01 / Fly the KestrelMove left, right, up or down to line up enemies with the central sight. Your firing line moves with the ship. Release steering to stop. Vertical steering can be reversed in Settings. Tap FIRE for one pair of wingtip pulses; hold to repeat. The right stick, I/J/K/L keys and right touch control add a small two-dimensional aim offset. Release them to return smoothly to straight-ahead fire. Mouse aiming follows the pointer; C, right-stick click or Center aim resets it. The scenery travels around the battle independently, with broader turns between waves. The lower-sky screen shows the area behind the instrument panel.
02 / Lock. Launch. Evade.Photons follow the gun reticle. Standard assistance helps lead nearby moving enemies; the small gold ring shows the predicted intercept. Choose Light or Off in Settings. A separate bracket marks the torpedo target: aim near an enemy to acquire it, or use Q / R to cycle the torpedo target. Moving the gun reticle away does not redirect photons back to that target. A torpedo target must be in view when you launch; an already-fired torpedo can keep tracking after it leaves the view. Torpedoes launch every 2 seconds, travel at half photon speed, and deliver up to triple damage. Nearby enemies receive less damage.
03 / Watch your defensesThe cockpit display shows live shield and hull percentages, boost readiness and torpedo status. EVADE warns of a predicted collision; SHIELD IMPACT and HULL IMPACT report actual damage. A short warning tone repeats while a collision is predicted. Move to evade. The attitude sphere shows ship bank relative to the stable flight plane; vertical strafing does not pitch the ship. The gloved hands follow movement and aiming, and their trigger fingers respond to weapon launches. Click the BOOST or TORPEDO area of the cockpit display, or use the listed keys, controller buttons or touch controls. Shields absorb damage in proportion to their strength and regenerate 2.5% each second. Your hull takes the remainder. Small damaged aliens smoke, spark, move slower and fire less often. Hive warnings announce committed attacks: change course for the heavy cannon, move aside for a lunge, then attack the cyan exposed reactor. Destroying turrets reduces suppression. Later Hives add gapped volleys and recovery periods. The HIVE marker shows its bearing after a close pass.
04 / Return to 1981Retro uses lateral movement and two active volleys: one pulse per volley normally, or two with a dual fighter. Entrances vary by stage and difficulty; some arrivals branch away to attack before the fleet is assembled. Bosses dive with surviving escorts. Fire while spinning in the tractor beam to escape, or recover a captured fighter by destroying its captor during a dive. A rescued fighter doubles the firing coverage.
Groups enter from the top and sides. Stage 1 entrants do not fire; Stage 2 adds entry shots. From Stage 4, extra attackers can peel away before formation is complete. Later patterns and quiet rounds depend on difficulty. Challenging stages start at Stage 3 and repeat every four stages; hit all 40 for a 10,000-point perfect bonus. Formation ships that fully exit the bottom return through the top; bees can loop below your fighter without leaving the bottom. Extra fly-in attackers leave after their pass.
Touch: left control moves; right control aims photons in modern mode and acquires a nearby torpedo target. Tap FIRE for a pair of photons; hold for continued fire. TORPEDO uses a separate button. Automatic fire is optional in Settings. Retro: tap/hold anywhere in the lower-right quarter to fire, including the black margin. Steer with the left control. Mouse or touchpad: in modern mode the pointer aims photons while WASD moves; in retro it steers the fighter. Tap Space/Z, A or the right trigger for each retro volley; touch can be held to repeat. A detected gamepad takes priority automatically; choose another method in Controls to override it. In menus: D-pad up/down moves focus; left/right changes a setting; A activates; B closes.