Objective
Pick your run, swing the brass star-killer turret into position, and fire upward into the numbered hull plates. Keep the board from crushing the danger rail while your crew turns every broken brick into cash, glory, and louder machinery.
Ready
Break numbered bricks before the maze reaches the danger rail. Collect glowing upgrades to flood the board with balls.
Upgrades
Guide
Pick your run, swing the brass star-killer turret into position, and fire upward into the numbered hull plates. Keep the board from crushing the danger rail while your crew turns every broken brick into cash, glory, and louder machinery.
The original cabinet challenge. Each volley pushes the maze one row closer to disaster. When the Launch Time gauge cools, you may fire again while old shots keep ricocheting, but the board still lurches forward. Clear the whole screen and the turret snaps back to ready.
A 2 minute score raid with Auto Upgrade locked on. Every tap feeds your full ball rack into the cannon, metered fast enough to feel dangerous and controlled enough to keep the machine fair. Bricks that slip past the bottom are docked from your score, not your life.
Destroy blocks quickly and the board answers with more pressure. Supercharged neutron-star collapses buy precious seconds for one more ridiculous scoring run.
An endless pressure race with Auto Upgrade locked on. The first row drops after 3 seconds, then the machine keeps getting meaner until the board becomes a brass avalanche. The red border means the danger rail is close and your crew is absolutely pretending not to panic.
Every hit bites into a brick's number. Classic shots punch harder at the start, while Speed and Timed reward survival, clears, and chaos. Full board clears permanently crank up your hit power for the run, and the game keeps the screen stocked so the action never goes cold.
Crack neutron stars to fill the lower-left fuel tank. The first deployment costs 5 fuel packs, and the crew charges a little more each time because apparently boiler maintenance is "a business model."
When the tank is full, tap it or press N to fire 20 white-hot neutron bombs down your current aim line. These shots ignore normal launch traffic and can supercharge star collapses into screen-shaking payday moments.
Scores climb from hits, destroyed bricks, broken rails, collapsing stars, and long-running ball combos. A veteran ball becomes a tiny brass legend: the longer it survives, the more its next brick break matters. Classic resets combos on a fresh launch; Speed and Timed let hot shots keep their streaks.
Cash falls out of destroyed bricks, busted rails, glittering orbs, clean board clears, and overcooked neutron collapses. Spend it fast or let Auto Upgrade act like an overeager quarter-munching engineer.
Brass rails bend shots into tunnels, cages, and lucky accidents. Hit them enough and they snap like cheap overlord hardware.
Balls speed up, glance off each other, and curve around neutron gravity. If a shot gets trapped in a smug little loop, the machine gives it a nudge back into the fight.
Neutron stars bend shots toward their furnace cores. Pound one long enough and it collapses, blasting nearby bricks, spitting out reward powerups, launching temporary burst balls, and loading fuel into the tank.
Bomb-triggered collapses hit absurdly harder, and chain reactions in one deployment can turn a respectable run into arcade folklore.
Classic, Speed, and Timed each have their own global board. Pilot names are short public arcade labels. If the web board is unavailable, the game keeps playing and shows local scores from this browser until the shared board is reachable again.
Professor Prometheus records each Star Killer catastrophe as a triumph of science. Cogsworth assists with enthusiasm, Ledger corrects the casualty math, and the reader is invited to witness what happens when the machinery occasionally works.