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Practice does not overwrite campaign saves.
| W A S D | Move, aim, crouch |
| J / Left mouse | Fire |
| SPACE / K | Jump |
| Q · E | Switch weapon · Grenade |
| SHIFT · ESC | Aim in place · Pause |
Regular base rooms need you to sidestep into the target column: standing, prone and jumping change the gun line, and the mouse cannot replace posture across columns. Release left/right and SHIFT first, then hold Down to fire prone; high cores need Down released and a jumping shot.
The small reticle previews where the centre ray lands, not every spread pellet. Solid targets can be hit; a closed marker means temporarily protected, and a shrinking armor bar still counts as a hit. Once every core is destroyed, any player moves forward into the next room.
P2: arrow keys move, / fire, . jump, , switch weapon, ' grenade. Numpad 1 / 2 / 0 / 3 also work. No friendly fire; when one player is out the other continues.
Gamepad: D-pad or left stick to move, A jump, X / RT fire, Y switch weapon, RB grenade, Start pause. In menus the D-pad selects, A confirms, B goes back.
↓ + Jump: drop through one-way platforms. Modern mode lets you hold to fire and tap for a short hop, and P1 can aim with the mouse; regular base rooms still depend on position and posture. In retro mode R / S / F fire on tap and M / L on hold, with fixed jump height and eight-way aim. It is not a full NES simulation.
Does not change difficulty, damage or aim. With guidance off, hits, protection state and exit direction still show.
F3: frame stats. F8: hide UI. Measure performance on the target device.
This edition has no touch combat controls. Open it on a desktop in landscape, or connect a keyboard or gamepad and use landscape.