


After Mission 20, arenas will be randomly selected from 16 previously introduced arenas (excluding those of missions 1, 4, 5 and 20) and varying tanks will be assigned randomly to preset spawn positions, although the number of tanks per normal mission is predetermined, being 4 tanks starting from Mission 21, 5 tanks from Mission 34, 6 tanks from Mission 61, 7 tanks from Mission 81, and 8 tanks from 91. A Bronze Medal is awarded for completing Mission 5, a Silver Medal for completing Mission 10, and a Gold Medal for completing Mission 20 doing so for the first time ends the session, while discreetly unlocking an additional 80 missions for 100 in total that can then be played on subsequent sessions. Initially there are 20 missions available which all use preset layouts. The game is ended after being defeated with 1 life remaining. The player starts with 3 lives and earns an extra life for every 5 missions completed. However, previously destroyed enemy tanks from the mission will not be respawned, making it gradually easier to progress. If the player takes damage, they will lose a life and the current mission will be reset. All tanks leave tracks behind themselves. Both the player and enemy tanks have just a single hit point and will be destroyed if receiving damage from bullets or mines (note that the player is also susceptible to damaging themselves). In addition to destroying tanks, this can destroy destructible blocks and bullets within the blast radius, and also penetrate through to the other side of indestructible blocks. Additionally, the player and some enemy tanks possess the ability to deploy mines, which detonate on a 10 second timer in a moderate blast radius, or prematurely, by proximity if approached or if shot outright. Although the playing field is two-dimensional, the vertical stacking of blocks can at times obscure visibility. Since most bullets can ricochet off blocks, combat between tanks often requires predictive aiming and angular judgement to strike moving targets. Gameplay involves manoeuvring around the arena and attacking enemy tanks while avoiding incoming fire. The arena plays in two dimensions within a three-dimensional landscape, consisting mainly of rectangular blocks and occasionally potholes, which tanks are blocked from crossing but bullets are able to.
