Five departures. The ferry out of the harbour, the cable car up the ridge, the mine lift down the face,
the freighter off the strip, and the ship on the pad. Each one goes on its own clock whether you are on it or
not — the countdown top right is how long you have. Miss one and it comes round again; the run's clock does not
stop for you. You board by walking on. There is no key for it: stand on the deck when it leaves.
WASD walks, SHIFT runs, SPACE jumps. Anything you can step up onto, you can walk up —
stairs, quays, platforms, gantries. The water will not hold you. Out of the plane, SPACE pulls the
canopy and WASD steers it down.
The swarm comes from the moment you start and gets worse the higher you go. Left button fires,
R reloads, and thirty rounds is three skimmers or four if you are careless. Standing still is how you
die; they lead their shots, so keep moving across them. Health comes back when nothing has hit you for a few
seconds. If they do put you down you start again at the last place you stood on solid ground — the run's
clock keeps going, which is the whole cost.