Drag back to aim, let go to fire · A D walk · ↑ ↓ aim · W S power · Space fire · 1–5 weapons
Flight School
Comet SF · No. 3
75¢
MOONSHOT
Eight astronauts. A handful of tiny moons. Not nearly enough gravity to go around.
by Perry Helion
Small worlds. Big trouble.
Out past the last lighthouse buoy, two squads of astronauts squabble over a cluster of planetoids no bigger than a car park. Every moon pulls. Every shell bends. And every crater you blast is a crater you might have been standing on.
“A gravitational romp. I lost three men to a shell I fired in chapter two.” — Galactic Review Quarterly
Aim
Drag back from anywhere and let go, like a slingshot. The dotted line only shows the start of the flight.
Walk
The arrow buttons, or A and D. A little each turn.
Shell
Goes off on contact. Big crater.
Grenade
Bounces, then goes off after three seconds.
Drill
Bores straight through rock, then bursts.
G-Mine
Sticks where it lands and pulls shots off course for three turns. Don't step on it.
Jetpack
Aim it like a shot and you fly instead. You still get to fire after you land.
Orbit
A shell that hasn't landed after six seconds stays up there. It keeps flying during later turns, and it can come back down on anybody.
Void
Blast someone off the edge of the system and they're gone, whatever their health.