THE ROLL. SHIFT barrel-rolls — on a phone, just tap, either side. You are invulnerable through it and the shock deletes every bullet near you. It is the answer to everything — learn it first.
THE DASH. Double-tap ◀ ◀ / ▶ ▶ (or Q / E) — on a phone, tap the same side twice and the ship comes out of its roll dashing. Chain a dash into a roll into a dash and you build FLOW — three links lights OVERDRIVE: faster guns, harder hits, more speed. Moving well is shooting well. Two of the three links are one double tap.
DRAW A PATH. Touch only. Double-tap and keep your finger down — the ship stops being steered and starts being led, flying to your fingertip at nearly twice top speed along whatever line you draw. Lift off and you have the stick back. It is faster than anything else you have; it also puts your own finger on top of the ship.
SHIELDS. ◈◈◈. A hit costs a pip, not a rig, and pips come back if you stay clean. Only a hit with no pips left takes a life.
THE CHAIN. Every hit raises it, every missed shot halves it. Up to ×6. Hosing the screen is the losing strategy.
THE RIP. The magenta one opens a beam and steals your ship. Kill it while it's diving and you get the ship back alongside you — DOUBLE RIG, twice the guns. Kill it parked and your ship dies with it.
THE CLIMB. You are flying up the outside of a facility, and it is four floors of it — SUB-LEVEL, ASSEMBLY, TOWER, OPEN AIR. Pull up and the wall runs faster past you. It gets emptier the higher you get.
THE WALL SHOOTS BACK. Gun emplacements are bolted to it. A turret tracks you, then stops and glows gold — that is it deciding. It fires at where you were standing, so the answer is always be somewhere else. Shoot them for points; clear a whole base and it drops something.
CHALLENGE WAVE every fourth. Nothing shoots — not the fleet, not the wall. Clear all sixteen for PERFECT — the only prize is having done it.