01 / CONTROLS
KNOW YOUR BUTTONS.
8-way stick + jump, attack and gadget. Two players can revive one another once per stage.
1993 · ORIGINAL CABINET CONCEPT
Two courier robots cross a city in blackout. Share the screen, split the trouble and bring the power back.

01 / CONTROLS
8-way stick + jump, attack and gadget. Two players can revive one another once per stage.
02 / FIRST RUN
Keep both characters in view. Clearing a path together is faster than racing ahead alone.
03 / RANKED RULES
Solo leaderboard · default difficulty · one credit. Co-op is casual play and has no ranked score here.
Concept specifications and synthetic rankings. No real cabinet, historical release date or score record is claimed.
KEEP THE NIGHT GOING
1994 / CONCEPTTwo rivals. Six buttons. One last round. A fast, footwork-first fighter with a hand-painted cyber-city soul.
1991 / CONCEPTChase the last light through tunnels, mountain bends and a violet coast. Every clean corner buys you time.
1986 / CONCEPTA lone interceptor, a wall of light and a tiny gap that might just be enough. Rhythm beats panic.