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    Overview

    A hippie guitarist who has visited your small town for years has gone rogue and launched ICBMs toward your town. Break out the fireworks that you had been saving for Independence Day, turn them into makeshift anti-ballistic missiles (ABMs), and shoot down the incoming missiles. Defend the town for seven nights, Sunday through Saturday, and you win.

    Each of two silos starts with 15 ABMs. Place the aiming cursor in front of the incoming missile and fire an ABM to destroy it. You have to lead your shot a bit because it takes a split second for the ABM to arrive, but the explosion of an ABM is wide enough to destroy several missiles, so aim where the incoming missiles' paths are about to cross.

    Balloons and multiple independent reentry vehicle (MIRV) missiles will release a payload of multiple missiles if not shot down promptly. The game is over once both silos or all ten houses have been destroyed, or once you have survived all seven nights.

    In a 2-player cooperative game, player 1 controls Milo's cursor and player 2 controls Staisy's. The Practice option on the title screen begins a readiness drill that lets you practise any of the 35 waves with buildings on the left side, the right side, or both.

    Made by
    Damian Yerrick
    Released
    2011

    Controls guide

    Title screen

    Button and keyAction
    Up/DownChoose 1 Player, 2 Players or Practice
    SelectShiftStep to the next option
    AX/StartEnterConfirm

    Defending the town

    Button and keyAction
    D-padArrowsMove the aiming cursor; it speeds up the longer you hold a direction and brakes when you let go
    BZFire an ABM from Milo's silo on the left
    AXFire an ABM from Staisy's silo on the right
    StartEnterPause or resume
    SelectShiftWhile paused in practice, go back to the practice menu

    Two players

    Button and keyAction
    D-padArrowsEach player moves their own cursor
    AX/BZEither button fires from that player's own silo

    Cut scenes

    Button and keyAction
    AXShow the next line of dialogue
    StartEnterSkip the scene

    Practice menu

    Button and keyAction
    D-padArrowsMove the pointer
    AX/BZPick a day, an hour, a side, Cancel or Play
    StartEnterPlay the chosen wave

    Cheatsheet

    Incoming threats

    Missile
    Comes in salvos of 1 to 5, each aimed at a building
    Balloon
    Drifts in from the left at half missile speed; drops three missiles over a house and its two neighbours
    MIRV
    Splits into three missiles 128 pixels above the ground, two houses apart
    Missile aimed at wreckage
    Does no further harm

    Scoring and repairs

    Each house standing after a wave
    100 points
    Each ABM left after a wave
    10 points
    Shooting down a missile
    No points by itself
    Silo refill
    15 ABMs each, or 20 if only one silo is left
    Lost silo
    Rebuilt after a wave with no house lost, or at the end of the night
    Lost house
    One is rebuilt each morning, except after Saturday

    Hours that break the pattern

    Sun 01:00
    Very slow, few missiles
    Mon 04:00
    Fewer missiles, but very fast
    Tue 01:00
    Mostly balloons
    Wed 01:00
    Balloon Fever: only balloons and MIRVs
    Wed 03:00
    Fast missiles in small salvos
    Thu, Fri, Sat 01:00
    Mostly balloons again, faster each night
    Fri 04:00
    The fastest missiles in the game

    Tips

    1. Points come only from what survives, 100 per house and 10 per spare ABM, so one well-placed blast that catches two or three missiles where their paths cross is worth more than a quick shot at each.
    2. Fire into the path ahead of a missile, not at it: the ABM needs a moment to fly up, and the cursor's acceleration means short taps are best for small corrections.
    3. Hit balloons and MIRVs early. A balloon you miss drops three missiles at once, and a MIRV splits into three about halfway down the screen.
    4. Balloons always arrive from the left, which tempts you to empty Milo's silo during Balloon Fever hours. Fire from Staisy's side as well so neither silo runs dry and gets destroyed.
    5. When a silo is gone, protect every house for the next wave: getting through a wave without losing a house rebuilds the silo before nightfall.
    6. Later in the week you can ignore missiles heading for houses that are already ruined and save ammo for the ones aimed at standing buildings and silos.

    Secrets

    The perfect week

    Get through whole days without a single house being destroyed. The cut scenes then follow a separate perfect track: by midweek the villagers decide the whole thing must be a scripted fireworks show, and if you stay perfect all the way to Saturday the ending thanks you for TASing Thwaite instead of revealing the culprit.