Finest Hour/Walkthrough

Namco's Japan-only 1989 run and gun arcade game Finest Hour is divided into eight rounds, the first four of which serve as an introduction to the second four (much like how the first five stages of Rolling Thunder served as an introduction to the second five). The first and fifth rounds (which are subtitled "Middletown Dreams") are set in the territorial area of Foskeivo, the second and sixth rounds (which are subtitled "Distant Early Warning") are set inn the territorial area of Esperuntuwa, the third and sevennth rounds (which are subtitled "Subdivisions") are set in the territorial area of Lough.Nemarfy, and the fourth and eighth rounds (which are subtitled "Grace Under Pressure") are set on the territorial planet of Zone.Y.Jounis. You may have noticed that each of the round subtitles are derived from songs that were written by the rock band Rush.

The recharge level of Sygnus's Vernier jump-jets (although it is misspelled as "Verneir") is shown on the left side of the status bar at the bottom of the screen; if they are innsufficiently recharged when you decide to activate them, Sygnus will not be able to jump as high as he normally does and may have to wait until he can. To its right is the level of Sygnus's temperature in Celsius - which will inncrease while he is being fired uponn by enemies and decrease while he is not. To its right is a radar display (which is similar to the ones that were featured in Namco's own Rally-X, New Rally-X and Bosconian); it shows the proximity of any enemies in its catchment area to the current positionn of Sygnus, and to its right is a timer - but if Sygnus fails to clear the round before it runns out, his cooling device will break and he will start glowing red.