The Tool Desk
Outbyte Driver Updater FREEScan for outdated or missing drivers - takes under a minuteDriver Scan →Outbyte PC Repair FREERepair Windows errors before they cause bigger problemsFix Now →Armed Police Batrider does not have one universal continue count or one guaranteed set of menu behavior across every arcade board and emulator. Continues are controlled by the machine’s configuration, while ship type is chosen with the button used at character selection. The documented title-screen codes unlock guest characters, a single-ship team, Boss Rush and Stage Edit; board revision and emulator settings can affect whether a code works exactly as described.
At a glance: what each control does
The most important distinction is between a character and a ship type. You first highlight a character, then press a selection button. That button assigns the character one of four weapon-and-speed configurations. The choice is not a permanent character unlock and does not replace the team system.
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| Selection input | Type | Main shot | Option strength | Speed | Best understood as |
|---|---|---|---|---|---|
| A | Type A | Favored | Lower than the main shot emphasis | Standard | Normal power and a direct main-weapon focus |
| B | Type B | Less emphasized | Favored | Standard | Bomber/option-oriented firepower |
| C, or A+B together | Type C | Strong | Strong | Slower | Maximum combined weapon emphasis at the cost of mobility |
| Start | Type D | Weaker | Weaker | Faster | Speed-up handling for players who value movement |
The Type A–D terminology comes from the specialist Shmups Wiki guide. A Vizzed guide describes the same choices more informally as normal power, bomber power, option power and speed-up. The exact balance is therefore best treated as the documented trade-off rather than as a numerical damage specification.
How continues work
There is no dependable universal number
Continue play is an arcade configuration, not a fixed rule that can safely be quoted for every copy of Armed Police Batrider. The available gameplay references identify continue behavior as controlled by DIP switches and indicate that it can be enabled or disabled. They do not establish one default number of continues for every board revision, region or software set.
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That means another player’s count may not match yours even when both of you are playing the same title. A physical cabinet may have a service-panel DIP bank set by its operator. An emulator may expose those same machine settings under a configuration or machine-properties menu. The Vizzed guide is explicitly framed around a Europe/MAME context, so its observations should not be treated as a board-revision table.
Check the setting before starting a serious run
- On an arcade cabinet: use the service documentation or operator-accessible DIP-switch panel to identify the continue setting. Do not change switches while the machine is powered unless the cabinet’s service procedure specifically permits it.
- In an emulator: open the game’s machine or DIP-switch settings, look for the continue-play option, and note whether it is enabled. Menu names differ between emulators and machine sets.
- Restart and verify: insert a coin, begin a game, and confirm that the game offers a continue after a loss. If it does not, recheck the emulated board set and DIP configuration rather than assuming the game has no continues.
Because no source establishes a revision-by-revision continue table, the safe answer is configuration-dependent: inspect the actual board or emulated machine you are running.
Choosing a ship type
Type A: main-shot priority
Press A when confirming the highlighted character. Type A puts the emphasis on the character’s primary shot, with the option weapon receiving less emphasis. It is the straightforward choice when you want reliable forward damage without deliberately trading weapon power for speed.
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Type B: option priority
Press B. Type B shifts the balance toward the options rather than the main shot. Players who rely on option positioning, coverage or sustained auxiliary fire will generally find this the most natural starting point. The reference material describes the trade-off qualitatively; it does not provide damage values.
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Type C: strong weapons, reduced speed
Press C, or press A+B together where the control setup registers both buttons simultaneously. Type C gives both the main shot and options strong emphasis, but the ship moves more slowly. That slower movement changes how you route through dense patterns, so the apparent increase in firepower is not free.
Type D: speed priority
Press Start. Type D is the speed-oriented selection: movement is faster, while both the main shot and options are weaker than in the more weapon-focused types. It can suit stages where repositioning matters more to you than maximum damage, but it gives up firepower that would otherwise help remove threats quickly.
How the choice fits the team system
The documented game description allows a team of up to three characters. The A, B, C and Start inputs change the selected character’s ship type; they are not four different characters. The single-ship team is a separate unlockable option described below. If you are learning the game, keep the character and the type input in your notes separately so that you can reproduce a setup accurately.
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Unlockables and their documented inputs
The specialist guide places these commands on the title screen after you have inserted a coin. Enter the directions and buttons in order, using the game’s directional control. The guide also notes that an emulator’s DIP-switch settings can provide an alternative way to enable the same features.
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| Title-screen input after inserting a coin | Unlock |
|---|---|
| Up, Up, Down, Down, Left, Right, Left, Right, A, B, Start | Guest characters |
| Up, Up, Down, Down, Left, Right, Left, Right, B, A, Start | Single-ship team |
| Up, Down, Up, Down, Left, Right, Left, Right, A, B, Start | Boss Rush |
| Press A+B together while highlighting a mode | Stage Edit |
Guest characters
Enter the first sequence exactly as shown. The unlock concerns additional selectable guest characters; it does not change the A–D ship-type system. If the command is not accepted, verify that the coin was inserted before the sequence and that your emulator maps A, B and Start to the controls expected by the machine set.
Single-ship team
The second sequence unlocks the one-ship team option. This is distinct from selecting Type D with Start: Type D is a ship configuration, whereas the single-ship team changes the team composition.
Boss Rush and the special stage versions
The third sequence unlocks Boss Rush. After it is available, highlight Boss Mode and tap Left or Right to select a special stage version, according to the specialist guide. This follow-up input is part of using the unlocked mode, not a replacement for the Boss Rush code.
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To unlock Stage Edit, highlight a mode and press A+B together. Whether a particular keyboard, gamepad or emulator recognizes a simultaneous press depends on its input mapping. If the game sees the buttons as two separate sequential presses, remap them to a control arrangement that can register both at once.
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Score extends and secret extra-life conditions
Regular score extends
The specialist reference and the Vizzed guide both identify a score extend every 1.5 million points. This is a score-based extra-life threshold, separate from continuing after the team has been defeated.
Three documented additional conditions
- Highway hovercraft: destroy the large blue hovercraft on the Highway stage after it stops in the tunnel.
- Bomb-item misses: miss three large or max bomb items.
- Extend-item misses: miss three extend items.
The third condition produces a special extend. The guide describes it as restoring empty life slots without the rank increase associated with a regular extend. Treat that as a distinct mechanic: deliberately missing items is not the same thing as reaching another 1.5-million-point threshold.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Troubleshooting codes and configuration differences
A code does nothing
- Confirm that a coin was inserted before entering the sequence.
- Enter the directions in the exact order; the two character codes differ only in the final A/B order.
- Check that the game is at the title screen, not in character selection or an attract-mode screen.
- Verify the emulator’s machine set and button mapping. A simultaneous A+B command may fail if the input system cannot report both buttons together.
- Try the documented DIP-switch alternative if your emulator exposes it.
The continue option differs from a guide
Compare the actual arcade board or emulated software set first. Continue behavior is configuration-dependent, and the surfaced references do not map every option to every revision. A different setting is not evidence that your copy is defective.
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Boss Rush appears but the special version does not
Highlight Boss Mode after unlocking Boss Rush, then tap Left or Right. If nothing changes, check whether the emulator is using the same directional inputs for menu navigation and gameplay; some front ends require a separate menu-control mapping.
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Setting up an arcade-style control layout
The game was designed around an arcade control context: an eight-way joystick and distinct buttons for A, B and Start make the selection rules easiest to reproduce. A generic arcade-style controller is optional, not a requirement. Keyboard and modern gamepad users should assign separate inputs for A, B and Start, plus a directional control that can issue clean eight-way presses.
Before attempting a code, test the title-screen cursor with each direction and confirm that A+B can be pressed simultaneously. Save a per-game control profile so that a remapped Start button does not accidentally trigger Type D when you intended to confirm a different selection.
What is confirmed—and what is not
The Shmups Wiki page is the most detailed surfaced gameplay reference for controls, ship types, unlock inputs, items and secret extends. Vizzed independently corroborates the broad ship trade-offs and the 1.5-million-point extend, while its title identifies a Europe/MAME context. IGDB’s Batrider — Press Kit is useful for the arcade identity and team description, but it is not a control manual.
None of these references supplies a complete regional or revision-by-revision table for continue counts, nor do they guarantee that every unlock code behaves identically on every board. Use the inputs as documented procedures, then check the configuration of the specific cabinet, ROM set or emulator you are using.
Quick Recap
Quick pre-run checklist
- Check whether continues are enabled in the cabinet service settings or emulator DIP switches.
- Choose the character first, then select Type A with A, Type B with B, Type C with C or A+B, or Type D with Start.
- Remember that Type C trades speed for strong weapons, while Type D trades weapon strength for speed.
- Insert a coin before entering an unlock sequence on the title screen.
- For Boss Rush’s special stage version, highlight Boss Mode and tap Left or Right after unlocking it.
- Track the 1.5-million-point score extends separately from the three secret extend conditions.
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