Atomaders/Power-ups and Extra Weapons

Power-ups
All of the active power-ups will "stack" or have their cooldowns reset when the same power-up is caught while it is already active. All these power-ups are dropped by the Mothership.


 * Front Shield - This power-up attaches a one-hit front shield to your ship, this acts like an extra hitpoint your ship could gain which is helpful to protect yourself from shots that say, you didn't dodge well or fast Fighter shots.


 * Defense Launcher - This power-up gives your ship a tiny missile launcher that automatically fires at enemy shots, the missiles are fast but it won't be fast enough to catch some very fast shots so you still have to be careful, this power-up will be active for several seconds before it stops, useful also against bosses, not all shots can be targetted by the Defense Launcher


 * Time Slow - This power-up slows down most cyborgs and their shots for a few seconds giving you some extra time to destroy say, Fighters or destroy anything else.


 * Bonus Score - Gives out free 200 score, do not take this power-up if its too risky.


 * Avalanche - This power-up will rain down asteroids in the level, the grey asteroids won't do anything but the slightly yellowish, more rocky looking asteroids can hit you, cyborgs, and barriers, this is a high risk high reward power-up as each asteroid you destroy costs 50 score and this could somewhat assist you in destroying cyborgs but you may get hit as well.


 * Extra Life - Gives 1 free Extra life, always take it whenever you can since its drop rate is not common.

Extra Weapons
Your ship can only charge 1 Extra Weapon, catching an another extra weapon drop when you haven't fully charged an extra weapon yet will reset your extra weapon charge, once you've been able to successfully charge an extra weapon, any extra weapon drops you obtain will give you 5 score points and it will not reset your charge.
 * V-Strike - Obtained from Crab Yellow cyborg, when fired and the missile hits a target, the missile will split into 2 and go in a V formation, the 2 missiles will continue until it leaves the screen, the V-Strike weapon is ineffective if the cyborg formation doesn't have a visible V formation that perfectly aligns with this power-up.


 * Right Swing - Obtained from Crab Blue cyborg, when fired and it hits a target, the missile will swing immediately to the right direction from where it hits a target and will continue until it leaves the screen, should work with most cyborg formations as long as it is fired correctly.


 * Left Swing - Obtained from Crab Red cyborg, when fired and it hits a target, the missile will swing immediately to the left direction from where it hit the target will continue until it leaves the screen, should work with most cyborg formations as long as it is fired correctly.


 * Front Hit - Obtained from Crab Brown cyborg, when missile will go straight from where it is fired and it will destroy cyborgs on its way until it leaves the screen, should work with most cyborg formations as long as it is fire correctly.


 * Ricochet - Obtained from Bell cyborg, when fired the ship will launch a sharpnel that once it strikes a target, the sharpnel will split into 3 and will hit targets, as the sharpnels it targets it will bounce and hit the next one, this process will keep on repeating until the sharpnels are out of the cyborg formation, this weapon is more effective against dense cyborg formations, with good aim, density, and some luck, a single Ricochet weapon can get a whopping 12 cyborg combo.


 * Cluster Bomb - Obtained from Horn Blue cyborg when it hits a target or it reaches the top of the screen it will explode and release one-hit sharpnels that will go downwards, destroying up to 8 targets, this weapon must be fired on top of the screen to get the desired effect otherwise it is almost a useless weapon, however it works really well on say, cyborg formations where Fighters are on the top part of the formation where the Cluster Bomb can hit it.


 * Crusher - Obtained from Horn Purple cyborg when fired it launches a missile that once it explodes after hitting a target, the missile will release a gravity like ring that will expand and once the ring  compresses, any cyborgs caught within and slighty outside of the ring when it expanded will be drawn and destroyed altogether, this power-up is more effective in dense cyborg formations but first, you have to make an opening as its compression range is circular.


 * Spiral Strike - Obtained from Claw cyborg, when fired it releases a missile that once it explodes after hitting a target, the missile releases 8 one-hit sharpnels that will spin around on a certain diameter, destroying cyborgs within its spinning range until all sharpnels hit a target or they will explode on their own a few seconds after, this power-up should work in most cyborg formations, it could be used in the same way Crusher is used due to having a circular range.


 * Laser - Obtained from Seed cyborg only, the ship will fire a beam that follows along with the movement of the ship for almost a second before its gone, this allows the laser to be "panned" to hit more than just 1 column of cyborgs, this is the strongest power-up in Atomaders arguably so far due to this technique.