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Scan for outdated or missing drivers - takes under a minuteDriver Scan →Repair Windows errors before they cause bigger problemsFix Now →Fix the driver behind crashes, sound loss and screen glitchesFind Drivers →Armed Police Batrider is an arcade shoot-’em-up built around a simple loop: steer with an eight-way joystick, hold Fire to damage enemies, use Bomb when danger closes in, and collect shot items and medals without breaking your chain. Your character determines the ship’s weapon behavior, while the button you press on the character-select screen chooses a separate speed-and-fire style. Learn those two choices first; then practice medal timing and score extends while watching how rank makes later sections harder.
What you need to know before starting
Armed Police Batrider is an arcade release associated with 1997–1998. The date varies by reference and region: Arcade History lists a 1997 release and a 1997 Japanese Revision 1, while the Museum of the Game gives 1998 as the production year. The board revision and cabinet setup matter because controls, selectable styles, courses, and DIP-switch settings are not identical everywhere.
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The arcade reference distinguishes Japanese Revision 1 (software A), Japanese Revision 2 (software B), and an alternate Korean Revision 2. Unless a step below names a revision, it describes the common two-button arcade layout and the behavior documented by specialist player references. Emulation, a home conversion, or a different DIP-switch configuration can expose different options.
Arcade controls at a glance
| Cabinet control | In-game guide notation | Function |
|---|---|---|
| Eight-way joystick | — | Moves the ship in eight directions, including diagonals. |
| Fire button | A | Fires the main weapon. Holding it is the normal attack. |
| Bomb button | B | Activates the bomb or special weapon. |
Cabinet labels are the practical ones: Fire and Bomb. Strategy references usually call those same inputs A and B, so a guide saying “press A” means the Fire button, not a third physical button.
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The basic control loop
- Move into a safe lane. Use small joystick corrections rather than sweeping across the screen. Keep a route open for incoming bullets and enemies.
- Hold Fire (A). Your ship’s main shot and its options do the damage. Keep firing while repositioning.
- Use Bomb (B) before the screen becomes unmanageable. A bomb is both an attack and an emergency defense. Steven Ives’s version 0.97 player FAQ (updated December 28, 2000) describes bomb use as granting temporary invulnerability and clearing enemy projectiles; treat that as a secondary guide’s description, since timing and behavior can depend on the board.
- Collect shot and option items. Small shot items build toward the next weapon level; a large shot item advances one level immediately.
- Pick up medals deliberately. The value rises only while you maintain the chain. A missed medal resets the next wave’s starting value.
A charge-and-release attack described by the specialist guide
The specialist Shmups Wiki guide describes a charge or aura mechanic: leave A unpressed to charge a close-range aura, then press A to release a stronger attack. Do not assume every character has identical charge behavior. Character weapon properties differ, so test the timing with the specific ship you selected and consult the board’s own behavior rather than treating this as a universal damage rule.
Why bombing is not only a last resort
Bombs can remove projectiles while damaging enemies, which creates room to move through dense patterns. Saving every bomb for a theoretical emergency often causes an avoidable death; using one early enough to preserve your life and medal route is usually the more useful beginner habit. The bomb details above come from the older FAQ, not an official developer statement.
Characters are ships, and the select button adds a style
Choosing a character does more than change an avatar. The roster has distinct shot trajectories, option weapons, and special weapons. Examples in the specialist guide include D.D.’s broad Vulcan fire, Shorty’s search-oriented homing weapon, and Tag-T’s homing laser. A front shot, wide shot, search/homing shot, or Garegga-style trajectory changes where you must position the ship, while properties such as Vulcan, beam, laser, and napalm change how damage is delivered.
After choosing a character, the button used on the selection screen sets a second layer of behavior. This input is separate from the character’s inherent weapon identity. Two characters selected with the same button can therefore share a speed/fire trade-off while still feeling completely different because their shot and options are different.
Style selection table
| Selection input | Weapon and movement trade-off | Documented starting fire rate |
|---|---|---|
| A | Strong main shot, weak options. | 15 Hz |
| B | Strong options, weak main shot. | 12 Hz |
| C, or A+B on some configurations | Strong main shot and options, but slower movement. | 20 Hz |
| Start | Faster movement, with weaker main shot and options. | 10 Hz |
The rates and labels are those documented by the specialist reference; they are not a promise that every cabinet exposes every input. The broad trade-offs are also summarized by Arcade History. Revision, region, control panel wiring, and emulation mapping can change which selection inputs are available. On a machine without a C input, use the choices the cabinet actually offers instead of trying to force a three-button command.
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Choosing a first ship and style
- Want straightforward forward damage? Start with a character whose weapon is described as a front or wide shot, then choose A for a stronger main weapon.
- Prefer enemies that move away from your line? A search or homing character can reduce aiming demands. B makes the option weapon stronger, but leaves the main shot weaker.
- Want both weapon components? C (or A+B where the configuration supports it) balances main shot and options. The price is slower movement, so learn to move earlier.
- Need maximum mobility? Start favors speed but weakens both weapon components. It can help a player who survives by positioning, although the lower damage makes long patterns less forgiving.
These are learning choices, not a universal tier list. The game gives each character a different weapon identity, and the best style depends on whether you can exploit the options, stay aligned with targets, and move safely at the selected speed.
Power-ups and the five shot levels
Shot items build the weapon meter toward five levels. The specialist guide describes the following progression:
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| Target level | Small shot items needed for that step | Large shot item |
|---|---|---|
| Level 2 | 1 | Raises the shot level by one immediately. |
| Level 3 | 2 | |
| Level 4 | 4 | |
| Level 5 | 8 |
The counts are for the successive level steps: one small item for level 2, then two for level 3, four for level 4, and eight for level 5. A large pickup is not a full refill; it advances one level once.
Special level-up technique
The same guide describes a special method: drop three shot or option icons, then collect the next icon of the corresponding type. This can produce a special level-up, but it is not free. Activating these special level-ups early can cause additional bosses at the end of Stage 5, according to the guide. Treat the technique as an advanced route for a known board and strategy, not as a first-credit objective.
A practical power-up routine
- Keep firing while approaching an item so you do not drift into a bullet pattern just to collect it.
- Take a large shot item when the immediate level increase is worth more than preserving a planned small-item sequence.
- Do not deliberately drop icons for the special level-up until you understand the Stage 5 consequence and the version you are playing.
- If your weapon feels weak, check whether you missed a pickup rather than changing style mid-run; style is fixed by the selection input for that credit.
Medal chaining: the first scoring skill to learn
Medals reward a continuous pickup chain. Arcade History lists the values beginning at 100 points, rising through 200 and 300, continuing to 1,000, and then increasing in 1,000-point steps until 10,000. The chain is wave-based: miss one medal and the next wave starts again at 100.
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| Chain phase | Documented medal values | What breaks it |
|---|---|---|
| Opening values | 100, 200, 300, and onward | Missing a medal resets the next wave to 100. |
| Upper values | Up to 1,000, then 2,000 through 10,000 in 1,000-point increments |
The key is not merely touching a medal somewhere on screen; it is planning movement so every medal in the wave reaches the ship. A wide or homing weapon may let you keep attacking while you reposition, but weapon choice does not remove the collection requirement.
Beginner medal habits
- Watch the next medal’s entry path before chasing the current one.
- Use short movements and leave an escape lane; a medal is never worth a collision.
- If a medal is headed through a dangerous gap, decide early whether a bomb protects the chain and your life.
- After a miss, mentally reset the target to 100 rather than continuing to play as if the old value remained.
Score extends and other ways to gain a life
The ordinary score extend
Arcade History and the specialist reference list an extra life at each 1.5 million points. That figure is a score threshold, not a statement that score is the game’s only life system. Enemy values, bosses, medals, and other events contribute to reaching it.
Advanced extend conditions
The specialist guide describes three additional conditions. They are version-sensitive tips, so verify them on the board or emulator revision you use:
- Destroy the large blue Highway hovercraft after it stops in the tunnel.
- Miss three max or large bomb items.
- Miss three extend items. The guide says this produces an extend that fills empty life slots without the rank gain associated with ordinary extends.
These conditions are best treated as route knowledge after you can survive consistently. Chasing an item solely to trigger an advanced extend can cost the life you were trying to earn.
Rank: why a successful run can become harder
Rank is a changing difficulty value. The specialist guide describes it as something that rises and falls during a run and notes that credits and collecting extends can affect it. The community’s technical rank values and memory-address explanations are not an official universal formula, so use the practical rule: a well-scoring, long run can produce denser or more demanding play later.
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Do not confuse rank with a medal multiplier or a weapon level. Medal value follows the pickup chain; shot level follows shot items; rank changes the challenge presented by the game. If a route suddenly feels faster or more crowded after repeated successful credits, rank is one possible explanation, alongside a different board revision or DIP-switch setting.
Revision-specific commands and cabinet settings
Most beginners can ignore configuration commands, but knowing their scope prevents misdiagnosing a control problem.
| Command or setting | Where it applies | What the references say |
|---|---|---|
| Change option formation | Battle Garegga characters | The specialist guide describes a C-button command for changing option formation. |
| Score display and autofire-rate adjustment | Configurations that support the guide’s Start-plus-button combination | The guide describes a Start-plus-button command for these optional settings. |
| Lower autofire rate | Revision B (software B) | Revision B lacks a C button and uses Start+Up for the lower-rate command. |
| Starting rank, timer rank, and coin setup | Arcade board DIP switches | The archived Raizing manual scan hosted by HFS Play lists these DIP-switch settings. |
Button combinations may be unavailable or mapped differently on a home port and in emulation. Identify the software revision first, then check the cabinet’s actual panel and DIP configuration. Optional autofire commands are not required to learn movement, bombing, power-ups, or medals.
Courses and mode names are not universal
The older player FAQ describes Beginner, Normal, Advance, and Special courses. The specialist guide instead uses Normal, Advanced, and Boss Rush terminology. These labels should not be merged as if they were one fixed menu: unlocks and names can vary with board version and setup. If your machine presents a different list, record the exact wording and revision before looking for a route guide.
A first-credit practice plan
Credits 1–3: survive and identify your setup
- Confirm whether the cabinet or emulator maps Fire to A and Bomb to B, and note whether a C input exists.
- Choose one character and one style; do not change both every credit.
- Practice small joystick movements while holding Fire.
- Use Bomb when projectiles remove your escape route, noting how your version behaves.
- Collect ordinary shot items and observe how many small pickups are needed for each level step.
Credits 4–6: add medals
- Watch the medal’s path before moving toward it.
- Protect the chain only when the route is safe; a missed medal resets the next wave to 100.
- Record where your first chain breaks and whether a different style’s speed or weapon would make that approach safer.
- Notice your score at 1.5 million-point intervals so you understand when an ordinary extend should appear.
After you can reach later stages
- Compare a main-shot-focused A selection with an option-focused B selection using the same character.
- Try C or A+B only if your revision supports it, and compensate for slower movement by moving before patterns arrive.
- Study the special level-up route and Stage 5 boss consequence before attempting it.
- Track whether repeated credits, extra lives, or a different DIP setup coincide with a change in rank pressure.
Common problems and fixes
“The guide says C, but my panel has no C button.”
You may be on Revision B or a cabinet with only the standard Fire and Bomb buttons. Revision B is specifically documented as lacking a C button for one autofire command. Use the available selection inputs and check the board revision rather than treating the missing button as a hardware fault.
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“My character feels wrong even though the style is the same.”
Style does not define the whole ship. Character choice determines shot trajectory, option behavior, and special weapon, so a homing character and a wide Vulcan character will require different positioning under the same A or B selection.
“I collected medals but the value returned to 100.”
The chain resets after a missed medal, with the next wave beginning at 100. Rebuild the chain instead of expecting the previous value to carry over.
“The game became much harder after I started earning extends.”
Rank is a plausible factor: community documentation describes it as a changing difficulty value affected by run conditions, including credits and extend collection. Revision and DIP-switch differences can also change the experience, so compare like-for-like boards before drawing a conclusion.
Playing at home and checking provenance
The Museum of the Game documents the arcade cabinet and an archived manual, which is useful when you need to identify the physical control layout or DIP options. Collector boards and cabinets are a specialist hardware route rather than a normal beginner requirement.
The specialist guide identifies Sega Astro City Mini V as the first home port, released in 2022, 24 years after the original release, and notes that its music was slightly changed. Confirm the exact game inclusion, regional compatibility, current availability, and control mapping for any home hardware you consider; those details can change and the home version is not evidence that every arcade revision behaves identically.
What to remember during a run
- Move with the eight-way joystick, Fire with A, and Bomb with B.
- Character selection chooses your weapon identity; A, B, C/A+B, or Start on the select screen chooses the style trade-off.
- Small shot items build five weapon levels; a large shot item advances one level immediately.
- Medals rise from 100 toward 10,000 only when every pickup in the chain is caught.
- An ordinary score extend is listed at 1.5 million points, with additional advanced conditions documented for particular versions.
- Rank can make a successful run more difficult, and board revision or DIP settings can change commands and modes.
No official developer quotation is established in the cited materials. The control, weapon, medal, extend, and rank details above come from the International Arcade Museum, Arcade History, Shmups Wiki, the dated Steven Ives FAQ, and the archived Raizing manual; they are secondary references and may vary by revision, cabinet setup, or emulation.
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