Controlling either a fighter, wizard, or ninja, the player can choose from six stages and play them in any order, fighting against waves of enemies and bosses, while defending or avoiding collision with their projectiles and other obstacles.
Due to T&E Soft liking to push its playtesters to the limits and as their skills improved naturally, it led to the designers increasing the difficulty to keep up with them, particularly paying attention to both enemy movement and spawn patterns.
[4][5] Controlling either the fighter, wizard, or ninja, the player can choose from the first six stages and play them in any order, fighting against an assortment of enemy waves, while defending or avoiding collision with their projectiles and other obstacles.
[3] Scattered across every stage are tresure chests containing power-ups that open when shot, ranging from beneficial or harmful items such as a speed boost or poison, to multiple types of weapons.
After defeating a boss, the player can increase their overall status by granting experience points (EXP) to any of the character's four characteristics: strength (ST), magic (MP), dexterity (DX), and agility (AG).
Once completely depleted, it will result in losing a live stock, as well as a penalty of decreasing the overall firepower of the character's currently equipped weapon to its original state and starting back at the beginning of a stage.
[7][10] Etsuko Suzuki, Hideaki Shinmura, Kayoko Miura, Kenji Nakashima, Takahiro Hachiya, Takako Hayase, and Yuuji Hattori were responsible for designing the artwork.
[7] According to Tetsuya Yamamoto, T&E Soft liked pushing its playtesters to their limits by cutting a hole in paper and using it to cover the screen so only a portion of the playfield was visible at any time.
[10] Yamamoto recounted that this led the designers increasing the difficulty to keep up with the testers, as their skills improved naturally, with T&E Soft particularly paying attention to both enemy movement and spawn patterns.
[21] Sega Pro's Damian Butt shared similar thoughts regarding its high difficulty, remarking that it may prove frustrating for players and criticized issues with collision detection.
[30] MegaTech's Mark Patterson and Paul Glancey found it to be playable shoot 'em up but both remarked that "a couple of problems lead to frustration" and noted the lack of additional option settings.