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Clash'N Slash

by Enkord

Clash'N Slash is a classic shmup with 70 levels, scads of opponents, power-ups and, well, just continuous shooting action. See aliens, shoot 'em... That, and not the hokey pokey, is what it's all about.

Loads of weapons, upgrades and enemies will hold your interest and the innovative bonus triggering system will make your game experience colorful and fun.

Clash'N Slash: Worlds Away

In Worlds Away, as in the original Clash'N Slash, you must defend your planet from pesky alien invaders that will arrive from all around the galaxy.

This time alien hordes are more diverse and clever featuring more than 70 enemy types and 12 huge bosses. But worry not as there are two brave heroes on your side! Barry Barnes (codename: Clash) and Liz Valentine (codename: Slash) are there to help you and save humanity.

Crusaders of Space 2

A Shmup for the Rest of Us?

Crusaders of Space 2 clearly has its genesis in Space Invaders, but there's more complexity here than you'd expect from a straightforward Space Invaders clone with more modern graphics. In addition to your normal gun, you have a limited number of missiles, mainly useful in taking out fixed gun emplacements or bosses at the end of an 'episode', and upgrades, which you receive over time, can give you such things as a gun that fires both straight ahead and simultaneous shouts at angles to left and right.

As in Space Invaders, you're fixed to a line at screen bottom, and can move only left and right, which you do mainly to dodge bullets fired by your opponents, or to follow an alien ship you're trying to destroy. The aliens aren't simply unrelenting masses moving slowly down-screen, though some behave that way; some swoop about in circles or curved lines across the screen, in the fashion of opponents in more modern shmups. Some are "mines" that don't shoot back until you destroy them, at which point they release a hail of bullets that can be hard to dodge. Intermittently, destroyed opponents drop powerups of various kinds, which drift down toward you; ideally, you intercept these for their benefits, but sometimes enemy fire is too close (or you're busy elsewhere), and you have to let them go.