls, and "A" & "B" to talk about the action buttons.

It's worth noting that many games have some kind of "demo" that plays if you leave them on the start screen for a while. This guide will assume the player has not watched these demos. It will also generally only cover the main single-player modes, where the games have multiple modes.
0. UFO 50 / The Main Menu
UFO 50

When you've started UFO 50 and selected your game, you're presented with a list of the 50 available games, in a 10x5 grid. The currently highlighted game (by default, the one in the top-left corner) will jiggle slightly to show it's selected.

Pushing A with a game highlighted will start it.
Pushing B with a game highlighted will bring up a tabbed submenu with details about the game. Left and right will switch between the tabs, and pushing A with the submenu open will add or remove the game to your favourites.

By default, the games are listed in chronological order, with the (fictionally) earliest game (Barbuta) first; the current view is listed on the bar along the bottom of the screen. Highlighting that bar and moving left or right will let you change the view order. This includes the "Garden" view, which is worth special attention.

On this, and all other screens, you can hit your "Start" button to bring up the UFO 50 pause menu. This includes control details, the "Terminal", and general Settings.
1. Barbuta
Barbuta is a platform adventure game.

Mystery is at the heart of this; the aim of the game is to explore, finding out where you can go, what you can do, and what your eventual goal is.

Your d-pad lets you walk left and right, and climb up and down ladders. You can also push up to walk in certain doors. You can't crouch, dash, crawl, or otherwise move in any other special way.
The A button jumps; you have one jump height (it makes no difference if you tap or hold the button), and you can't adjust your jump in mid-air. There is a slight delay when you land from a jump or fall before you can move.
The B button attacks by thrusting your weapon in front of you. There are no directional attacks, combos, or charge attacks. You can attack while jumping.

To the left of the game screen are 3 useful indicators:
  • At the top, it tracks your cash. Cash can be spent in a few different ways throughout the game.
  • Below this is your item list. You start with your weapon, a knife. As you progress, you may find other items; with the exception of your weapon, these all have passive effects.
  • Below this is the game's "map". The red square shows your location, while the dot shows the location of something else that you may discover during your adventure.

To the right side of the screen is a set of 6 eggs. These are your lives. Any contact with something dangerous will kill you, and shortly after an egg will appear in a safe spot on screen. Tapping the controls will break you through the egg. If you die without any remaining eggs, you lose; Barbuta has no continues, nor a save system.

The main key to this game is being patient, paying attention to your surroundings, and learning where important things are and how to get to them. It's to your advantage to draw your own map, to keep track of where you can go and what you can find.
2. Bug Hunter
Bug Hunter is a turn-based tactical game with deck-builder elements.

Your goal is to stay alive, kill enemies (bugs), and tweak your available actions (modules) to be as effective as possible. You have a certain amount of time (days) to finish each job, and a target number of bugs to kill in that time.

The main game screen is split up as follows:
  • The top-left section lists the target number of enemies to kill to win the job, the amount of energy you currently have available, and the number of days taken.
  • Below this is a diagram, showing what the selected action will do. Some actions instead have text explaining what they do.
  • Along the bottom center are your 6 currently installed modules. Available modules will be displayed in colour, while used modules will be grayed out. The far right icon, the pink hourglass, is used to finish the current day.
  • The right side of the screen shows the modules that are available to buy. The squares next to them is the cost (in energy) to buy them.
  • The center of the screen is the main game view, showing the play area, your character, enemies, and energy cubes.

You start each job on the first day, with a basic set of modules available.

At the start of each day, every installed module is available, and can be used once. Most modules allow you to either move or attack, although some have other effects. Attack enemies to injure or kill them, and move onto energy cubes to pick them up. Other entities may also appear during the game, and you may also find other ways to interact with things - For example, you can generally push enemies by moving into them. You use modules by highlighting them, hitting the A button to select them, and then (depending on the action) highlighting the target location or direction and hitting A again. Hitting B will cancel using that module.

Highlighting a module and pushing down will move the cursor to the module list. Highlighting a module and hitting A will, if you have enough energy to spend, buy that module, replacing the originally selected one with the new one. Note that, if you are replacing a module you have used that day, the newly purchased one will be immediately available for use, allowing you to take an extra action.

Once you have taken all the actions you want and can take, highlight the hourglass and hit A to end the day. This will spawn in new energy cubes, refresh your actions, spawn in new enemies, and (if you had enemies left) can cause existing enemies to upgrade. Different types of enemy, at different evolutionary levels, have different special effects.
3. Ninpek
Ninpek is an auto-scrolling action platformer. Kill enemies, avoid attacks, grab items and avoid falling off the bottom of the screen, as you try to reach the end of the game.

  • D-pad moves you left or right.
  • The A button jumps. You can hold it to jump higher, and you can double-jump by pressing it again after your first jump. You can only jump twice in a row; landing on a platform resets this. You can control your jumps in this game, using the d-pad to change direction if desired.
  • The B button attacks. You can hold it down to attack as fast as possible, no need to tap.

You have a limited number of extra lives in this game, indicated by the number of head icons above your score to the top left. Any time you get hit, you lose a life, and reappear as a ghost. While in ghost form, you are temporarily invincible, can fly around in any direction, and have a wide ghost attack. After a short time, or if you press the A button, you'll turn into your living ninja form and continue on.
4. Paint Chase
Paint Chase is a single-screen area-control maze game.

Each level is a maze. As you drive around, you paint the ground behind you. The goal in each level is to paint a certain amount of the level your colour. Each level has a time limit (shown by the bar on the right side of the screen), and you need to be above the limit once it runs out.

Dotted around the level are blocks with arrows. These periodically spawn enemies vehicles that will drive around, painting the ground in their colour. However, those vehicles are generally both slower and weaker than yours; you can crash into them to destroy them. Some vehicles have special traits however; you will learn the details as you play.

Control in-game is purely by the d-pad. Your car will always drive forwards, and can't reverse or do a u-turn, but you can turn corners by pushing in the direction you want to turn. Pushing in the opposite direction of movement will turn on your brakes, slowing you down, while pushing in the direction of movement will speed you back up. If you drive into a wall, you will come to a complete halt until you change direction.

Mazes can have other elements in them to interact with. The most common are arrows (which give you a burst of speed if you drive over them in the direction they're facing), and white powerups blocks (which gives you some advantage when you change the road they're on to your colour).

Once the time on a level runs out, a tracker appears counting up what percentage of the level you managed to paint your colour. If you met the target, you gain points based on how much you exceeded the target by and progress to the next level. If you didn't meet the target, you lose one life, and retry the stage. If you lose all your lives, your game is over.
5. Magic Garden
Magic Garden is a snake-like score-attack action game.

The player area is a grid, populated with the player character and monsters of various types. The player moves around in cardinal directions using the d-pad; the character is always moving, and red monsters (Oppies) can be collected by walking into them, at which point they'll follow the player around in a trail. Blue monsters will kill the player character on contact. The player can hit the "A" button to jump over a tile, which can avoid some monsters. If you walk (or jump) into one of the walls surrounding the level, that also kills the player character.

At any given point, there is a trail of star tiles on the ground (sometimes in a line across the level, sometimes in a square or cross shape). If the player hits the "B" button, this releases all the following Oppies. Oppies that were on star tiles when released are "saved", while Oppies that were on other tiles turn into blue enemy Oppies.

Saving at least 6 Oppies at once will spawn a magic potion somewhere on the level. Collecting this potion will start a timer at the top of the screen; while that timer is counting down, blue Oppies are vulnerable and can be killed by walking into them. The more Oppies you save at once, the more "powerful" the resulting potion.

As the game progress, more blue and red oppies (and oppies of different types with different behaviour) spawn in. Likewise, the Star tiles occasionally flash and then disappear, with new star tiles immediately appearing elsewhere on the grid.
6. Mortol
Mortol is a resource-management puzzle platformer.

In Mortol, your goal is to navigate through each level as efficiently as possible. You begin the first level with 20 lives, and the mechanics of the game mean that you will be spending your lives to progress.

The top-left of each level has a jet plane, while the top-right has a number tracking how many live you have. Each life begins with your character parachuting in from the plane; you can control their movement as they land, and they are temporarily invincible during this time. Occasionally, the position of the screen may place the plane inside a block; in those cases, the game will scroll the screen along until it's out of the blocks before spawning in the new life.

The d-pad is used to aim your descent while parachuting, and to move the character left and right. It's also used as part of combinations to perform special moves, while will be described below.
The A button jumps. Holding this for longer lets you jump higher, and you can adjust your jump arc in mid-air with the d-pad. This can also be used to stop parachuting before you land.
The B button has a few functions, depending on what direction is held on the d-pad while it's pressed:
  • B button alone, or with left or right held, will send your character flying quickly in a straight line sideways.
  • B + Up will cause your character to explode, with the explosion covering several tiles away in all directions.
  • B + Down will cause your character to turn into a stone block.
None of these actions can be reversed, and all of them do result in the death of your character. If you have additional lives, a new character will spawn in to replace them. If you don't, your game is over.

Each of these moves has multiple uses that you will discover as you progress and experiment, but the most straightforward uses are that flying into a wall leaves your body sticking in it for subsequent lives to use as a platform, explosions can damage enemies around you as well as destroy certain blocks, and turning into a stone can then have that stone block be used to stand on or block enemies paths.

Each time an enemy dies for any reason, a number appears over their head tracking how many have been killed. For every 3rd enemy killed, an extra life is awarded. You can also find floating yellow numbers in each level; if they are collected, they aware that many lives.

This game saves your progress between levels, so if you can quit and come back, it will retain your progress. If you're struggling at later levels, you can return to earlier ones and try to replay them hopefully finishing with more lives than before; if you do, that will make those additional lives available at the start of all later levels.
7. Velgress
Velgress is an vertically-oriented action platformer.

In Velgress, you control Alpha as she tries to climb her way through each level. Each level is a randomly-generated set of blocks, enemies, coins and other entities to avoid, collect, or interact with. There is always a level-wide spiked roller at the bottom of the level that will follow Alpha as she climbs, and falling onto this always means death.

The left side of the play area has numbers, showing how high through the present level you have progressed. The game also tracks the furthest you've ever gotten, and will show a dotted line at that point. The top-right of the play area includes a coin counter.

The d-pad moves Alpha left or right.
The A button jumps. Holding the button jumps higher, and you can adjust Alpha's jump with the d-pad in mid-air. Alpha also has a double jump; jumping again during a jump will turn Alpha Red and have her somersault, letting you get extra height and/or distance. Available jumps reset on landing.
The B button fires your blaster, a rapid-fire, limited range projectile weapon. By default this fires in the direction you're facing, but you can aim it straight up or down using the d-pad

All blocks are fragile, and once you stand on them they will quickly break, so quickly finding ways to navigate is key. Blocks can also be destroyed by shooting them, which can sometimes be advantageous.

Alpha is tough enough that enemy attacks won't directly harm her, but they can fling her uncontrollably away, which can result in her falling down into the spiked roller below. Most enemies can be killed with your blaster, although some enemies (such as the large bird) can take multiple hits.

At the end of each stage, you are brought to a shop which offers a selection of helpful items to buy... if you have the coins.
8. Planet Zoldath
Planet Zoldath is a mystery adventure game with trading elements.

You control Pilot, who has landed on the planet Zoldath. Your goal is to find 3 parts of a treasure map and escape.

To the right of the main player area is a column of very useful information:
  • The top section shows the carried items. You can carry two items at a time, and the item on the left is the one currently active.
  • Below this is a tracker of how much you carry of 4 resources; blue crystals, brown branches, green moss, and purples plants.
  • Below this is a set of 3 squares; these are energy cubes, representing your health. As you take damage, this will turn from filled shapes to outlines.
  • Below this are 3 yellow outlines; these are for the map fragments you're trying to find. As you find each fragment, one of these squares will be filled.
  • Finally is a timer showing how long the current mission has taken.

The d-pad allows you to move Pilot along the cardinal directions.
The A button is contextual; in some cases this will allow you to interact with elements in the environment. Otherwise, it will swap your active and inactive items (if you're carrying two items). Holding the A button will drop the selected item on the floor.
The B button uses the active item. Some items require resources to use. If you try to use them without enough of the relevant resource, a sound will play, and the resource will flash in the resource tracker. Holding B will also lock Pilot's orientation, useful when firing projectile weapons.

You can pick up items by walking into them; if you're already holding two items, the active item will be swapped. Likewise, you can pick up resources the same way, and they'll be added to the counts on your resource tracker. If you see red cubes, you can also pick these up by walking into them; doing so will fully heal you, and give you an additional energy cube, increasing your maximum health.

On each run, certain alien species will be "friendly". These will not move or attack, and can be interacted with, although you may find the use of this is limited until you find a particular item. Being able to interact with them is usually critical to your mission. If you encounter any friendly aliens, all aliens of that species will be friendly for that run. If you encounter hostile aliens, all aliens of that species will be hostile for that run.

Map fragments will often be hidden in secret areas that are only accessible through creative use of the available items.

It may be useful to make a map of useful locations and items, but do be aware that the game generates a brand new random map for each run.
9. Attactics
Attactics is a light tactical combat game.

In Attactics, you are in charge of positioning the righteous soldiers of the glorious red army, as they face off against the evil hordes of the blue army. Your goal is to prevent the enemy forces from advancing to and attacking your fort, while getting your forces through to destroy theirs.

Your fort is on the left side of the screen, and periodically spawns soldiers along it's length. The health of your fort is shown by the number of flags flying on it. On the right side is the enemy fort; just like you, it periodically spawns soldiers, and has flags showing it's health. Along the top of the screen is a timer, shown as a number in the middle and bars to either side. Each time this counts down, the forces act; first attacking, then moving, and then new soldiers spawning.

As the general of your forces, you can reposition your forces. The d-pad allows you to move a highlight on the battlefield, and by holding the A button on one of your soldiers, you can then move them up, down, or backwards. You can't move them into enemy forces, but you can move them to swap places with other units. You can continue to move them until you release the A button, or the timer runs out for this turn. Holding the B button causes the timer to fast-forward, useful if you're happy with your unit's positions.

Different types of soldiers can have wildly different behaviours, strengths and weaknesses. The number and types of soldiers that spawn for you and the enemy vary depending on the game mode and settings.

If soldiers are able to successfully kill multiple enemies and survive, they can rank up, increasing their effectiveness.
10. Devilition
Devilition is an object-placement puzzle game.

In each round of Devilition, you find yourself looking at a grid filled with villagers, devils, and pits. Your goal is to place down "pieces" in order to try and kill as many devils as possible (ideally all of them) while killing as few villagers as possible (preferably none). Each piece will "attack" in a certain way (usually certain spaces nearby), and at the end of the round you will only be able to activate one; in order to be successful, you need to places your pieces to cause a chain reaction, where each piece will attack (and so activate) another, killing devils and avoiding villagers along the way.

Apart from the main game screen, and the round counter in the top-right corner, the left column holds the following:
  • The top is a timer, showing how long the current game session has progressed.
  • The number of available pieces you have to use in the current round.
  • The currently available pieces; you have 3 to choose from at any time.
  • A diagram or text description of how the currently-selected piece acts (usually a diagram showing which spaces around them they will attack).
  • A "Detonate" button, used when you're ready to start the chain that will end the round.

For each piece, you start by highlighting a piece (using left and right on the d-pad) and selecting it with the A button. This will move the piece to the play area; you can position it with the d-pad, rotate it with the B button, and place it with the A button. (If you change your mind about placing it, you can cancel by holding the B button).

Once you're ready, or if you have no more pieces to place, you can move the cursor down to the "Detonate" button. At this point, your cursor moves to the play area, and you can choose which of your pieces to activate with the d-pad. (Hitting the B button will cancel this process). Highlighting a piece and hitting the A button will activate it, hopefully starting a successful chain reaction.

Once the chain of activations has ended, the game will check how many devils and villagers are left on the board. If there are more devils than villagers, the town is overrun and the game ends. If there are at least as many villagers as devils, the town survives and game continues . If the devils have been completely eliminated, a new villager is spawned at random on the board.

At the start of each round, more devils are spawned, a new hole appears on the board, and you are given 10 additional pieces. Note that you do also keep any pieces from the previous round, so being efficient early on will give you more pieces to place later on. Likewise, any pieces left on the board will remain there on the next round.
11. Kick Club
Kick Club is a single-screen action game.

Kick Club has you moving through various worlds based on a particular theme, each comprising of multiple single-screen stages. In each screen your character is tasked with defeating various thematic enemies; a tough call, as you're a kickballist, not a fighter. Luckily, each screen also has a football lying around, which can be kicked at enemies to attack them.

The d-pad lets you move left and right. If you move into the football you'll "dribble" it, keeping it with you until you're ready to attack.
The A button lets you jump. Holding the button lets you jump higher, and you can control your mid-air movement with the d-pad.
The B button is for interacting with the ball. If you're dribbling it, tapping the button will kick it out, while holding the button will charge a stronger kick. You can also hold directions on the d-pad to alter the direction you'll kick it. If you're not dribbling the ball, the B button will either do a sliding tackle if you're on the ground, or attempt a header if you're in the air.

The goal for each screen is take out all the enemies in the allotted time, by hitting the football into them. As enemies are defeated, they'll leave delicious healthy snack food around the level; if you can collect this before it disappears, you'll get some bonus points. Every so often, you'll face a boss; these require multiple hits, and will spawn lots of delicious food on defeat!

The timer in the top-centre of the screen shows how long you have on each screen. If the timer runs out, this summons the ref, an invincible ghostly enemy who will chase you tirelessly. Contact with enemies or their attacks will cause you to lose a life (with your lives shown by the number of shirt symbols above your score at the top of the screen). Being hit with no shirts remaining will result in a game over.

Levels wrap around vertically; holes in the floor are linked to holes in the ceiling, and if anything passes through in one direction, they'll appear at the opposite end.
12. Avianos
Avianos is a 4X strategy game.

In Avianos, you take control of the red faction, going to war against the blue faction. In each game, your goal is to take control of a certain number of flag-bearing regions, and hold them for a full round. You do this by praying to your gods, who each let you perform a set of 3 moves on your turn.

The main game screen shows the world map, in a 4x4 grid. On each tile:
  • The background colours show who controls that region. Green is unclaimed, while red or blue show that it's controlled by the related faction.
  • The main image shows the type of terrain. This can includes forts, mountains, forests, grassy plains, and more.
  • A purple flag in the top-right shows this as a target region to be captured.
  • Symbols in the top-left corner show the number of units in the tile. Different symbols are different unit types, and the number is how many of that unit.
  • Symbols in the bottom-centre show buildings in that region.
  • Symbols in the bottom-right show resources to be collected.

Note that you will often see incomplete information for tiles controlled by your opponent, due to the "fog of war" effect.

Meanwhile, the left column show information about the moves being made:
  • The top image shows the currently selected god. The symbols to the right of them show how many times you have prayed to them, while the text underneath is their name.
  • Below this are the 3 actions that god will allow you to take. Each one gives a text description of the action, and (where relevant) symbols and numbers to show specific details. Details on these actions are shown below.
  • At the bottom is a tracker showing how much you have of the game's 3 resources - Seeds, Bones, and Workers.

On each turn, you first choose a god to pray to; you generally have 3 to choose from (of 5 in total). Choose your god with the d-pad, and select them with the A button.
On doing this, the prayer bar to the right of their image with full by one box. Each time you fill a box with a small square symbol inside, you get a "Blessing", which allows you to upgrade one of the actions below. Use the d-pad to highlight each action - as you do, the contents will change to reflect the upgraded version. Highlight the one you wish to upgrade and hit the A button to confirm it. The bar can be filled twice per god, and each of the three ability can be upgraded twice per god.
After this, each action in turn will activate, from top to bottom. Some actions have passive effects, and play will continue onwards once you hit A. Others have active effects, and will require use of the d-pad and A button to choose what to do; often, this will involve both selecting option under the action, and locations on the map. Details of the actions are below.
Once you have done all 3 actions, play passes to your opponent.

The actions are available are as follows:
  • Muster - This allow you to summon new soldiers. This actions lists the units to be summoned, and the buildings they will be summoned at. If you have multiple of that building under your control, each of those will summon that many soldiers to their location.
  • Produce - This allows you to generate more resources. This actions list the resources to be gained. Some of these will always be gained, while for others, you will gain a certain amount for each of a particular building you control.
  • Move - This allows you to move units from one tile to an adjacent tile. On selecting a tile with units, you will be able to set how many of which units you wish to move, and how many to stay. Note that by default, you cannot move through mountains. If you move units to a region with enemy units in, or vice versa, this will start combat.
  • Build - This allows you to build new buildings in regions you control. This action contains a list of options; the left side shows the cost, and the right side shows to building to be built. You can build multiple buildings at once, if you have enough resources to do so.
  • Recruit - This allows you to recruit new soldiers in regions you control. This action contains a list of options; the left side shows the cost, and the right side shows to soldier to be recruited. You can recruit multiple soldiers at once, if you have enough resources to do so.
  • Trade - This allows you to trade resources for different ones. This action contains a list of potential trade; the left side shows the resource you will lose, while the right shows the resource you will gain. You can make multiple trades, if you have enough resources to do so.
  • Miracle - This allows you to cause miracles to occur. This action contains a list of potential miracles; the left side shows the cost to use the miracle, while the right shows a symbol representing the miracle. As you highlight each miracle, a pop-up will reveal what that miracle will do.

The exact details of these actions will vary depending on the selected god and the upgrade level of the action; for example, a "Recruit" action may let you trade 4 Seeds for a soldier and 6 for an archer, or may only let you trade 8 for a sorcerer.

When units from one faction move into a region containing units from the other faction, this will initiate combat. This plays out mostly automatically, with the red units on the left and the blue units on the right controlling themselves. However, you can give overall orders to the units under your command. There are four options, shown at the bottom of the screen, and you can switch between them with the d-pad:
  • Attk - The default command, this orders your soldiers to advance on and attack enemy units.
  • Hold - This order your soldiers to stop moving. They will still attack enemy soldiers in range.
  • Raze - This orders your soldiers to focus on destroying buildings in the region. Note that this can be used to attack your own buildings, if you use the raze command while defending a region you control.
  • Flee - This orders your soldiers to flee from battle. If you initiated the battle, all surviving units will remain where they came from, and no regions will change control. If you were defending, the attacking force will gain control of the region, and your surviving units will be moved to an adjacent region that you control.
13. Mooncat
Mooncat is a 2d platformer with mystery elements.

Along with Barbuta, Mooncat is a deliberately mysterious game. This time round, this includes the control mechanism; just figuring out to move around, and then the intricacies of what you can do, is intended to be a puzzle for the player to discover.

I can provide a minimum of guidance here, which is that this game functionally has only two "buttons"; pushing any direction on the d-pad is "left", while hitting the A or B button is "right". Figuring out ways to use these buttons is core to the game.

When you are hit by an enemy, touch a dangerous obstacle, or fall down a deadly pit, you will respawn that the start of the room. You have unlimited lives, so with a bit of perseverance, you will achieve your goals. The game does not save your progress however, so if you quit and return, you will return to the beginning.

Good luck!
14. Bushido Ball
Bushido Ball is a 1v1 Pong-like sports game.

In each game of Bushido Ball, you are faced with taking on all comers in a series of 1v1 ball-bouncing bouts. In round has you tasked with getting the ball past your opponent a certain number of times, while they try to bat it back past you. Reach your target number, and you beat them. Beat all opponents to win.

When you first start a game of Bushido Ball, you have to choose your character. Each character has different stats (Speed, Control and Power), a different weapon to hit the ball with, and different special moves to use. It's worth experimenting with the various characters to see how each plays.

Once you're in a match, the player character starts on the left side of the field, while the opponent is on the right. The top of the screen has two flags, showing your score (on the red flag) and the opponent's score (on the blue flag). At the bottom middle of the screen is the referee, who starts each point by rolling the ball out to one of the players; at the start of the match this is picked randomly, while after that, it always goes to the player who lost the last point. The top-left and top-right corners show how many super meters each character has.

You can use the D-Pad to move your character in all 8 directions.
Hitting the A button does a "roll"; while the details vary per character, this is always a fast move in the direction the player was moving. If you move or roll into the ball, you will knock it back towards the opponent, but will also be momentarily stunned.
Hitting the B button swings your weapon. This is your primary way of hitting the ball. Holding different directions while swinging it will hit the ball at different angles, with holding backwards lobbing the ball into the air.
Hitting the ball immediately after a roll will result in a stronger hit than simply hitting it from standing.
If you have sufficient super meter, double-tapping the B button will let you use your secondary weapon, while holding the B button will let you charge a super hit; releasing the button will perform the hit, hopefully sending the ball flying!

Super meter is built by hitting the ball repeatedly. Using your secondary weapon costs half a meter, while using a super hit costs a full meter. You can have up to 3 meters available at a time.

By default, the game has various "rules" you must follow. These include:
  • Don't cross into your opponents side of the field.
  • Don't interfere with your opponent's serve.
  • Don't stall for time

Any time you break these rules, you get an infraction point against you, show as a red indicator next to the ref along the bottom of your play area. Every time you get 3 infraction points, your opponent will be awarded the current match point, and the referee will start the next point as though they had scored.
15. Block Koala
Block Koala is a block-pushing puzzle game.

In Block Koala, you are tasked with working your way through dozens of single-screen block-pushing puzzles. For each puzzle, the goal is to get the Star block onto the Star tile, but it's trickier than it sounds!

Levels are generally a maze of hedges and statues filled with pushable blocks. Apart from the Star block, most of these will have dots or numbers on them. You can think of these as the block's "weight", with higher-numbered blocks "weighing" more; blocks with dots have weight 1, while star blocks have weight 0. You can push lines of blocks, as long as you're never trying to push a block into another that's heavier; they'll get stuck.

If a block would be pushed into a dot block, but that block cannot move, the blocks will be combined into a new block weighing one more than the old block. For example, if you are pushing a 2 block into a dot, and you try to push them both into a wall, they'll combine into a single 3 block. (This includes combining two dot blocks, which will create one 2 block.)

As you progress, you will find new types of block and other level features to discover.

If you ever get stuck in a level, you can hit the B button to rewind your moves and try something new. Tapping the A button will bring up a menu, letting you reset or exit the level, or set (or remove) a specific one-off undo point.

Note that Block Koala also has a "Custom Level" feature, letting you build and save your own levels, and even share them by sharing the related level code. If you're not sure how blocks interact in particular ways, this can be a useful place to test them out!
16. Camouflage
Camouflage is an action puzzle game

In Camouflage, you take control of a lil' lizard who is trying to make their way through a bunch of single-screen levels. Each level contains delicious fruit you'd like to eat, and a tiny lizard who you can try to rescue. But also, each level contains big animals who will devour you if they see you, so you'll need to stay out of sight...

Your main goal on each level is to make your way safely to the exit. Optionally, you can also try to grab the fruit and tiny lizard along the way. At the bottom of the screen are 3 bits of information: the current level you're on, your current level of visibility, and a tracker for optional pickups you've grabbed on this level.

The d-pad moves you in the 4 cardinal directions, one tile at a time. Moving onto a piece of fruit will collect it. Moving onto the tiny lizard will have it follow you. Moving onto the exit hole will finish the level.
The A button cause you to change colour to match the terrain you're on. If you're on sand you'll turn yellow, on grass you'll turn green, etc. Changing colours does take a moment, and always briefly cycles you through all possible colours in the process. If the tiny lizard is following you, it will also change colour based on the terrain it's on.
Holding the B button activated your danger sense. This causes all tiles that dangerous animals are currently looking at to turn pink. You can't move while using your danger sense.

If your lizard doesn't match the colour of the terrain you're on, you are "exposed". While exposed, any animal that looks your way will see and eat you.
If your lizard does match the colour of the terrain you're on, you are "camouflaged". While camouflaged, animals will not be able to see you even if you're in their line of sight. However, if an animal walks into you, they will eat you anyway,

If the tiny lizard is following you, the same rules for camouflage apply to them, and the tracker will show "exposed" if you're on matching terrain but they are not. However, if they're seen, the animal will rush up and eat you instead!

If you are eaten, you're given the option to "undo", rewinding time to a little before you made the move that had the fatal result. You can also "Start Over" to restart the level from scratch, or return to the map screen.

Your progress on each level is saved, so you can come back to keep trying levels, or to get bonus collectibles you skipped on previous runs.
17. Campanella
Campanella is an action side-on flight game.

You take the role of Pilot, in his UFO-style ship, the Campanella. You find yourself in a series of single-screen stages, and need to navigate to the teleport at the end of each, while avoiding or defeating the enemies along the way. But watch your fuel level!

Your d-pad lets you move left and right.
By default, you fall downwards. Holding the A button thrusts you upwards, as long as you have fuel.
Tapping the B button makes the Campanella do a close-range slash attack in front of you. This also slightly slows down your falling rate.

To the very top-left of the screen is a vertical red segmented bar. This shows how much fuel you have; thrusting uses fuel.
To the right of this are 3 additional pieces of useful information:
  • On top, next to the little UFO symbol, is a number showing how many lives you have.
  • Below this is a 5 digit display showing your score.
  • Underneath this is a green Bonus bar. Whenever this fills, you gain an extra life.

In each level, there is a blue outline circle with a flashing red outline cross on it: this is the exit from the level, and reaching this is your goal. Destroying enemies, and certain blocks, along the way will reward you with extra fuel and will fill your bonus bar. There are other level elements that you will come across; experiment to see how they all work!

Colliding with walls, ceilings or floors, or getting bashed or shot by enemies, will result in the loss of a life, and placing you back at the entrance to the level. Losing all lives results in a game over.
18. Golfaria
Golfaria is a golf-based metroidvania.

In Golfaria, you are a golf ball, out to explore the world. You putt around, going in and out of holes, talking to other balls and looking your upgrades. But you have a strange feeling you're being watched...

The d-pad lets you aim where you will move.
Holding the A button in most cases charges a putt, showing a dotted line showing the direction you'll travel in, with the dots lighting and darkening along the length to show the strength of the putt. Releasing the A button will send you moving in the direction showed, with more dots lit up meaning a strong putt. If you continue to hold the A button, the dots will light up slower and slower over time, making it easier to release at the power you want.
In some circumstances, the A button will charge a chip instead of a putt. This works much the same, except instead of seeing a line of dots on the ground, you instead see an arc of dots in the air, with a circle showing where you'll land.
Holding the B button puts you in "check" mode. In this mode, you can use the d-pad to look around the map around you, to plan your next move. While doing this, the center of the screen will display an indicator which tells you about the ground directly underneath it. An arrow means the ground is sloping in that direction, a red square means it's an impassible wall, a yellow circle means it's sand, and a white circle means it's flat ground (or a pit).

At the top-left of the game screen is an indicator showing how many Putts you have (current / total). Every time you putt one of these is used, and when you have none left, you get reset back to your last checkpoint.
Below this are indicators showing what upgrades you have obtained.
The indicators on the right are a mystery to uncover...

You interact with the world entirely by rolling into things. There's an awful lot to discover, but some common things of note are:
* Holes which lead to the underground, and white shining circles underground which bring you back up through the associated hole.
* Flagpoles, which are your checkpoints (setting your spawn point, and refilling your Putts to their maximum).
* Other golf balls, who may give you useful advice.
19. The Big Bell Race
The Big Bell Race is a side-on flight racing game.

The race is on! Take control of one of 6 Campanella-class vehicles and fling yourself round a series of tracks, trying to stay ahead of the pack. Make use of special weapons... or run the risk of having them used against you.

Your d-pad lets you move left and right.
By default, you fall downwards. Holding the A button thrusts you upwards.
Tapping the B button makes the Campanella do a close-range slash attack in front of you. This doesn't directly damage ships you hit, but can send them flying into obstacles.

The top-left of the screen shows the current race order, along with how many laps each racer has left to do.

Colliding with walls, ceilings or floors, or taking damage from one of the various weapons, will result in your ship taking damage. Your ship has can take 3 hits by default, and the damage level of your ship is shown by an indicator that appears above your ship whenever this changes. Every time you complete a lap, if 1 hit is restored, up to your maximum. If you ever lose all your health, you'll be quickly launched out of a replacement ship back at the start of the lap.

Collecting floating icons that appear through the race will grant you a special weapon, such as a flame shield, a bomb-and-chain, and a trail of floating mines. When one of these icons is about to appear, a yellow "!!" will show up briefly beforehand to alert the racers. Some races also include floating red arrows; flying over those will boost you in the direction they face.

The higher your position in each race, the more points you gain. Finish the tournament with the most points to win!
20. Warptank
Warptank is an explorative platform puzzle game.

In Warptank, you control the titular wall-hugging vehicle. Figure out how to navigate the game's world and levels, as you try to track down and defeat your nemesis.

The d-pad moves you along the surface you are on. Your tank can move along flat surfaces, and adjoining slopes, but you can't fall off platforms or climb up sheer walls.
The B button lets you shoot a flurry of shots out of your tank's cannon. This always aims perpendicular to the surface you're on (so, if you're on the ground, the cannon will shoot straight up).
The A button warps you in the direction of your tank's cannon, perpendicular to the surface you're on. In most cases, if there is a safe surface in the path to land on, this results in your tank warping to that surface. When landing from a warp, you will create a quick energy blasts to either side of the place you land, injuring any enemies in the vicinity.

Running or warping into spikes, or colliding with or being shot by enemies, will result in your tank's destruction. In that case, you'll be given the option to respawn in the level, or return to the overworld.

You start off in the main overworld, a mostly safe area to explore. Dotted around are various level entrances, pill-style openings with flashing lights on them. Going into the middle of the "pill" and hitting the A button will warp you to the level. The colour of the "pills" will change to indicate your progress through that level. As you complete stages, parts of the overworld will shift, opening new areas to explore.

As you progress, you'll find other things to interact with, both in the overworld and levels. But your core abilities never change; it's always about rolling, warping, and blasting your way to success.
21. Waldorf's Journey
Waldorf's Journey is a short golf-style platformer.

You are Waldorf the walrus, and you're having a strange dream full of floating platforms. Your goal is to progress to the right as far as you can, by flinging yourself in massive jumps and making use of various entities you encounter along the way. Be careful not to fall in though!

The d-pad lets you walk left and right across platforms, and to aim the "+" cursor up and down in an arc. That "+" is used to aim your jumps.
Holding the A button charges a jump, with the strength shown by a meter under you. Releasing the button will send you jumping in the direction of your cursor. The higher the meter was charged, the stronger the jump.
During a jump, you can hold the A button to fly. While flying, you can also use the d-pad to adjust your flight speed, left and right. Flying uses up your energy (as shown by the "Fish" meter in the top-left corner), and you cannot fly if you don't have any energy.
The B button can be used while charging a jump to cancel the jump.
When not charging a jump, holding the B button brings up your held items. Moving the cursor over an item (using the d-pad) and releasing B will use that item, while releasing B over the "X" icon will cancel using an item.

The top-left corner of the screen show a few useful indicators. At the top is an orange bar next to a fish icon; this shows your energy level (needed for flying). Underneath this to the left is a number showing your currently held shells, and to the right of this is a % showing how far through the dream you have travelled. Below all this are indicators showing how many birds you have encountered, and keys you have obtained.

There are many things to encounter along the way, but some of the most commons are:
  • Floating fish that, when collected, give you more energy.
  • Floating shells that can be collected to increase your shell count.
  • Birds on lighthouses that fly away when you land near them; these will rescue you if you fall into the water, once each.
  • Penguins next to boxes, that can sell you items for shells.
  • Floating keys that can be collected.

If you fall below the bottom of the level, and no birds are around to save you, your dream is over.
22. Porgy
Porgy is a marine Metroidvania.

In Porgy, you pilot the titular submarine as you explore the underwater cave system trying to find out what has turned marine life so violent. You start off with a limited fuel supply and weak weapons that attack in a limited range, but as your progress you can dive further, defend yourself better, and find ways to open new routes.

The d-pad lets you propel yourself in any direction. Moving into certain objects will let you interact with them.
Holding the B button launch torpedoes in front of you repeatedly. While holding B, you also lock the way you're facing, meaning you can (for example) move left while firing right.
Tapping the B button at the right rate can let you fire faster, at the expense of not being able to lock your direction.
Tapping the A button dashes you quickly in the direction you're moving, at the expense of some extra fuel.
Some objects you find along the way will expand the moves available to you; those are explained in-game.

To the top-left of the screen is a console showing useful information. At the top is a radar display; by default, this show you as the green dot in the centre, and any boss enemies nearby as a red dot.

Below this is your fuel meter, a series of coloured bars. As you use fuel, these bars will drain.
Once you have optional equipment with you, symbols for these will be shown to the right of the fuel bar.

Fuel is used when you move, dash, or collide with enemies, attacks, or obstacles. Firing torpedoes does not cost fuel.

You start each dive from a base on the surface of the water. If you run out of fuel on a dive, you will be recovered and brought back to the base, but will lose any progress made. If you return to a base during a dive, your fuel will be regenerated, and certain types of progress will be saved. This includes collected items, damage to boss enemies, and certain routes being opened.

You can only carry 3 objects behind you at a time, and most collected objects must be returned to base for installation. If you have brought any optional equipment items back, then when docked at your base, you can change which equipment items you have currently active. You can only have a limited number of pieces of equipment active at once.
23. Onion Delivery
Onion Delivery is an action driving game.

In Onion Delivery, you are tasked with making fast deliveries around the city. Each day covers deliveries for that week, as you quickly make dropoffs at randomly selected locations, while dealing with whatever special event is happening that day.

The d-pad steers your car. Holding left or right turns your car that way. If you hold them for a short amount of time, you can jink sideways, slightly moving your car laterally while still driving in the same direction.
Holding the A button accelerates your car, while holding the B button applies the brakes and, once completely slow, puts the car into reverse.
While at speed, holding both A and B while turning the car puts it in a powerslide, allowing you to rotate while continuing to drive in the same direction.

The left side of the screen show various useful pieces of information:
  • At the very top is an image of your driver at the wheel.
  • Below this to the left is a number. This is your timer, and ticks down how long you have left to make your current delivery. When this runs low, the number will turn red and a tone will start to sound intermittently.
  • Below this, next to the onion symbol, are two counters; the top ones shows how many deliveries you've made today, while the bottom shows how many you have to do today.
  • To the right of these numbers are 3 hearts. This is your vehicle's health.
  • To the right of this is your speedometer.
  • Below all of this is text showing the name of the current area you're driving in.
  • At the bottom is a radar scope, showing the location of the next delivery as a red dot. If you have done your deliveries for the day, your shop will be shown as a blue dot.

At the start of each day, you are first shown a news broadcast warning you of any special event happening that day, before driving out of your shop to make your first delivery. At the start of each delivery a red arrow shows briefly to point you towards it, and will come back when you are close to it; otherwise, you need to rely upon the radar view. You have to drive to your target, where you'll find a red circle on the ground; drive over this to make your delivery, and giving you a new target to delivery to.

Once you make your last delivery of the day, you are given the option to return home (completing the day), or continuing to make bonus deliveries. Home will be shown as a blue dot on the radar, and when going home, you'll find a blue circle to drive into to finish your day.

You start each day at maximum health (3 hearts). Every time you collide with another car, fall off the road, or are attacked by the day's event, you lose one heart. If you lose all 3 hearts, your car explodes, and you lose a "try", and have to restart the day. You begin with 3 "tries", and when all are gone, you lose. You can replenish hearts by driving at full speed for a few seconds (which regains health one heart at a time), or by making deliveries (which fills you to full hearts).

The city you drive loops in all directions, so if you drive away from a target in a given direction, you'll eventually find yourself approaching it in the opposite direction.
24. Caramel Caramel
Caramel Caramel is a side-scrolling shooter.

In Caramel Caramel, you control Melon, a fish-like spaceship with a love of photography. You'll travel left-to-right through various stages, taking snaps and defeating enemies.

The d-pad moves your ship around in all directions.
Holding the B button will rapidly fire projectiles to the right. Hold it for long enough, and you'll charge a special attack, shown as two white circles appearing in front of your ship. At this point, releasing the button will send out 4 ring-style projectiles at various angles in front of you; these can bounce off scenery.
Tapping the A button will take a photograph, centered on the cursor about a third of the screen-width to the right of your ship, if your flash is fully charged.

To the top-left of the screen are various useful indicators:
  • Along the left is a bonus bar. This gets filled as you play, and when it fully fills, you are granted an extra life.
  • To the upper-right of this is the flash bar. This slowly charges over time, and when it's full, you can take a photograph.
  • Below this is your score.

Photographs have two primary uses. First, when photographing enemies, this temporarily stops them from moving or attacking, and defeating any enemy frozen enemy in a picture will cause them to explode, damaging other enemies around them. You get bonus points for defeating enemies while they're frozen. Second, they can interact with certain elements of the environment; this can cause effects like freezing moving platforms, weakening destructible obstacles, or spawning bonus items.

Some enemies will spawn pink crystals on defeat, which will slowly float towards you. Collecting one of these will charge your flash bar by about half.

Each life gives you one hit to spare; you start each life with a red colour, and after taking one hit of damage, you will switch to a blue colour. Taking another hit will lose you a life. If you have any extra lives, you'll use one up, and be reset back to the start of the current level, but with your bonus bar and score retained. If you have no extra lives, your game is over. You start each run with no extra lives; they must be earned as you play.
25. Party House
Party House is a party-themed push-your-luck deckbuilder.

In Party House, you're tasked with throwing the best parties, night after night. Each night, you try to get extra popularity and money, which you can use to attract new party guests and add more room to your home. The eventual goal of each scenario is to attain 4 stars, by bringing along the most exciting guests, all within a certain number of days. But watch out for troublemakers!

On all screens, the d-pad moves the cursor around, the A button selects or uses the highlighted options, and the B button cancels or goes back a step.

Throughout the game, the panel on the right shows the following useful information:
  • At the top is your current and maximum Pop(ularity). This is the primary resource used for adding guests to your contacts in the planning phase.
  • Underneath this is your $ (cash). This is the primary resource used for expanding your house capacity.
  • Underneath these is your time; this number is how many parties you have left to throw.
  • Underneath these are a set of 4 star symbols. These start off blue; your goal for each scenario is to get 4 stars, by having certain exceptional guests attend your parties.
  • At the bottom is a section that show the name of whatever option or guest you have highlighted, along with a description of what they do, or what controls are available.

Party House is split into 2 alternating phases; the Party phase, and the Planning Phase. You always start in the Party Phase on your first night.


In the Party Phase, guests in your contact will appear at your door at random. Opening the door will let a new guest in. Some guests in your party may have special actions they can perform by selecting them. You can also examine your rolodex to see a list of all your contacts; guests who may appear are shown first, while guests already in your party are shown after the blue folder symbol with the arrow on it.

Some of your guests will cause Trouble. A party can continue with some amount of Trouble, but if too much happens, the party will be called off. The cat on the roof is an indicator of your current trouble level; if they are sleeping soundly, you can safely have at least one more troublemaker in your party. If they are stood up, fur bristling and exclaiming "!", then any more trouble will cause the party to shut down prematurely.

If you fill up your house without too much trouble, or if you decide to end the party before your house is full, then it was successful; all guests will be counted, and will have some effect - the specifics depend on the guests in the party.

If you get too much trouble, you need to choose one of your guests to take the blame. That guest will be banned from attending your next party, and then this night party will end, without giving any rewards for the guests who attended.


In the planning phase, you are given the option of adding new guests to your contacts, or increasing the capacity of your home.

Guests are listed in order of their cost in Pop. The number below their picture is their cost in Pop. Small icons to the right of each guests show what they do; icons to the top-right indicate special effects or actions they grant, a yellow number to the center-right indicates a change in popularity, and a green number to the bottom-right indicates a change in $. For these change in Pop/$, a black square background indicates an increase, while a red oval background indicates a cost.

After the guests, the final 3 symbol are always the house (allowing you to increase the number of guests that can fit into your parties by 1), the rolodex (to check your current contacts), and a calendar (used to finish planning and start yoiur next party).

Below each guest, and the house upgrades, are two additional indicators. The top one (a number) is the cost to invite that guests or build that house upgrade. Numbers starting with a $ require cash, while numbers without that require Pop. If the number is lit up in yellow/green, then you have enough of that resource to get them, while if it's in gray, you do not.

Below the cost in the number available. This is shown as a white square, and every time you get one of those, a square disappears. When all squares are gone, you cannot buy any more of that. Some options will have an infinity symbol; there are no limits to how many of those you can get.



Most guests will just grant you some amount of Pop or $, or cause a unit of Trouble, and there will always be at least one guest type that can give you Stars. Those aside, there are many special effects guests have. Some examples are:
  • Giving you some of one resource, but costing you some of the other.
  • Granting you a variable amount of a resource based on some additional factor.
  • Counter-acting a unit of trouble.
  • Letting you select a specific guest from your contacts to bring to your party.
  • Letting you peek behind the door to see who the next guest is.
  • Ejecting a guest from the party.
  • Bringing another guest with them.

The guests available depend on the scenario, and never change during a scenario.

Your starting contacts will always include a basic set of guests that grant Pop and $ and can grant enough trouble to shut a party down.
26. Hot Foot
Hot Foot is a 2v2 Dodgeball-like sports game.

In each game of Hot Foot, you are faced with taking on all comers in a series of 2v2 bag-throwing bouts. Each match has you tasked with hitting your opponent with beanbags a certain number of times, while they try to hit you. Reach your target number, and you beat them. Beat all opponents to win.

When you first start a game of Hot Foot, you have to choose your characters, with either "Build Team" (where you can pick whoever you want) or "Draft Team" (where you and your opponent go back-and-forth picking from a limited random selection). Each character has a different passive ability (higher jumps, faster lobs, ability to cross the centre line), and two different special moves to use. It's worth experimenting with the various characters to see how each plays.

Once you're in a match, the player's team starts on the left side of the field, while the opponent's is on the right. The top of the screen has two displays, showing your score (on the red display) and the opponent's score (on the blue display). At the top middle of the screen is the referee, who starts each round by throwing a bean bag out to the centre line, and will continue to occasionally throw out bean bags and energy drinks during the match.

You can use the D-Pad to move your character in all 8 directions. You control one character at a time, while the AI controls the other. You can influence their position based on your own; they will generally try to stay in the opposite corner of your side of the arena.
Hitting the A button causes you and your teammate to jump. Hitting A again mid-jump will cause you to use your jump special, if you have star power.
Hitting the B button while near an item will pick it up, if you are able (for example, if it's a beanbag and you aren't already carrying one).
Hitting the B button while not carrying a beanbag, and not near an item, will switch control to the other player on your team.
Tapping the B button while holding a beanbag will pass it to the other player on your team.
Holding the B button while holding a beanbag will get ready to throw it. Releasing the B button will throw it; you can aim the throw using the d-pad. Fully charging a throw will use your standing special, if you have star power. You can cancel a throw by jumping

Star power is obtained by jumping over thrown beanbags or drinking energy drink; each will give you half a star. When you have at least one full star, a star will be shown rotating around your character. You can hold up to 3 stars on a player, and each use of your jumping or standing special uses 1 star.

Get enough hits on your opponents before they get them on you to win the match. Win every match to win the tournament!
27. Divers
Divers is an explorative RPG.

In divers, you control a trio of lizard people (Dylan, Orlok and Thyme) as they explore an undersea world. You'll fight enemies, find relics, buy equipment and get stronger.



You start each run at a surface base. All things you can do at the base are menu-driven, with the d-pad changing menu items, the A button selecting the highlighting option, and the B button cancelling or going back a page.

On the main base screen, there are 3 options, represented by icons:
  • Shop (the hut)- Selecting this option brings you to a shop menu.
  • Equip (the trident) - Selecting this option lets you manage your team's equipment.
  • Dive (the lizard at the pool) - Selecting this option leaves the base.
To the right of these options is a small information box. This shows:
  • Your current level, along with an indicator of your progress to the next level.
  • How much money you have available to spend
  • The deepest depth you have dived to.
  • How much you have of each of the 8 relic types.




The shop menu allows your to purchase items for your run. Left and right on the d-pad switch between categories, while up and down select different items. Hitting A purchases the selected item if you have enough money.

Items for which you have enough money are shown in white, while items that are to expensive are in purple. In order from left to right, the columns show:
  • The object type and element.
  • The name of the object.
  • the current and maximum number of that object you own.
  • The cost of the item in money.
Some items also have a cost in relics; this is listed at the bottom of the screen.

You can leave the shop menu by hitting the B button, or selecting the Return option.




The Equip menu lets you change the equipment you're taking for your next dive. The left side of the screen show all item types that you own, along with how many you have in storage. Up and down on the d-pad let you select different items. The stats of the highlighted item are shown below this list.

You can also move the cursor to the right. The right side of the screen shows your 3 characters, and their two equipment slots (for their left and right hands).

Highlighting an item (either from the storage or a character inventory slot) and hitting A selects that item for movement. You then use the d-pad to select a destination slot in a characters inventory to move the item there. If that slot already had an item, the two items will swap position. If you try to move an item from a character slot into itself, it will be moved back into storage.

You can leave the equip menu by hitting the B button, or selecting the Return option.

(Note that the equip menu is the only place to manage equipment; you can't change things during a dive.)




When leaving a base, you find yourself diving. During a dive:
The d-pad swims around in any direction.
The A button interacts with any objects at your current position.
The B button brings up an item menu. This lets you see your currently equipped items, as well as how many relics you are carrying. In this menu, highlighting an object and hitting A will use it, if it can be used.

The left side of the screen show useful information:
  • At the top is your current level, along with an indicator of your progress to your next level.
  • Below this is how much money you have.
  • Below this are health meters and numbers for your 3 lizard people.
  • At the bottom is a tracker of your current depth, vs how deepest depth known.

While swimming around, you will encounter important entities. These can includes interactable items such as chest and switches, along with various fish types.

If you collide with a fish, that begins combat.

Swimming back to your surface base stores any relics you have recovered on your dive, replenishes the health of your lizard people (including reviving any that had died), and restores all uses of all equipped items.




In combat, you give orders to your team as they face off against the current enemies. The top of the screen shows the enemies forces, while the bottom of the screen show the available actions to the left, and your team's health to the right.

In each round, you give an order to each of your characters in sequence. You have up to 4 options: use the object in their left and/or right hands, pass (do nothing that turn), or escape.

If you select an item, you (typically) get to choose if to attack or defend. moving the cursor up and down switches between attacking the enemy or defending the team, and moving left and right chooses which enemy to attack/lizard to defend.

The number next to the item shows how many times it can be used before it breaks. Attacking or Defending counts as a use, even if this has no effect (such as choosing to defend a character who the enemy does not attack that round).

The effectiveness of the item depends on it's power, elemental type, and the enemy being attacked/defended from.

If you do not have an item in that equipment slot, that option cannot be picked.

If you pass, that does nothing, you just move on to selecting the next character's action.

If you pick escape, you try to flee the battle. If you succeed, you return to your dive with the enemy gone. If you fail, then the rest of your turn is skipped, with any orders already given (if any) being ignored.

After you have issued your orders, that round of combat plays out, usually with your characters performing the given actions, then the enemy counter-attacking. Combat continues until you flee, all enemies are defeated, or your team is wiped out.

If you win combat, you generally get some experience, and some money; sometimes you may also get other items.

Whenever you get enough experience you level up, increasing your stats.

If you team are wiped out, your game is over; you'll lose any progress you made on the current dive.
28. Rail Heist
Rail Heist is a wild-west style stealth action game.

In rail heist, you take control of a would-be thief as you attempt to board a series of trains to make off with their gold. But be warned; these trains have armed guards who will shoot on first sight. In each mission, your goal is get to the green $ boxes, break them open, get the gold, and get back to your horse at the back of the train safely, as fast as possible.

The d-pad lets you run left or right, and ladders up or down. If you're not in front of a ladder, and have any ammo, holding up will let you load a bullet into your gun; this takes several seconds.
Holding the A button lets you jump. If you hold down on the d-pad and press A, you'll do a forward roll, which can let you move through small gaps.
Tapping the B button will punch (if you have nothing in your hands), or shoot/throw (if you are holding something). If you hold down on the d-pad and tap B, you'll pick up an object if you're over one, or drop an object you're holding.

The top-left of the screen shows useful information:
  • At the top is an indicator showing the gold target. Brown squares mean gold you need to find, and turn yellow as you get the gold.
  • Below this is a diagram showing your ammo; each white bullet is one shot you have available to load.
  • Below this is the time until the train reaches the station; you must finish your mission by then.

When you start each mission, the camera will pan over the whole train to give you an overview of the layout, before moving to your character. At this point, pressing anything will give you control and start the timer.

At first, you are incognito; guards are not aware of you, and will act as normal. You can move around, pick up and throw items, break boxes etc. without issue.

You can punch boxes and walls to break them; some materials may take more hits to break than others. If you punch a guard, it will send them flying a short distance and stun them temporarily, but will also make them aware of you. Shooting your gun will make all guards aware of you.

If any guards are aware of you, the game will start acting in timed turns. On your turns, you're given 10 second to move about, attack enemies, or do anything you want. Once the time is up, any guards who are aware of you will have 10 seconds to move to try and chase you down. This will continue, with you and the guards taking turns, until there are no surviving guards aware of you, you escape, or the mission fails.

If you ever walk into the line of sight of a guard, whether or not they were already aware of you, they will shoot you, ending your heist. The only exception is with stunned guards.

Once you have the target gold, you must move to the back of the train and jump onto the waiting horse. Manage that in the time limit, and the heist is a success.

There are 3 bonus stars to be earned for each heist; one for completing it in under a certain amount of time, one for completing it without killing any guards, and one for killing every guard on the train.

(Thanks to NicoTheMilkman for a correction on the star requirements.)
29. Vainger
Vainger is a gravity-flipping Metroidvania.

In Vainger, your goal is to explore the massive complex you find yourself in, travelling between sectors, gaining modules that have various abilities that will let you access new areas. You'll face many enemies along the way, but have a trick up your sleeve; you can flip your personal gravity, to fall upwards and walk on ceilings.

The d-pad lets you walk left and right. You can also push upwards to interact with certain devices, and hold down to crouch.
The A button lets you jump; holding the button lets you jump higher, and you can control your movement in mid-aid with the d-pad.
Tapping A mid-jump will flip your gravity vertically; you'll now fall upwards instead of downwards and jump down instead of up. Tapping A during an inverted jump will flip it back so that you fall downwards.
Holding the B button continually fires your weapon. It also locks your horizontal direction, so you can (for example) shoot right while walking left. You can also aim directly up and down by pushing the d-pad that way while firing (although note that this only applies fully in mid-air; while you can always shoot into the air, while standing on the ground pushing towards your feet will have you crouch and continue to shoot forwards.)

In game, the top-left corner of the screen show your current shield level (S), and how many clones you have (C). Taking damage from enemies, obstacles, or environment hazards, will drain your shields. If your shields completely drain, your current clone will be destroyed, and a new one will spawn in at the start of the current room with full shields. If all your clones are destroyed, your game is over, and you'll lose all progress since your last save.

As your progress, you'll find terminals to interact with (which give you information), and clone chambers. Walking next to a clone chamber will immediately save your game, replenish your shields, and give you a full set of clones. Entering a clone chamber will let you view your map, and manage your modules.

The map screen always defaults to showing your current sector, with the chamber you're in flashing. Pushing up and down on the d-pad will flick between the maps of the 3 sectors. As you progress, more of these maps will be filled in, showing room layouts and connections, and the positions of clone chambers, transporters, and other important locations. Pushing left on the map screen moves to the module screen.

The module screen shows any modules you have available, and lets you switch between attaching these to your Grav, Body and Gun systems; a module can only be attached to one at a time. You can switch between available modules with left and right on the d-pad, and move them between systems with up and down on the d-pad. Whichever module is selected, the far left of the screen while gives short descriptions of it's effect if place in each system. Hitting right on the d-pad while you have the rightmost module selected (of if you don't yet have any modules) moves you to the map screen.

Hitting the B button while on the map or module screen will eject you from the clone chamber.

As you explore, you'll often notice routes that seem to be blocked off in ways that seem impassable, sometimes by blocks that look out-of-place; often, that means you'll need to return with a particular module attached to a particular system to progress.
30. Rock On! Island
Rock On! Island is a tower defense game.

In Rock On! Island, you take charges of the defenses for a tribe of cave people. In each level, you will face multiple waves of dinos, but have as much time as you need to prepare between waves. You need to hire and improve your soldiers with your limited food in order to try and prevent the incoming waves of dinos from attacking your cave. Survive all the waves to pass the level, but let too many dinos through, and you lose.

You open on a map screen, where you can select the level you wish to attempt. As your progress, you'll unlock more levels.

The d-pad allows you to move your cave person around. They can travel over most environments, but not through dense forest.
Holding the B button attacks with your cave person, throwing axes in the direction they're facing.
Tapping the A button bring up a contextual menu, based on what's in the space ahead of your cave person (highlighted by the cursor). While this menu is up, you can use the d-pad to highlight options, the A button to select the highlighted option, and the B button to cancel. (Details on the specific options are below.)

The main game screen shows the level layout. In each wave, dinos will spawn from the gap in the trees with the glowing red eyes, and heading for the brown cave, generally by following the yellow path.

The left side of the screen shows useful information:
  • At the top, the number under the heart icon shows how much health your tribe has. Every time a dino gets to the cave, or collides with your cave person, this number is reduced.
  • Below this, the number under the drumstick icon shows how much meat you have.
  • Below this is an indicator showing which wave you are on, and what dino types are going to attack in this wave.

As mentioned above, the actions available in the menu depend on what is in the tile in front of your cave person:
  • If you are facing a bush, you can dig it up, turning that tile into grass.
  • If you are facing a grass tile, you can place a soldier, chicken, or campfire on that tile.
  • If you are facing a campfire, chicken, or soldier, you can sell it, regaining some meat and freeing up the tile.
  • If you are facing a soldier, you can upgrade it.
  • If you are facing the cave, you can upgrade your own weapons strength or firing rate, or quit the level.
  • If you're facing anything else, you can choose to start the next wave, or quit the level.

By default, soldiers throw bones. The first time you upgrade them, you can choose to arm them with one of three weapons; rocks, spears, or flaming torches. The second time you upgrade them, you can choose if to give them a stronger version of their weapon, or a specific variant; rock-throwers can roll stone wheel, spear-chuckers can fire bows, and torch-bearers can coat enemies in oil.

Campfires have two purposes. First, soldiers who are adjacent to them will attack faster. Second, chickens who are adjacent to them will cook, becoming a hot chicken after one wave and then a cooked chicken after a second wave. Note that effects only apply to soldiers/chickens that are horizontally or vertically adjacent to the campfire, not diagonal. These effects do stack, so soldiers next to multiple campfires will attack fast than those next to just one, and chickens adjacent to multiple campfires will completely cook in a single wave.

Most actions... hiring and upgrading soldiers, upgrading your weapon, digging up bushes, placing campfires and chickens... cost meat. You can gain meat by defeating dinos, or by selling placed soldiers, chickens and campfires. Generally selling things is done at a loss, but in particular, full cooked chickens sell for 3 times the cost of buying an uncooked chicken. You can only hold up to 99 meat at a time; any meat obtained past that, whether by selling things or killing dinos, is lost.

Note that you can undertake all actions both between and during waves; this includes buying and upgrading units, and placing campfires and chickens. If you want to make changes during a wave, you can. However, if you collide with a dino that will kill your cave person, costing you a heart and, after a delaying, re-spawning you from the cave.

This games saves your progress after each level.
31. Pingolf
Pingolf is a side-on golf game.

Your task is to progress through the Pingolf tournament, getting your ball to the hole in each level in the fewest strokes (hits) possible.

Left and right on the d-pad let you aim your shot.
Holding the A button powers up your shot. Releasing the button hits the ball in the selected direction, with a higher-power shot travelling faster. If you hold the button for too long with the power at maximum, a "warning" message will appear and your golfer will flash red. Continue to hold your charge, and your golfer will explodes, cancelling your shot.
While the ball is mid-flight, you can tap A to Dunk it, giving it a burst of downward momentum. This can only be used once per stroke.

At the bottom left of the screen, the game tracks your current stroke count, the "par" (expected stroke value) for the course, and the distance the ball is currently away from the goal.

Each stroke begins at where your ball landed from the last one. If your ball falls into a bottomless pit, it will be placed where you hit it from; this will still count as one stroke.

Levels often include many sloped surfaces, bumpers, enemies, and sticky areas, all designed to make your route to the hole more difficult. A level ends once the ball gets into the hole, even if it immediately bounces back out.

After each level, you're shown the leaderboard, where you'll gain or lose points based on how many strokes you took compared to the par value. The more points you have, the higher up the board you go. Be at the top of the leaderboard after the final level to win.
32. Mortol II
Mortol II is an explorative resource-management platform game.

Like it's prequel, Mortol II tasks you with progressing by sacrificing your units in ways that let your following units progress. Unlike the first game, this time you're exploring a single, massive level, and you choose what each unit does on creation, so scouting your route and planning your next move is key. You start with 99 lives, and there's no way to replenish them; use them well.

Your first act for each life is to choose your class; use d-pad left and right to see your options, and hit the A button to choose one and spawn in.

The d-pad allows your character to move left and right. You can also hit down while on a pipe to travel through it.
Tapping the A button jumps, while holding it jumps higher. You can control your left/right movement in mid-aid with the d-pad.
The Scout has the unique ability to double-jump; during a jump, release and then tap/hold A to jump again, to gain additional height.
With most characters, tapping the B button allows them to attack.
Holding the B button for a short time will have your character flash, indicating they're ready to use their special move. Releasing the button at that point uses the special move, sacrificing the unit in the process.

The top-left of the game screen show the amount of ammo you have (where relevant for your character), and how many keys you're carrying. Additionally, the base you start each life at has a counter above the door, showing how many lives you have left.

The different units you can use are:
  • Warrior - The warrior attacks at short range with a sword, which does not require any ammunition. Their special move is to turn into a stone block, which can be used as platforms and barriers by other units. (Note that, unlike the first Mortol, these are not affected by gravity; you can create hovering block platforms.)
  • Gunner - The gunner attacks with a rifle, which has a long range and a lot of ammo. Their special move is to drop an ammo pouch. Units who touch an ammo pouch have their ammo refilled to maximum. This does not use the ammo pouch up, and multiple ammo pouches can be left around the map over time.
  • Scout - The scout can double-jump. They attack with throwing stars, a mid-range weapon with limited ammo. Their special move is to turn into a teleport back to the base, allowing following units to get to that position immediately. There can be only one teleport at a time; if second is set, the first disappears.
  • Engineer - The engineer attacks by throwing wrenches in an arc. Their special move is to build a pipe from their current position to several blocks down.
  • Bomber - The bomber has no standard method of attack. Their special move is to explode, causing damage to everything in a small area around them.

Most of your actions during a life will persist through the run. This includes damaging and/or killing enemies, setting up teleports, pipes, ammo pouches and stone blocks, obtaining keys, and opening doors.

If you run out of lives before completing your mission, the game is over, and you'll be returned to the main menu.
33. Fist Hell
Fist Hell is a side-on brawler.

Zombies have taken over the city, and it's up to you to battle your way through it. Choose your character, and clean up the streets, one area at a time!

The d-pad moves your character in all directions. Double-tapping left or right will start your character running that way, while double-tapping up or down will quickly dodge in that direction.
Tapping or holding the A button jumps.
The B button has a lot of functions, depending on the exact context in which it's used.
Tapping the B button does a standard attack. Repeatedly tapping B will do a combo of attacks, hitting the enemy repeatedly and finishing by knocking them away.
Holding the B button charges a strong attack. You can walk around while charging a strong attack, but you cannot jump. Releasing the B button releasing the attack, dashing a short distance forward and hitting anything in the way.
Tapping the B button while running will do a dash attach. Tapping it while jumping will do a jump attack.
If you're standing over an object, hitting the B button will pick it up. Some objects are consumable, and will be used immediately on being picked up. Other items will be carried with you. Some carryable items will be dropped if you start running.
If you're carrying an item, hitting the B button will use it. The effect varies depending on the item; most commonly, this will be swinging it to attack just in front of you, or throwing it to attack further away.
When an enemy has been hit, but not knocked down, they are briefly stunned. Walking into a stunned enemy will grab them.
While grabbing an enemy, tapping the B button by itself will hit them, while tapping the B button while holding left or right on the d-pad will throw them in that direction.

When you first start a run, you choose your character. Each character has different base stats, which are show at the bottom of the screen as you highlight them.

At the top of the screen, you can see your character portrait, and next to this, your health bar. This starts off completely yellow, but turns red as you take damage. Below this is how much cash you're carrying.

Generally speaking, you progress through the game by moving to the right and attacking the enemies you encounter on the way. Different enemies behave in different ways, and can take different amounts of damage.

You will encounter containers along the way, such as bins and boxes. Hitting these can sometimes reveal items to be picked up. Some items are weapons to be used. Others are food items, which will restore some lost health, or valuables, which increase your cash.

As you beat each area, you'll be taken to a shop; here, you can spend your cash to restore your health, or increase your stats for the run.

If you ever run out of health, you die; you can choose to continue, restarting from the beginning of the stage. If you don't continue, your game is over, and you return to the main menu. Finish all the levels in sequence to win.
34. Overbold
Overbold is a push-your-luck arena shooter.

As Alpha, you are tasked with fighting your way through a set of arena battles. In each battle, you'll face off against a horde of various enemies, kill or be killed. Harder fights yield higher rewards, letting you get stronger. Your goal is to survive each round while becoming strong enough to face off in the finale, where you'll fight against as many monsters as they can cram through the teleporters!

The d-pad moves your characters in all directions.
Tapping the B button shoots in the direction you're facing. Holding the B button continually shoots, and also locks your firing direction.
Tapping the A button drops a bomb at your position.



You begin each level in the centre of the arena. The current prize is show in the top left corner, while the number of enemies left this level is shown in the top-right corner. Along the bottom, we see the current level number, Alpha's health bar, and the number of bombs Alpha has available.

In the four corners of the arena are 4 teleport pads; enemies will spawn in gradually, mostly from those those pads, until they reach the target number. The level will also have several pools of lava.

Enemies will primarily focus on trying to attack you. Their methods of movement and attacks, along with how much damage they take to defeat, varies depending on the type of enemy. Touching an enemy, being hit by their attacks, walking on lava or being caught in your bomb's explosions will cause you to lose health. You start a run with a maximum of 6 health, and most enemy's attack will cause at 6 points of damage.

If you run out of health, your run is over. If you defeat all enemies, you are awarded your prize money; once you're ready, hit the A button to proceed to the shop screen to prepare for the next round.



At the bottom of the shop screen are 3 buttons; Spend, Raise Prize, and Fight. You move between these options with the d-pad, and choose one with the A button.
  • Spend - This option move the cursor to the "Gear" window to the top-left, with the number next to it showing how much money you have available. The "Gear" window displays various upgrades you can purchase with your prize money, in a 4x4 grid. Each option displays the price below it, and highlighting the option with the d-pad shows a description at the very bottom of the screen of what that upgrade does. Hitting the A button buys that upgrade, if you can afford it. Icons with white number are within your budget, while those with gray numbers are too expensive. Each round, some items may be on sale (making them cheaper than normal), or have a price hike (making them more expensive than normal); in those cases, the top of the icon will show "SALE" or "HIKE".
  • Raise Prize - The number next to this shows the prize you will gain if you survive the next battle. To the top-right of this is the "Next Fight" window, which shows what enemies you'll be fighting; the icon shows the type of enemy, while the number at the bottom of the icon shows how many of that enemy you'll need to beat. Every time you click the "Raise Prize" button, this will increase the prize by 100, but also randomly add another enemy icon to the next battle.
  • Fight - This finishes your preparation stage, and begins the next battle.

You will fight through 8 battles in total. In the 8th battle, the "Next Fight" section will be renamed "Last Fight", and will start completely full of enemies. Beat that 8th battle to win!
35. Campanella 2
Campanella 2 is a side-on flight and exploration game.

You play as Isabell, searching a space station for your brother. You make your way through the giant levels of the ship, trying to keep yourself alive and your ship fueled, while opening the pathways deeper into the station.

The game is split between two styles of gameplay; exploration sections where you navigate the station with your space ship, and corridor sections where you explore the station's tunnels on foot. You start each run exploring the Burrows in the lower-left section of the station, standing next to your ship.

To the top-left of the screen are 4 useful indicators:
  • The segmented red bar shows your health. Health is shared between your ship and Isaball.
  • The green bar below this shows your fuel.
  • The number next to the coin readout shows your current money.
  • The purple stars below this show how many stars you've collected; these are all outlined when you have none, and fill up as you collect stars.

If at any point you run out of health, your game is over.

--

Exploration sections have different controls for when you are on-foot, or in your ship.

While on foot, the d-pad lets you walk around and climb up and down ladders. You can also push up on the d-pad to enter your ship or a doorway, if you're in front of them.
Tapping the A button jumps. Holding it jumps higher, and you can control your movement in mid-air.
Holding the B button shoots your gun in front of you.

While in your ship, you can use the d-pad to move sideways.
By default, you fall downwards. Holding the A button thrusts you upwards, as long as you have fuel or cash; if you run out of both. If you fall slowly enough onto the ground, you will land, and Isaball will hop out.
Tapping the B button makes the Campanella do a close-range slash attack in front of you.

Strewn across each level are enemies, stars, and doorways. Enemies will try to attack you, taking your health, but will drop coins when killed. Doorways can be entered while on foot, putting you into a corridor section. Stars give you some fuel when collected and, more importantly, are required to open the route to the next section. You'll also encounter other things to interact with during your runs; experiment to find out what they do!

Once you have need one more star in order to unlock the next area, remaining stars will grow slightly as an indicator. Once your final star is collected, the exit Star Door will spawn somewhere in the level. At this point, a timer will start counting down in the top-center of the screen, a small yellow pointer will point you to the Star Door, and all remaining stars in the level will turn into purple coins - these give money instead of fuel when connected.

If the timer completely runs out, the edges of the screen will turn dark, and large amount of enemies will spawn in and travel across the screen.

--

Corridor sections always take place on foot.

The d-pad lets you walk around and crouch down.
Tapping the A button jumps. Holding it jumps higher, and you can control your movement in mid-air. If you hold down and jump while on a thin platform, you can jump down through it.
Holding the B button shoots your gun in front of you. If you hold up on the d-pad, you can aim upwards.

Some corridor sections have you travel to the right, trying to make it the exit while dealing with enemies along the way. In these, you will be slowly chased by an invincible skull from the left side, so don't hang around! Others take place in a single room, with you able to leave by returning to the doorway you entered from.

In both, you may encounter floating square icons; these can be grabbed by touching them (although, if a number is underneath, they must be bought for that much; otherwise, touching them does nothing). These can give a variety of effects, from giving you some extra fuel, to altering your attacks, to giving you new moves.

When you leave these sections, you'll return to exploration mode. Normally, you'll wind up in the same place where you entered them. If you got to them by a star door however, you'll find yourself in a brand new map to explore, with your ship waiting for you. Occasionally, you'll be shown the station map screen, and allowed to choose the next area to explore; different areas have different enemies, obstacles, and available items.

Find and rescue Pilot to win!
36. Hyper Contender
Hyper Contender is a 1-vs-1 platform brawler.

In Hyper Contender, you fight to collect rings in a series of 1-vs-1 bouts. Collect enough rings before your opponent does, and you win the match. Beat all of your opponents in series to win the tournament! Each character has a unique playstyle, making for lots of chaotic possibility.

On the main menu, as well as standard 1 and 2 player modes, there's also an options screen. This lets you tweak certain rules of the game, such as the challenge level, "antigravity" control setting, and various options around rings.

Once you start a game, you're first given the choice between "Tournament" and "Draft Battle" modes. In Tournament mode, you pick one character who you'll control across the whole tournament, facing off against the others. In Draft mode, you control one of two teams, and start by alternately choosing 3 characters to build that team. Then, you face off in a series of matches, each team having a different character each time, until one team wins 5 matches in a row.

The basic controls, which vary wildly in the specific for each character, are:

The d-pad lets you move left and right. Holding down lets you block attacks.
The A button performs some kind of vertical movement. Depending on the character, this may be jumping, flying, flipping gravity, or many other things. If you're on a platform in mid-aid, holding down on the d-pad and hitting A will usually let you move downwards through the platform.
The B button performs an attack of some kind. Depending on the character, this can be throwing daggers, firing a bouncing laser diagonally, launching a missile, or many other things. Holding up on the d-pad while pressing B does a variant attack, while holding down and pressing B does a melee attack.

Within each match, you're fighting over rings. Rings spawn into the arena gradually, one at a time; a counter at the bottom centre of the screen counts down to the next ring spawning in. For a short period after spawning they are on fire, and will hit any character that tries to touch them. Once the fire has died down, collecting a ring will add it to your collection.

When a character is hit with an attack, they will be momentarily stunned, and if they were holding any rings, one of them will be sent bouncing across the arena. Whoever touches it first grabs it.

The bottom left and bottom right of the screen show the names of the two fighters, and show a display of how many rings they hold. The first character to fill up their rings wins the match.

In Tournament mode, if you win you progress to the next match, until you've won the tournament. If you lose a match, you're given the option to ask for a rematch, or give up. In Draft mode, you then go on to the next match, until one team has won 5 matches; at that point, the game ends with that team as the winner.
37. Valbrace
Valbrace is a 1st-person dungeon crawler.

In Valbrace, you find yourself dropped into a sprawling, multi-floor dungeon. You need to explore the dungeon, dealing with enemies and traps within as you build your strength, aiming to defeat the evil within. Gameplay is split between two main sections; first-person dungeon exploration, and behind-the-shoulder action combat.

Useful information is shown to each side of the main view. To the left:
  • At the top is your "Essence" a useful currency in the dungeon.
  • Below this are your stats: STRength, CONstitution and WISdom.
  • At the bottom are bars showing your HP, Stamina, and Mana.

On the right:
  • At the top is a minimap, with an arrow representing your character in the centre.
  • Below this is a clock indicator; this will animate when time is passing.
  • In combat, you'll see the health bars of the enemies below this.

Controls vary depending on whether you are exploring, or in combat. In both modes, Holding the B buttons begins casting a spell. While casting, using the d-pad will trace out lines in the air. You have a short amount of time to trace the spell you want, and once the time is up, you will attempt to cast the spell. If it's a valid spell, and you have enough mana, you'll cast it. If you trace an invalid spell, nothing will be cast, but a small amount of mana will still be spent (if you have any).



In exploration mode you search the dungeon.

The d-pad can be used to turn you 90 degrees left or right, or take a step forwards or backwards.
The A button brings up a menu. The exact options available are contextual, but the root menu always includes an option to enter your inventory, and another to pass time. In the menu, the d-pad is used to highlight options, A selects an option, and B backs you out of a sub-menu, or closes the menu from the root.
Holding the B button begins casting a spell.

Learning what is in the dungeon, and how you can interact with it, is a large part of the game. On a basic level, you can unlock and open doors, extinguish torches, pull levers, equip and remove equipment, and ready one-use items (which will be used in the next combat encounter).

As you walk around, mana is slowly replenished.

Enemies are visible in the world as floating flames. If you touch one of these flames, you'll move into combat mode.




In combat mode, you attempt to defeat enemies facing you while avoiding their attacks.

Left and right on the d-pad move the character left or right. Holding down blocks, while quickly hitting down and then left or right will quickly dodge you in that direction.
Hitting the A button attacks. Rapidly hitting in will launch a combo of quick attacks.
Holding the B button begins casting a spell.

Attacking, blocking attack, and dodging all cost stamina. If you completely run out of stamina, you'll be exhausted until it recharges; while exhausted, you can't attack, block or dodge, and you move a lot more slowly.

The aim of combat is to defeat all the enemies by reducing their health, while trying to avoid the same happening to you. Both you and many of the enemies can move around to avoid attacks, or block to avoid taking damage from attacks. Enemies can also move between the back and forward rows; enemies in the back row can't be attacked, and usually won't attack you directly.

If you defeat all the enemies, you may get items or equipment as a reward. Either way, after combat is won, you'll be returned to exploration mode.

If you lose all health, you will be given a Game Over, and any progress since your last save (usually the start of the floor of the dungeon) will be lost. Note that health is not naturally restored over time; you will need to avoid damage as much as possible, and search for ways to regain it, if you wish to succeed.
38. Rakshasa
Rakshasa is a side-scrolling action platformer.

You were killed defending your village, but death is not the end; rise from your demise, kill enemies, avoid attacks, and try to reach the end of the game.

Left and right on the D-pad run you sideways, while down allows you to crouch.
The A button jumps. You have one jump height (it makes no difference if you tap or hold the button), and you can't adjust your jump in mid-air, although you can change the direction you're facing. There is a slight delay when you land from a jump or fall before you can move.
The B button attacks. You can tap it to launch a regular attack, or hold it to charge a strong attack. You can hold up on the d-pad to attack up at an angle, and in mid-air, you can hold down to attack down at an angle.

At the top-left corner of the screen you see your score, and below this a set of skull icons, representing how many times you've died. At the top-right is a timer, showing how long you have left to complete your task. If your time runs out, fire spirits begin rapidly spawning in and trying to attack you.

Along the way, you may encounter flaming torches. Attacking these will spawn collectable items such as pots and coins that give point, clocks that grant extra time, or circles of icons representing different weapons you can use.

You begin every game dead, and every time you are hit by an enemy or their attacks, you will die again.

When you die, multiple yellow spirit orbs will spawn, each guarded by an enemy. You control your spirit, and need to collect the spirit orbs while avoiding the enemies. Each time you collect an orb, your spirit is momentarily invincible. If you collect all the spirit orbs, you will respawn and can continue your game. If an enemy touches your spirit, you suffer your final death and your game is over. Each time you die, there will be more orbs to collect and more guardians trying to finish your existence.
39. Star Waspir
Star Waspir is a vertical-scrolling shooter.

You begin by selecting one of 3 ships, Gray, Yellow and Red, each with different attack characteristics. Then, you fly through the game stages, trying to destroy enemies, power up, avoid attacks, and get the high score.

The d-pad lets you fly in any direction.
Tapping the B button shoots your weapon, while holding it performs an alternate attack.
For Red only, the A button launches a drone as a bomb, if you have any bomb drones.

At the top-left of the screen, you are shown your score multiplier, current score, and your 3 slots for carrying letters. At the top-right are the current high score achieved with that ship, and below that your lives, represented by ship icons.

When defeated, enemies spawn a letter icon; in sequence, these are always an E for the first enemy, followed by 2 Gs for the next two enemies, before the pattern restarts. Once you've collected 3 letters, they will be used. What effect they have, if any, depends on the combination of letters collected.

Collecting 3 Gs, or 3 Es, will upgrade your ship in one of two ways, and you can upgrade your ship each way twice before they hit their cap for that upgrade. The exact effects of these upgrades depend on your ship. There may be other letter combinations to discover...

Colliding with an enemy or one of their attacks will lose your a life. Losing all your lives will result in a game over, and take you back to the ship selection screen.

Battle through all the stages to win!
40. Grimstone
Grimstone is a weird-west themed RPG.

In Grimstone, you guide a posse of 4 characters in an RPG world, fighting enemies, gaining levels and skills, and completing quests.

The game is mostly split between two modes of play; exploration of the world and it's environments, and combat with it's demonic inhabitants.

The d-pad moves around (out of combat), and is used to navigate the game's menus.
The A button selects menu options, interacts with objects in front of you (out of combat), and is used for your attack tests (in combat).
The B button brings up the menu (out of combat), and cancel actions.

When you start a new game, you'll first control an angel as you examine and select 1 to 4 characters to form your posse, from 8 potential choices. This will be your posse for the entire game and can't be changed after this, so choose wisely! Each character has different stats and skills available to them, both at the start and as they progress.

A lot of the management of your posse is done in your menu. This has the following options:
  • Item - This lets you see the items you're carrying, and sort, drop and (where relevant) use them. You can carry up to 20 items, split across two pages of 10 items each.
  • Skill - This lets you check the active skills each character has unlocked, and (where relevant) allows you to use them. Grayed-out options are either combat-only skills, or skills that you don't currently have enough Soul to use.
  • Equip - This lets you view and equip items from your inventory to your characters. Most characters have 5 slots for equipment; Left and Right hand, Neck, Body and Feet.
  • Stats - This lets you view all the stats for each character, and a list of their traits (most commonly, the weapons they can equip). You can highlight traits to see a brief explanation of what they do.
  • Order - This lets you swap the order of your posse members. Characters higher in the order are more likely to be the target of attacks in combat.

The menu also shows the number of Teeth you're carrying in the bottom-right corner; this is the game's currency.

While exploring the world, you can find many people to talk to, containers to loot, and other things to interact with. Cities often contain shops, where you can buy and sell items, churches, where you can pay to bring a dead posse member back to life, and hotels, where you can pay to full replenish your posse's Health and Soul.

In the world map, and some other environments, you may some evil blue flames appear and chasing you. If any member of your posse touches one of these, you begin combat.




In combat, your posse is shown on the left (along with their current and max Health and Soul values), while your enemies are shown on the right. In each round of combat, you choose the actions each member of your posse will take (in order from top to bottom), and then watch that round of combat play out. The available options are:

  • Attack - Launch a basic attack. You can choose the enemy they target; if that enemy dies before they can attack, they'll switch to attacking another enemy automatically.
  • Defend - Spend that round blocking, reducing any damage taken.
  • Run - Spend that round trying to escape from combat. If successful, combat ends, but you get no rewards from any enemies already defeated.
  • Skill - Choose to use an active skill you know. Some skills require you to select a target to use the skill on. Grayed-out options are either non-combat skills, or skills that you don't currently have enough Soul to use.
  • Item - Choose an item you're carrying to use. Grayed-out options aren't usable in combat.

Once you've selected actions for all living posse members, all participants in combat perform their actions one at a time. The order is dependant on the speed of each participant; note that this means enemies may attack before some/all of your posse members, and your posse will act in order of their speed, regardless of their placement order.

When your posse members attack, a timing bar appears at the bottom, with a white marker that travels quickly across it. This bar contains a yellow section, with a short red section at the end. You need to press the A button as the marker crosses these coloured sections to launch a successful attack; hitting the yellow section does a normal attack, while hitting the red section does a critical hit. (Some skills, weapons and characters may change this; for example, characters that are Berserk make their attack tests automatically, and some weapons put multiple attack sections on the bar, and you need to try and hit each of them.

If you defeat all enemies in combat, you will generally gain some experience and Teeth (and sometimes additional items), and be returned to where you were, with all blues flames gone. If all your characters are reduced to 0 Health, you will be returned to the last church you visited with your Health and Soul replenished, but a portion of your carried Teeth will be taken from you.
41. Lords Of Diskonia
Lords of Diskonia is a disk-based tactical combat game.

In Lords of Diskonia, you march your army against the enemy, getting new units and resources along the way. When you meet your enemy, you face off in disk-flinging action! Defeat their entire forces and capture the commander, or take their HQ, to win!




You start each game on the world map, with you and your opponent taking it in turns to move. The bottom-left of the screen shows the units in the active army. The bottom-right shows which army is active, how much gold they have, how many movement actions they have, and icons for special skills they've learnt. The top-right of the screen shows the location window.

Dotted around the maps are various useful locations, noted with icons. These includes stocks of gold ore to be gathered, gold mines to take control of, skill scrolls to obtain, and taverns from which to hire new units. Some of these have passive one-off or ongoing effects, while others require interaction from the player; in these cases, the location window will briefly display an explanation of what the visited location has done. Others require active input from the player, in this case, the location window will bring up a menu allowing the player to see and select the relevant options.

The most common location type is the Tavern, which allows you to buy units using a menu in the location window. In this menu, the bottom half shows the available units as icons and the price to hire them, while the top shows information on the selected unit. Icons at the top shows what actions that unit takes when used (most commonly "M" for a standard move). Below this are the units stats (most commonly Melee, which is how much damage it does on contact, and HP, which is how much damage it can withstand before being destroyed). Finally, any special skills of that unit are shown.

As you move around the map, you leave a trail in your armies colour behind you; this is your supply line. You cannot revisit any locations on your supply line by default. You can at any point hold the B button to retreat, moving your army all the way back to home base.

If two armies meet on the map, they begin combat. If an army contacts the supply line of the opposing army, the opposing army is pulled to that point, and they begin combat.

If combat is initiated between two armies, and one has no units, the other wins the game!




In combat, you and your opponent take it in turns to activate units. At any point, you can hold the B button and move the d-pad to move the camera around the map, to check the situation; otherwise, the camera will move automatically to follow the action.

On your turn, your first act is to choose from one of your available units. If you have many units, you'll generally only be allowed to select from up to 3 of them on a given turn.

Once you've selected your unit, you then get to perform their actions, most commonly a Movement action (where you fling them across the map). You aim by moving the d-pad, and activate their action by holding the A button to charge it, and releasing it at the power level you want.

During an action by one army, any contact with units on the opposing army will cause damage to them. If your unit manages to hit an enemy multiple times, this will cause damage each time, and if you can fling one enemy unit into another, that second enemy will take damage.

Dotted around the battlefield are resources that can be collected. This can be simple lumps of gold that are picked up, large rocks that give resources each time they're hit, + bags that increase the unit's attack strength, or fountains that give a unit more health on contact.

The contents of a battlefield are dependant on their location on the main map. For example, having a battle at a location bordering water will mean the battlefield also has water on the relevant edge/s, which is fatal to most units.

If the battle takes too many turns, a fog will begin rolling in from the borders. This is not immediately dangerous; however. If an active unit finishes it's turn touching the fog, it will be killed immediately.

Battles end once all units from one side are destroyed. The losing army is sent back to their HQ. On their first defeat in a game, they'll be given some reinforcements from the HQ, but on subsequent defeats, they'll be no reinforcements left; it's then vital for them to hire more units before the opposing army gets to them. as that would mean game over!
42. Night Manor
Night Manor is a first-person point-and-click adventure game.

Your task in Night Manor is simply to escape. Achieving that will not be so easy; you'll need to hunt for various items and find creative ways to use them. And you may not be alone...

In Night Manor, the top section of the screen shows a view of your current location, while the bottom section shows your inventory. To the right of the inventory is a mini-map showing the layout of the current location.

The d-pad moves your cursor. You can move this anywhere on the screen.
The A button interacts with whatever the cursor is over. The details of that interaction depend on what the cursor is over, and what mode the cursor is in.
The B button switches the cursor between Look mode (represented by an eye) and Use/Move mode (represented by a hand or walking stick figure). Also, if you are currently holding an object, this will let go of it.

While in look mode, interacting with something will produce a brief description of it at the bottom of the screen.

The Use/Move mode is more contextual.
  • If the cursor is a stick figure, this means the cursor is currently over the exit to a different direction; interacting will move to that location. Otherwise:
  • If the cursor is over an object in the location, this will attempt to use or take it.
  • If the cursor is over an object in your inventory, this will usually put the object in your hand, changing the cursor to show it holding something. Moving the cursor to another object will attempt to use the held object on it.
  • Some inventory objects can't be held; trying to use these will interact with them in-place. For example, you may carry items that are containers, holding other items...

The general flow of the game is to examine locations, find items, and then deduce the correct ways to use those items to progress. Once you've successfully escaped the manor, you have won.

This game saves your progress automatically.
43. Elfazar's Hat
Elfazar's Hat is an adventure shooter.

In Elfazar's Hat, you battle through various levels, gaining power and fighting enemies as you try to escape, or defeat, the evil wizard Elfazar!

The d-pad allows you to move in any direction.
The A button does a short dash in the direction you were last moving. During a dash, you cannot be harmed. Dashing can be used to move quickly, cross gaps or other obstacles, or avoid attacks.
Tapping the B button shoots in the direction you're facing. Holding the B button continually attacks, and also locks the direction you're facing.

The left side of the screen shows various pieces of useful information:
  • At the top is your character icon.
  • Below this are a set of icons representing your maximum and current health.
  • Below this are 3 card icons, showing what cards you've collected so far.
  • At the bottom is a small version of your character icon, with a number next to it; this is how many extra lives you have.

As you progress, some enemies and obstacles will produce icons when destroyed. These are cards; picking them up will collect the card, and once you have 3 cards, they'll be used up. The specific effect depends on the types of card collected, but generally;

  • Collecting 3 different cards has no effect.
  • Collecting a pair of one card, and a different third card, will have a minor effect based on the type of cards in the pair.
  • Collecting 3 identical cards will have a major effect, based on the type of card.

When you're hit by an enemy or their attacks, or fall foul of an obstacle, you will lose some health. If you lose all your health or fall into a pit, you will lose a life and all upgrades you've gained, and be respawned in a bubble; you have a certain amount of time to position yourself and press a button to emerge from the bubble and continue your game. If you lose all your lives, you'll be given a game over, but can continue from the start of the level you died on.
44. Pilot Quest
Pilot Quest is an ARPG/Idle game.

In Pilot Quest, you have crash-landed on an alien planet, and need to repair your ship to leave. Doing so will mean gradually obtaining resources, upgrading your abilities, and venturing out to find the missing parts of your ship.

The d-pad moves you around in all directions.
The A button interacts with things in front of you; mostly, this is for talking with the planet's inhabitants.
The B button throws out your Yo-Yo, your primary attack.

You will start each session of Pilot Quest at your home base. In this area, the top-left of the screen shows the resources you have available; if a resource is shown in red, this means you are carrying the maximum amount of that resource.

As you progress, you'll create things in the town that will passively generate additional resources, up to your current maximum. These will generate resources any time you're playing UFO 50, even while not playing Pilot Quest (but note they will not generate resources while UFO 50 is closed).

You have various ways to spend resources here, such as planting seeds in the top-left area, building buildings to the bottom-left, researching upgrades at the scientist at the bottom-right, or crafting things on a workbench to the centre-right.

In the middle is a large diamond; hitting this with your Yo-Yo will generate small numbers of basic resources.

At the top-centre of the level is the exit to the Wild Zone; however, surviving in this dangerous area requires meat, and Slard the guard won't let you pass if you don't have any.




When entering the wild zone, the meat you bring is converted into time. In order to keep the things you get in the wild zone, you must return to your base within your time limit. The time you have left is shown top-centre while in the wild zone, while resources you've collected are shown in the top-left corner.

The wild zone is an open area, which you'll need to explore to find everything you need. It's also invested with enemies; contact with enemies, or their attacks, will reduce your time limit.

If you return from the wild zone to the base, any resources or items you collected will be kept. If you run out of time, Slard will bring you back to the base, but you'll lose everything you found out there.

This game saves your progress automatically.
45. Mini & Max
Mini & Max is a Metroidvania-style platform game.

In Mini & Max, you are locked in a cupboard, and must find your way out. Luckily, you've discovered a special power; you can shrink down to a fraction of your original size, and explore a miniature world!

The d-pad lets you walk left and right, and crouch. Crouching for an extended period will cause you to shrink (if you can get smaller), while holding up will cause you to grow (if you can get bigger). In some location, you can tap up on the d-pad to enter doorways or other location entrances/exits.
The A button lets you jump. You can hold the button for longer to jump higher, and you can control your momentum in mid-air with the d-pad.
The B-button lets you grab things you're standing on (holding them over your head), or throwing things you're holding. Holding up while throwing an object will hurl it in a high arc, while holding down will result in you placing it under your feet.

Other controls will become available as your progress.

Your begin each session in the room, at normal size. In this area, if you have collected any upgrade items, pushing up on the d-pad will move you to the item section at the top of the screen, where you can highlight items to see what they do and how to use them.

When you shrink and grow, the place you'll go to is directly based on where you were before you changed size. For example, if you stand in front of the potted plant and then shrink yourself, in the mini-world, you'll start off in front of that plant. Likewise, if you walk over to the toy train in the mini world and then grow, you'll find yourself standing in front of the train when you grow to normal size.

To the top-right of the screen are various bits of useful information:

  • The hearts show your maximum and current health. As you take damage, full hearts will be replaced with empty ones.
  • The lightning symbol shows your energy level. As your progress you may increase your energy, allowing you to do more damage.
  • The star value shows how many stars you've collected.

The available information, here and elsewhere on the screen, may change as your progress.

The primary way of interacting with the world in this game is picking up and throwing or placing objects. For example, you might throw an object as a weapon to attack an enemy, or build a platform to reach higher places.

If enemies attack you, you will lose health. If you lose all your health, you will immediately grow to normal size and regain all your health.

This game saves your progress automatically, so you can quit and return at any time; note that it won't save your location, so you will always begin in the room at normal size.
46. Combatants
Combatants/Combat Ants is a tactical combat game, with indirect unit control.

In Combatants, you take control of the leader of the blue ants as your try to take control of the each of the area's levels from the red ants. In each battle, you'll fight over food as you try to build a strong enough army to defeat the enemy, while they try to do the same to you. You can issue general commands to ants around you, as you guide them to victory... or defeat.

On the map screen, you move your blue leader around to various potential combat zones, selecting where to fight next. Going to a mission area and hitting A will bring up a briefing screen, showing the name and size of the maps, and the starting units for each side. Then, you head to battle!

In each battle:
The d-pad moves your blue leader soldier ant around, in all directions.
The B button causes you to launch a ranged attack in the direction you're facing; other soldier ants following you will also attack at the same time.
Holding the A button will bring up the command menu; while holding this, you can use the d-pad to highlight commands, and release the A button to issue that command (generally to any blue ants within a certain range around you).

The available commands (and their location on the command menu) are:
  • Make Workers (Up 1) - This orders your Queen to create worker ants. Each worker ant costs one unit of food.
  • Make Soldiers (Up 2) - This orders your Queen to create soldier ants. Each soldier ant costs two units of food.
  • Surrender (Up 3) - Surrender the battle, returning to the main map screen.
  • Follow (Right 1) - Orders all nearby blue ants to follow you. They'll periodically move in a straight line towards you.
  • Soldier Follow (Right 2) - Same as follow, but only ordering soldier ants; workers will ignore this command.
  • Instinct (Down 1) - Order all nearby blue ants to disregard any previous orders, and act according to their instincts (AI).
  • Soldier Instinct (Down 2) - Same as Instinct, except only for nearby soldier ants; workers will ignore this command.
  • Hold (Left 1) - Order all nearby blue ants to hold their position. They will not move while under this order.
  • Soldier Hold (Left 2) - Same as Hold, except only for nearby soldier ants; workers will ignore this command.

When ants move onto food (the green balls), they will take it into their mouth. When this is carried back to the queen, it will be available for the queen to use to create new ants.

When two ants of opposing armies touch each other, they'll begin melee combat. After a short time this will end, with one survivor. The victorious ant depends on the types of ants in combat, how much health they had, and some amount of random chance. In general, healthy soldier ants are much more likely to win melee battles than injured worker ants.

If your leader ant is killed, they will be respawned by the queen after a delay, as long as there are still other blue ants in your army. If all blue ants are killed, the battle is lost, and you can choose f to retry from the start. If all red ants are killed, you win, and control that location of the map.

If ants reach an opposing queen, they will begin attacking it. Queens are immobile and defenseless, but do have a lot of health. If they are killed, they will leave behind some extra food. If an army has no queens, they cannot create new units.
47. Quibble Race
Quibble Race is a competitive sports gambling game.

It's a day at the races! In Quibble race, you will try to make as much money as possible betting on the outcome of races. Along the way, you might take out a loan, sponsor and train your own Quibbles, or even try to interfere with a race's outcome.

You start of by choosing the avatars for the 3 betters, along with how many rounds long this season will be. Then, you're off to the races!

Quibble race is a primarily icon-driven game. You can move the cursor with the d-pad, select options with the A button, and cancel options and back out of menus with the B button.

You start each round at the betting screen. The top of the screen lists which round it is, and who is currently having their turn; in a single player game, this is always your character.

The left side of the screen shows the 3 quibbles that will take part in the upcoming race, along with their odds to win (longer odds will give more money if they win, but also mean they're considered less likely to win), their current win/loss statistics, if they are sponsored by any of the gamblers, and which one you are currently betting on. You can move the cursor to a quibble and select them to change which you're betting on to win.

The top-right side of the screen shows the your characters, how much money they currently have, and the current payout you'll win if your selecting Quibble wins the upcoming race. (The payout depends on the odds of the selected Quibble, and how much you're betting.)

Below this are is your current bet, along with the betting limit. You can use the +, - and Max buttons to change your bet, in increments of $10.

Below this are a set of icons giving additional options. The specific icons available will change as your progress.

  • The Brain icon allows you to pay money to get information on a quibble in the race. You can only do this once per race, so choose wisely!
  • The Sick Quibble icon lets you pay money to interfere with the race. You can choose from a range of buffs or debuffs, or just pay someone to guard a quibble, meaning other gamblers who try to interfere with it will fail.
  • The Shark Fin icon lets you visit a loan shark. They will offer you a loan of a certain amount. You can also come here to pay them back; loans accumulate debt each race they aren't repaid, with you being forced to pay everything back at the end of the season if you haven't before.
  • The Dollar symbol lets you sponsor a quibble. Sponsored quibbles will grant you additional money when they win races, regardless of how you bet in their race. You can only sponsor one Quibble per race, and only two total quibbles over a season, so choose wisely!
  • The fence icon lets you see information on sponsored quibbles, and pay to train them, increasing their base speed.

Once you're done, hit the OK button to proceed to the race!

Before the race proper, a newscaster will give some information about the race. This can include details on special events in the race (such as meteor showers), or about attempts at interference.

When the race begins, sit back and watch! The 3 Quibbles will attempt to get to the finish line as soon as possible, no matter what happens along the way. First past the line wins!

Then, the payout screen; here you see how much money everyone has, and how much they lost or gained from winnings, sponsorships, or fines (for prevented interferences).

If there are still races to go, you'l be returned to the betting screen for the next race. Otherwise, the final earnings will be calculated; highest earner by the end of the season wins!
48. Seaside Drive
Seaside Drive is a car-based shooter.

In Seaside Drive, you race along a gorgeous road with a view of the see... and a constant barrage of enemies! Luckily, your high-octane sports car is kitted out with plenty of weaponry, all powered by cool driving. Make it to the end to win!

The d-pad moves your car left and right, and lets you aim your main gun. Moving left performs a power drift, charging your weapons.
The A button shoots your side guns. These shoot rapid pairs of shots horizontally and diagonally upwards to the left or right, useful for hitting enemies coming along the road.
The B buttons shoots your main gun. This rapidly shoots at angles in a 90 degree cone directly above you, aimed with the d-pad, useful for hitting enemies in the air above you.

At the bottom of the screen, aside from the score to the left and your lives to the right, is a large power bar. This slowly drains over time, and is rapidly charged by doing power drifts (done any time you move left). The bar has 3 sections, white/grey, green, and red, and the power of your weapons is dependant on how high it's charged; keep it in the red for the fastest, most powerful shots!

Any time you collide with an enemy or one of their attacks, you explode, losing a life. If you have additional lives, all regular enemies on-screen will be destroyed, and a new car will jump in, fully charged and ready to drive. Lose your last life, and it's game over.
49. Campanella 3
Campanella 3 is an into-the-screen space shooter.

Pilot is back! This time, you're blasting through space with your weapon systems finally fully operational. Survive the onslaught, beat the bosses, and get through all the stages to win!

The d-pad lets you fly around in all direction.
The A-Button shoots horizontally or vertically, in the opposite direction of movement (so moving left and tapping A will shoot right). Holding the button will lock the firing direction.
The B-button shoots forwards, at enemies in the background.
You can't shoot both forwards and sideways at the same time; if you press both, shooting sideways will take priority.

The top row of the game screen shows useful information. From left to right, it shows:
  • The round number and name of the region.
  • A comms display, keeping you updated on incoming waves of enemies and transmissions sent to you.
  • A list of useful stats, including your lives, continues, progress through the level, and the percentage of enemies beaten in each wave.
  • A radar view, showing the relative position of enemies around and in front of you.

    Your flight path is locked to a narrow rectangular corridor; this is presented by dotted squares that appear around the edges, preventing lateral movement out of that area. Enemies in front of you will always be within that flight corridor.

    If you get a perfect score in any waves of a level, you will be taken to a bonus round before the next level.

    Contacting enemies or their attacks will explode your ship, losing a life. If you have extra lives, you will quickly respawn, being momentarily invincible. If you lose all your lives, you will use a continue, and restart the level. If you use all your continues, you will get a game over, and be returned to the main menu.

    (Thanks to violetmehmet14 for a correction on the requirements for the bonus round.)
50. Cyber Owls
Cyber Owls is a multi-genre action game.

H.A.W.K. has a doomsday weapon, and the president has requested the Cyber Owls find the warhead and save the day! Each member of the Cyber Owls has their own speciality, and they'll need every bit of their skill and courage for this one. Complete their missions and beat H.A.W.K. to win!

When in control of one of the Cyber Owls, the top-left of the screen will show their current maximum health (as red icons), and the number of extra lives you have (as yellow medals). If you're hit by enemies or their attacks, you'll take damage. If you lose all your health, you'll respawn if you have extra lives to spend; if you don't, you'll be captured by H.A.W.K.! You may also find rare items along the way to restore your health.

That aside, the controls and mechanics of Cyber Owls changes completely depending on which character you're controlling.


Guin is the team's leader and stealth expert. In Guin's stages, you'll be navigating top-down maps, avoiding enemies (or attacking them with your limited arsenal of weaponry), finding key cards to open doors, and blowing holes in walls to progress.

The d-pad moves Guin in all directions.
The A button cycles through Guin's items, choosing one as active.
The B button uses Guin's active item. Note that, although Guin can move in 8 directions, items will will only be used horizontally or vertically in the way Guin is facing, not diagonally.

Icons at the bottom left show Guin's active item (and how many uses it has), along with all other items she's carrying (and which one she'll switch to next with the A button). The exact uses of each item is left to the player to discover, but most should be clear from context.

When you first enter this room, the enemies inside will be unaware of you. If you're seen by someone, or make too much noises, enemies will starting hunting you down. Leave the area to escape attention!




Muscular Octavio is the melee combat expert. In Octavio's stages, you'll be jumping and punching your way through enemies and across platforms as you try to reach your goal.

The d-pad moves Octavio left and right, and crouches..
The A button lets Octavio jump. You have only one jump height. You can control your momentum with left and right on the d-pad, but you'll remain facing the same direction for the entire jump.
Tapping the B button has Octavio throw a melee attack. Holding the button will charge a ki attack; once Octavio is flashing, releasing the button will throw the attack, hurling a projectile a short distance forwards.

Enemies will keep spawning in Octavio's stages; you must keeping pressing forwards. Octavio's stages also involve stage hazards that must be avoided, so watch out for exclamation marks warning of incoming threats!




Engle is the gun-toting weapons expert. In Engle's stages, you'll be blasting away at hordes of enemies from the background while dodging their attacks.

The d-pad moves Engle left and right, and moves their target.
The A button lets Engle quickly dive sideways.
The B button shoots Engle's gun at the target. Holding the button will lock Engle in place while shooting; you can still move the target. If you're standing on a collectable item, tap B to pick it up.

Engle is heavily armed, but he's up against entire military units. Careful positioning is key, as he can only shoot at enemies within a certain area in front of him.




Huxley is the helmet-wearing vehicle specialist. In Huxley's stages, you'll be placed in side-scrolling shooter levels, blasting enemies and dodging attacks.

The d-pad allows Huxley to move in all directions.
The A button lets Huxley jump (if on a road vehicle).
Holding the B button let's Huxley shoot rapidly to the right.

If you hold the fire button too long, the vehicle will overheat, glowing red. If you continue to shoot without stopping, it will immediately explode!




If one of your teams is captured, all is not lost. You can send one of your remaining team on a mission to rescue them!

Rescue missions are turn-based tactical scenarios. Your goal is to defeat or avoid enemies, make your way to the keycard for the cell, and then get back to them for extraction. You can take as long as you like to plan your next move, but whenever you act, so do your enemies.

The left side of the screen shows your current character, their current and maximum life, and their available items/skills, along with which buttons use them. Once an item or skill has been used, there's usually a cooldown before then can be used again; the icon will change to a number, counting down until it's ready to reuse.

The d-pad moves them a square in the chosen directions. They can only move horizontally or vertically, not diagonally.
The A and B buttons use their items/skills, if they are ready.

Most enemies require line-of-sight to react to you, and will often take a turn to act. They're also somewhat indiscriminate; luring enemies into blasting each other is a valid tactic!

Free your captured team member, and they become available again. However, if your infiltrator loses all their health, they too will be captured! If all 4 Cyber Owls are captured, there's no-one left to stop H.A.W.K., and your game is over.
Final Notes / To Do
If you're wondering how long it takes to write 50 basic instruction manuals for completely different games while working around real life, the answer is "about a month". Looking forward to actually getting back to playing this now!

I hope this was helpful. Have fun!

To do:
  • Paint Chase - Info on what happens when you crash
  • Vainger - Explanation for what the numbers next to the Vainger diagram on the clone chamber screens mean.
Corrections and thanks
Thanks to:
  • Violetmehmet14 for a correction on the requirements for the bonus round in Campanella 3.
  • NicoTheMilkman for a correction on the star requirements in Rail Heist.
8 Comments
Tatra  [author] 2 Jan @ 6:31am 
@NicoTheMilkman Not nitpicky at all, much appreciated! Updating now, thank you
NicoTheMilkman 30 Dec, 2024 @ 1:50am 
Hey, I noticed you made a mistake with Rail Heist. You don't get a star from not alerting guards, you just have to not kill them and you get the star. Not trying to be nitpicky or anything just wanted to point that out :)
Tatra  [author] 26 Dec, 2024 @ 9:21am 
@violetmehmet14 Much appreciated! I'm not at my PC right now, but I'll update it ASAP
violetmehmet14 26 Dec, 2024 @ 8:13am 
this is something very small but in campanella 3 you only need to perfect a single wave in a level not all. doing more perfect waves increases the chance of getting a life
Tatra  [author] 23 Dec, 2024 @ 10:19am 
@Dáféityílöma You're very welcome :)
Dáféityílöma 23 Dec, 2024 @ 9:40am 
Oh my God, thank you so much, now I don't have to look for Reddit posts if I feel like I'm missing something :))
Tatra  [author] 28 Oct, 2024 @ 12:13pm 
@nhmetalhead You're welcome, glad you're finding it useful!
nhmetalhead 28 Oct, 2024 @ 10:47am 
Thank you for this guide. It is very helpful so far. I look forward to the rest of the entries. :)