Rally-X Arrangement/Gameplay

Controls

 * Joystick: Use the 4-way joystick to direct the blue car around each of the game's fifteen mazes; if it hits a wall, it shall turn to the right, and continue.
 * Button: Use the button to make the car release three puffs of smokescreen; as in Rally-X and New Rally-X, doing so uses up a small amount of fuel.
 * 1 Player Button: Push this button to start the game; unlike the other five "Namco Arrangement" games, this one does not have the two-player mode.

Blue Car
The protagonist of the game; as with the two previous Rally-X games, it is not as fast as the red enemy cars, but it can turn around corners faster. It also still has its secret weapon against the enemy (smokescreen) - but beware, using smokescreen burns fuel much faster than normal. Should the car run out of fuel it will once again slow down to a point where escape from the enemy is impossible; one collision with an enemy car or a rock will destroy it (unless it collected a "powerup" flag when the next item box at the bottom of the screen was showing ATTACK, burst into flames, and got the power to kill the red cars instead for a short period of time). Unfortunately, when a red car's killed, it will immediately regenerate elsewhere in the maze.

Red Cars
There are four different types of red cars in this game: Formula (the original from the two previous games), Touring (which start out slow, but will increase in speed until they change direction), Drag (which are not indicated on the radar, until you collect a "powerup" flag when the next item box is showing RADAR, but the effect will only last until you either die or clear the current round) and Neo Formula (which can release their own black smokescreen that will temporarily stun you if you drive into it); as in the two previous games, they will try to collide by taking the quickest path that they can find, but won't make a 180-degree turn unless they have absolutely no choice. If your car collects a "powerup" flag when that next item box shows BOMBER or ATTACK, it will get the power to kill them by dropping bombs (which will explode if they hit them) or bursting into flames and running over them - but as mentioned above, when a red car is killed in the game, it will immediately regenerate elsewhere in the maze and continue to pursue you.

Flags
As in the two previous games, there are ten flags in every round; you must collect all ten of them to proceed to the next round, and two of them are "Special" and "Lucky" flags (indicated by the S and L, to their right sides). When you collect the Special Flag, the score that you receive for each flag thereafter doubles (unless you die) - and when you collect the Lucky Flag, you shall receive a bonus for the amount of fuel you have remaining and your fuel tank will be refilled. Also, whenever you collect a regular flag, the position of the "powerup" flag will change on the map, as will the next item display.

Item Flags
When your car collects one of these square blue flags, it will receive the effect currently displayed in the next item box at the bottom of the screen:
 * Attack: The car shall burst into flames for a short period of time and receive the power to kill the red cars (and crush the rocks) by rolling over them.
 * Slow: All red cars on the current round shall be slowed down for a short period of time; however, they can still pursue your car and kill it if they hit it.
 * Run Away: All red cars on the current round will run away from you, for a short period of time; however, they can again still kill your car if they hit it.
 * Fuel: Although this sounds like the effect of the Lucky Flags (without the bonus, for the remaining fuel), it actually only refuels the car by eight litres.
 * Bomber: The car shall receive the power to drop bombs (which will explode when actively pursuing red cars run into them!) on pressing the button.
 * Bonus: The flag shall be worth 7650 (Namco's goroawase number) points instead of its original value; however, points no longer award extra lives.
 * Radar: The position of Drag-variety red cars will be indicated on the radar (as they are not by default) until you either die or clear the current round.
 * Rock Crush: All rocks on the current round shall be crushed, meaning that the only way to die on the remainder of the round is by hitting a red car.
 * Speed Up: The car increases its speed for a short period of time; however, Touring-variety red cars may still eventually catch up to it at this speed.
 * Extend: Depending on which letter is big, it shall appear in that box under the fuel gauge, and when you collect all six you will receive an extra life.

Bonus Flags
The third, seventh and eleventh rounds are bonus rounds (or "Challenging Stages"); unlike in the two previous games, you will have to collect ten of these baseless yellow triangular flags while avoiding the walls (as they're made up of rocks, and if you hit them, you will not die but be repelled off them) and pass through a goal gate before the 30-second timer at the bottom of the screen runs out, and if you manage to do so, you will receive a "Goal In Bonus" of 5000 points and a "Fuel Bonus" of 100 points for every litre of fuel you have remaining (but if you don't, you won't receive a bonus).

Rocks
As in the two previous games, rocks are a danger to your car (except in bonus rounds!); if you run into one, it will cost you one life (unless you collected a "powerup" flag when that next item box was displaying ATTACK, burst into flames, and gained the power to crush them for a short period of time). Also, if you collect a "powerup" flag when the next item box is showing ROCK CRUSH, all rocks on the current round shall be crushed.