single player will start off at the beginning of the checkpoint they managed to reach before dying. There are also hidden bonus secrets to reveal by meeting certain requirements during gameplay. Getting hit by enemy fire will result in losing a life, as well as a penalty of decreasing the ship's firepower to its original state, in addition of all medals collected and once all lives are lost, the game is over unless the player inserts more credits into the arcade machine to continue playing. The game loops back to the first stage after completing the last stage, with the second loop increasing in difficulty. Synopsis The plot summary of Truxton varies between each version and is explained through supplementary materials. Taking place somewhere in space, an armada of Gidans led by the evil Dogurava is invading the fictional planet Borogo aboard five gargantuan asteroids. After surviving an attack on an orbiting Borogo cargo barge, a pilot named Tatsuo enters into one remaining ship called Super Fighter and challenges the Gidans in a desperate attempt to quell the alien invasion and divert their asteroid fortresses in the process. Development Truxton was the creation of former Toaplan programmer Masahiro Yuge, whose previous development works at the company included Tiger-Heli, Slap Fight and Twin Cobra, becoming his first original project under the role of both producer and composer. Yuge wanted to create a scrolling shooter game where players would become increasingly better at the more they were able to remember specific stage designs and secrets, focusing on creating sections in levels that required a specific weapon to defeat certain enemies, while Tatsuya Uemura stated that the project was developed in conjunction with Hellfire. Many of the design choices, such as the memorization feature and its usage of secrets, were derived from ideas previously established in Slap Fight. The blue homing laser was based on a dream Yuge had, which featured a powerful laser that wiped out most enemies on the screen, and was implemented to be both the main weapon and a selling point. Level design was one of the main areas of the project, as Yuge didn't want sections that could easily be memorized to the point of making them boring. "Safespots" were intentionally added to levels to allow breathing room for players, while the lack of a cooperative two-player mode was cited by Yuge as being against the game's theme