The ship, the gauge pieces and the items are drawn from the bytes of the ROM. The GIFs are the VRAM of every frame of a game in openMSX, painted the way the TMS9918 paints it (tools/anima.py), one frame in three.

The fourteen poses.
Two 16 x 16 sprites and fourteen poses (p09:A145-p09:A19F, patterns at
p14:95F7): level, climbing and diving, the same with the shield in front,
and as many again for the vertical stages. The shield takes the hits counted
in IY+22 (p02:960B).
There are two ships: SABEL TIGER, flown by IGGY ROCK, and THRASHER, flown by
ZOWIE SCOTT. The SELECTION screen at p12:B877 asks YES or NO to
«PLAYER1 JOINT GAME».

The four options, following the ship along the path it took.
At the bottom, the gauge has seven boxes (p00:5D8E). Each 0x29 capsule
moves the chosen box along (p02:97C9) and the second button activates it
(p02:8929): the box raises its weapon one level, with its routine from the
table at p02:8967. On the right, a 5-character window says what is
carried: a piece from the table at p14:8849, 35 bytes of pattern and one of
colour, chosen by the box and its level (p00:5E52).

The 22 pieces, drawn from the ROM. Those of the seven boxes are identical to
the ones the game paints in openMSX when picking up each capsule
(tools/armas.py coteja).
| Box | Level 1 | Level 2 | Level 3 |
|---|---|---|---|
| 1 | SPEED, seven times | ||
| 2 | NORMAL | TWIN | TRIPLE |
| 3 | 2WAY-B | HAWK WING | HOWMING |
| 4 | RIPPLE | ARMING | |
| 5 | LASER | METEO | SCREW |
| 6 | OPTION, up to four (three with two players) | ||
| 7 | F.FIELD, ten hits |
Each link leads to the ship firing that weapon.
Boxes 2, 4 and 5 are the main weapon (IY+40: 1 NORMAL, 2 RIPPLE, 3 LASER,
4 SCREW, 5 METEO, 6 TWIN and 7 TRIPLE) and box 3 and the ARMING the panel
weapon (IY+41: 1 to 3 the missiles and 4 the ARMING). The game only gives
the second and third levels with both ships joined, in state 3 or 4
(p02:8995), when the window says PILOT or Co.PILOT. For the GIFs the
weapon was set by hand in RAM (0xE340 and 0xE341); the options and the
F.FIELD are activated as in the game. The ARMING goes wherever the
controller is pushed (p03:B43F): with the ship still, it does not fire.

Items 1 to 6, drawn with the runs at p09:A331. Items 2 and 3 are
identical, at 0 bytes, to the VRAM of two games in openMSX.
There are three capsules (p02:9670):
p02:9806) and the window says T.BOMB:
while there are any, the button drops bombs
instead of the panel weapon (p03:A962);p02:974A).The 0x29 and the 0x2A are in the sheet of the stage 4 enemies. The 0x35 has not shown up in any of the recorded games, and it is not drawn here.
Some enemies drop one of these items when destroyed (p01:7C36; with one
player, 1 to 4). They are four characters in the scenery (p02:8B97) and
give 30 points when picked up (p02:9909). Each one sets a clock (0xE630
the mode, 0xE631 the time) and its piece in the window (p02:991E):
| Item | In the window | The clock |
|---|---|---|
| 1 | S.STOP | mode 1, 0x10 |
| 2 | O.HOLD | mode 2, 0x15, and IY+34 = 1 |
| 3 | SPARK | mode 3 |
| 4 | nothing | |
| 5 | mode 5, 0x10, on the other player | |
| 6 | O.CHAIN | mode 6, 0x30 |
Stages 3, 5 and 6 also have items to pick up (p12:A5CE). Picking one up
brings a screen with its result. Item 1 says «IN THE RUIN OF LATIS... YOU
HAVE GOT A CRYSTAL BREEZE» and p01:7B73 sets 0xE30A to 1.