Summary of regular-expression constructs


Summary of regular-expression constructs































































































































































































































































































































Construct Matches
 
Characters
x The character x
\\ The backslash character
\0n The character with octal value 0n (0 <= n <= 7)
\0nn The character with octal value 0nn (0 <= n <= 7)
\0mnn The character with octal value 0mnn (0 <= m <= 3, 0 <= n <= 7)
\xhh The character with hexadecimal value 0xhh
\uhhhh The character with hexadecimal value 0xhhhh
\t The tab character (‘\u0009’)
\n The newline (line feed) character (‘\u000A’)
\r The carriage-return character (‘\u000D’)
\f The form-feed character (‘\u000C’)
\a The alert (bell) character (‘\u0007’)
\e The escape character (‘\u001B’)
\cx The control character corresponding to x
 
Character classes
[abc] a, b, or c (simple class)
[^abc] Any character except a, b, or c (negation)
[a-zA-Z] a through z or A through Z, inclusive (range)
[a-d[m-p]] a through d, or m through p: [a-dm-p] (union)
[a-z&&[def]] d, e, or f (intersection)
[a-z&&[^bc]] a through z, except for b and c: [ad-z] (subtraction)
[a-z&&[^m-p]] a through z, and not m through p: [a-lq-z](subtraction)
 
Predefined character classes
. Any character (may or may not match line terminators)
\d A digit: [0-9]
\D A non-digit: [^0-9]
\s A whitespace character: [ \t\n\x0B\f\r]
\S A non-whitespace character: [^\s]
\w A word character: [a-zA-Z_0-9]
\W A non-word character: [^\w]
 
POSIX character classes (US-ASCII only)
\p{Lower} A lower-case alphabetic character: [a-z]
\p{Upper} An upper-case alphabetic character:[A-Z]
\p{ASCII} All ASCII:[\x00-\x7F]
\p{Alpha} An alphabetic character:[\p{Lower}\p{Upper}]
\p{Digit} A decimal digit: [0-9]
\p{Alnum} An alphanumeric character:[\p{Alpha}\p{Digit}]
\p{Punct} Punctuation: One of !”#$%&'()*+,-./:;<=>?@[\]^_`{|}~
\p{Graph} A visible character: [\p{Alnum}\p{Punct}]
\p{Print} A printable character: [\p{Graph}]
\p{Blank} A space or a tab: [ \t]
\p{Cntrl} A control character: [\x00-\x1F\x7F]
\p{XDigit} A hexadecimal digit: [0-9a-fA-F]
\p{Space} A whitespace character: [ \t\n\x0B\f\r]
 
Classes for Unicode blocks and categories
\p{InGreek} A character in the Greek block (simple block)
\p{Lu} An uppercase letter (simple category)
\p{Sc} A currency symbol
\P{InGreek} Any character except one in the Greek block (negation)
[\p{L}&&[^\p{Lu}]]  Any letter except an uppercase letter (subtraction)
 
Boundary matchers
^ The beginning of a line
$ The end of a line
\b A word boundary
\B A non-word boundary
\A The beginning of the input
\G The end of the previous match
\Z The end of the input but for the final terminator, if any
\z The end of the input
 
Greedy quantifiers
X? X, once or not at all
X* X, zero or more times
X+ X, one or more times
X{n} X, exactly n times
X{n,} X, at least n times
X{n,m} X, at least n but not more than m times
 
Reluctant quantifiers
X?? X, once or not at all
X*? X, zero or more times
X+? X, one or more times
X{n}? X, exactly n times
X{n,}? X, at least n times
X{n,m}? X, at least n but not more than m times
 
Possessive quantifiers
X?+ X, once or not at all
X*+ X, zero or more times
X++ X, one or more times
X{n}+ X, exactly n times
X{n,}+ X, at least n times
X{n,m}+ X, at least n but not more than m times
 
Logical operators
XY X followed by Y
X|Y Either X or Y
(X) X, as a capturing group
 
Back references
\n Whatever the nth capturing group matched
 
Quotation
\ Nothing, but quotes the following character
\Q Nothing, but quotes all characters until \E
\E Nothing, but ends quoting started by \Q
 
Special constructs (non-capturing)
(?:X) X, as a non-capturing group
(?idmsux-idmsux)  Nothing, but turns match flags on – off
(?idmsux-idmsux:X)   X, as a non-capturing group with the given flags on – off
(?=X) X, via zero-width positive lookahead
(?!X) X, via zero-width negative lookahead
(?<=X) X, via zero-width positive lookbehind
(?<!X) X, via zero-width negative lookbehind
(?>X) X, as an independent, non-capturing group




Backslashes, escapes, and quoting


The backslash character (‘\’) serves to introduce escaped constructs, as defined in the table above, as well as to quote characters that otherwise would be interpreted as unescaped constructs. Thus the expression \\ matches a single backslash and \{ matches a left brace.

It is an error to use a backslash prior to any alphabetic character that does not denote an escaped construct; these are reserved for future extensions to the regular-expression language. A backslash may be used prior to a non-alphabetic character regardless of whether that character is part of an unescaped construct.

Backslashes within string literals in Java source code are interpreted as required by the Java Language Specification as either Unicode escapes or other character escapes. It is therefore necessary to double backslashes in string literals that represent regular expressions to protect them from interpretation by the Java bytecode compiler. The string literal “\b”, for example, matches a single backspace character when interpreted as a regular expression, while “\\b” matches a word boundary. The string literal “\(hello\)” is illegal and leads to a compile-time error; in order to match the string (hello) the string literal “\\(hello\\)” must be used.

Character Classes


Character classes may appear within other character classes, and may be composed by the union operator (implicit) and the intersection operator (&&). The union operator denotes a class that contains every character that is in at least one of its operand classes. The intersection operator denotes a class that contains every character that is in both of its operand classes.

The precedence of character-class operators is as follows, from highest to lowest:























1     Literal escape     \x
2     Grouping […]
3     Range a-z
4     Union [a-e][i-u]
5     Intersection [a-z&&[aeiou]]

Note that a different set of metacharacters are in effect inside a character class than outside a character class. For instance, the regular expression . loses its special meaning inside a character class, while the expression becomes a range forming metacharacter.

Line terminators


A line terminator is a one- or two-character sequence that marks the end of a line of the input character sequence. The following are recognized as line terminators:


  • A newline (line feed) character (‘\n’),
  • A carriage-return character followed immediately by a newline character (“\r\n”),
  • A standalone carriage-return character (‘\r’),
  • A next-line character (‘\u0085’),
  • A line-separator character (‘\u2028’), or
  • A paragraph-separator character (‘\u2029).

If UNIX_LINES mode is activated, then the only line terminators recognized are newline characters.

The regular expression . matches any character except a line terminator unless the DOTALL flag is specified.

By default, the regular expressions ^ and $ ignore line terminators and only match at the beginning and the end, respectively, of the entire input sequence. If MULTILINE mode is activated then ^ matches at the beginning of input and after any line terminator except at the end of input. When in MULTILINE mode $ matches just before a line terminator or the end of the input sequence.

Groups and capturing


Capturing groups are numbered by counting their opening parentheses from left to right. In the expression ((A)(B(C))), for example, there are four such groups:
















1     ((A)(B(C)))
2     (A)
3     (B(C))
4     (C)

Group zero always stands for the entire expression.

Capturing groups are so named because, during a match, each subsequence of the input sequence that matches such a group is saved. The captured subsequence may be used later in the expression, via a back reference, and may also be retrieved from the matcher once the match operation is complete.

The captured input associated with a group is always the subsequence that the group most recently matched. If a group is evaluated a second time because of quantification then its previously-captured value, if any, will be retained if the second evaluation fails. Matching the string “aba” against the expression (a(b)?)+, for example, leaves group two set to “b”. All captured input is discarded at the beginning of each match.

Groups beginning with (? are pure, non-capturing groups that do not capture text and do not count towards the group total.

Unicode support


This class follows Unicode Technical Report #18: Unicode Regular Expression Guidelines, implementing its second level of support though with a slightly different concrete syntax.

Unicode escape sequences such as \u2014 in Java source code are processed as described in ?3.3 of the Java Language Specification. Such escape sequences are also implemented directly by the regular-expression parser so that Unicode escapes can be used in expressions that are read from files or from the keyboard. Thus the strings “\u2014” and “\\u2014”, while not equal, compile into the same pattern, which matches the character with hexadecimal value 0x2014.

Unicode blocks and categories are written with the \p and \P constructs as in Perl. \p{prop} matches if the input has the property prop, while \P{prop} does not match if the input has that property. Blocks are specified with the prefix In, as in InMongolian. Categories may be specified with the optional prefix Is: Both \p{L} and \p{IsL} denote the category of Unicode letters. Blocks and categories can be used both inside and outside of a character class.

The supported blocks and categories are those of The Unicode Standard, Version 3.0. The block names are those defined in Chapter 14 and in the file Blocks-3.txt of the Unicode Character Database except that the spaces are removed; “Basic Latin”, for example, becomes “BasicLatin”. The category names are those defined in table 4-5 of the Standard (p. 88), both normative and informative.

Comparison to Perl 5


Perl constructs not supported by this class:




  • The conditional constructs (?{X}) and (?(condition)X|Y),



  • The embedded code constructs (?{code}) and (??{code}),



  • The embedded comment syntax (?#comment), and



  • The preprocessing operations \l \u, \L, and \U.


Constructs supported by this class but not by Perl:




  • Possessive quantifiers, which greedily match as much as they can and do not back off, even when doing so would allow the overall match to succeed.



  • Character-class union and intersection as described above.


Notable differences from Perl:




  • In Perl, \1 through \9 are always interpreted as back references; a backslash-escaped number greater than 9 is treated as a back reference if at least that many subexpressions exist, otherwise it is interpreted, if possible, as an octal escape. In this class octal escapes must always begin with a zero. In this class, \1 through \9 are always interpreted as back references, and a larger number is accepted as a back reference if at least that many subexpressions exist at that point in the regular expression, otherwise the parser will drop digits until the number is smaller or equal to the existing number of groups or it is one digit.



  • Perl uses the g flag to request a match that resumes where the last match left off. This functionality is provided implicitly by the Matcher class: Repeated invocations of the find method will resume where the last match left off, unless the matcher is reset.



  • In Perl, embedded flags at the top level of an expression affect the whole expression. In this class, embedded flags always take effect at the point at which they appear, whether they are at the top level or within a group; in the latter case, flags are restored at the end of the group just as in Perl.



  • Perl is forgiving about malformed matching constructs, as in the expression *a, as well as dangling brackets, as in the expression abc], and treats them as literals. This class also accepts dangling brackets but is strict about dangling metacharacters like +, ? and *, and will throw a PatternSyntaxException if it encounters them.


For a more precise description of the behavior of regular expression constructs, please see Mastering Regular Expressions, 2nd Edition, Jeffrey E. F. Friedl, O’Reilly and Associates, 2002.

Spikey’s Bounce Around 史碧奇解救蝴蝶冒險記

Spikey’s Bounce Around 史碧奇解救蝴蝶冒險記

軟體:Spikey’s Bounce Around(版本:N/A)
類別:動作遊戲
性質:Freeware()

【編輯/宗文】

遊戲中玩家必須引導主角,在關卡中透過打破玻璃瓶來解救被關住的蝴蝶,不過這可不簡單喔!因為除了主角的彈跳次數有限制外,許多關卡中還藏有許多危機,以及有很多敵人來干擾玩家。遊戲中如果移動次數變為零而尚有蝴蝶未救出,遊戲就會結束。另外玩家如能減少移動次數而過關,將可以獲得額外的加分。遊戲的玩法非常簡單,玩家首先移動滑鼠來設定要行進的方向,然後按滑鼠左鍵主角便會移動,不過要注意主角移動的距離有所限制,玩家如要到達較遠目標,應該分次來行動。在每一個不同關卡中,玩家要將所有蝴蝶都救出來才能過關,如要打破玻璃瓶而救出蝴蝶的話,必須將支撐玻璃瓶的植物或樹藤去除,這些都將會消耗主角移動的次數,因此玩家必須算準才能減少主角移動的次數。



遊戲中還會出現一些彈跳物品,當主角碰到這些物品時會彈跳到其他地方,另外還有許多危險物品及敵人出現,玩家要算準時間差或跳躍的角度來避開他們,否則一碰觸可是會扣能量值的。

下載:

Flames of Fury 狂怒的火焰

Flames of Fury 狂怒的火焰

軟體:Flames of Fury(版本:N/A)
類別:射擊遊戲
性質:Freeware()

【編輯/宗文】

這是一款射擊遊戲,玩家必須帶領飛龍來消滅敵人,相對的敵人也會派出大量軍隊來攻擊飛龍巢穴,玩家必須防禦它,一旦巢穴被擊毀,遊戲就會結束。遊戲中有三種困難度,建議玩家從簡單的開始挑戰,熟悉遊戲後再挑戰困難的。飛龍的巢穴可以製造各種火球,與防禦火焰(阻擋敵人直接攻擊飛龍巢穴),如有升級點數也可以在巢穴中升級各種不同飛龍的能力,另外也可以利用資源來恢復健康值。



飛龍可以發射各種不同類型的火球,不過這些火球必須有兩種資源才能製造(飛龍靠近這兩種資源提供處便能取得。),一種是藍色的氫資源,一種是紅色的硫磺資源,玩家必須尋找這兩資源,然後再回到巢穴中來合成火球。各種火球的攻擊值與消耗能源的數量都不同,端看玩家如何來做出最佳抉擇。在這個過程中敵人會不斷騷擾飛龍,以及攻擊其巢穴,所以一旦發現敵軍要攻擊巢穴時,記得趕緊回防。另外要注意這兩種資源可是會用完的,因此玩家在攻擊敵人方面要力求準確,否則能源用完時可就無法再攻擊敵人了。



在敵人方面有分為數種,底下介紹幾個敵軍的種類或建築物。一種是陸上的裝甲車,它無法攻擊我方基地,只能在一定範圍內移動攻擊飛龍。戰鬥直昇機可以靠近飛龍巢穴並攻擊它,所以一但看到戰鬥直昇機應該先摧毀它。另外還有敵軍的防禦塔,以及生產戰鬥單位的兵工廠,都是玩家要攻擊的目標。遊戲操控說明:1.利用四個方向鍵移動飛龍。2.滑鼠移動可以瞄準敵人,按滑鼠左鍵可以發射火球。3.按空白鍵可以改變火球類型。

下載:

Evil Elves 2 偷竊聖誕禮物的小鬼2

Evil Elves 2 偷竊聖誕禮物的小鬼2

軟體:Evil Elves 2(版本:N/A)
類別:動作遊戲
性質:Freeware()

【編輯/宗文】

這是一款動作遊戲,由於有一羣邪惡小鬼偷走禮物,聖誕老人要將禮物找回。因此玩家必須幫忙聖誕老人在關卡中找尋所有的禮物,並且最後坐上雪橇才能順利過關。遊戲中的畫面色彩豐富,敵人的種類很多,每個關卡的風格變化很大,讓人不會感覺單調,這方面的表現很不錯。



每個關卡的敵人很多,種類也都不一樣,其攻擊招式變化萬千,所以玩家要非常注意,尤其一些速度快或者攻擊武器的範圍廣的。另外要注意地面上或牆上是否有機關或危險物品,才不會被扣生命點數。遊戲中玩家可以丟擲雪球來攻擊敵人,但是雪球的數量是有限制的,因此一些敵人如能避開,有時候並不需要將所有的敵人殲滅。



遊戲中會出現一些聖誕老人的頭像圖示或者雪球圖示,如果玩家能取得可以補充生命點數,如果能取得雪球圖示則可以補充可丟擲雪球的數量。遊戲中玩家如能愈早完成關卡,則可以獲得的時間加分將會愈多,而過關後的生命點數愈多,也可以獲得更多的加分。




遊戲操控說明:
1.利用方向鍵中的左右鍵移動主角。
2.方向鍵中的上鍵可以向上飛行,下鍵可以蹲下。
3.空白鍵可以丟擲雪球。

下載:

Crystal Mines 採水晶礦

Crystal Mines 採水晶礦

軟體:Crystal Mines(版本:N/A)
類別:益智遊戲
性質:Freeware()

【編輯/宗文】

這是一款益智遊戲,玩法有些類似倉庫番,都是要將物品推至定點。遊戲畫面中會出現許多種不同的水晶,玩家必須將這些水晶推動到紅色的箱子中,當箱子裝上水晶後就會消失,直到全部箱子都消失後,出口處才會打開,玩家到達出口處後才算過關。遊戲畫面的右上角有一個時鐘,玩家如能愈早完成關卡,則可以獲得的時間加分將會愈多。畫面左上角的紅心圖示則代表擁有的生命值,當玩家無法過關用滑鼠左鍵點擊「RESTAT LEVEL」時,可以重玩本關卡,但是會扣一點生命值。

遊戲中玩家一次只能推動一個水晶,因此如有兩個以上的水晶相接,一次是無法推動兩個以上水晶的。另外遊戲中會出現一些綠色植物或是石頭,綠色植物可被主角摘除,石頭只能推開不能去除,這些障礙物玩家要小心去除,以免檔到推動水晶行進的方向。遊戲中要小心不可把水晶推到牆壁角落,否則水晶可是無法再推動的。




遊戲操控方面,利用四個方向鍵移動主角,以及推動水晶。在過關後按空白鍵可以迅速跳過計分的畫面。

下載:

Dead Tree Defender 三箭客

Dead Tree Defender 三箭客

軟體:Dead Tree Defender(版本:N/A)
類別:射擊遊戲
性質:Freeware()

【編輯/宗文】

遊戲中玩家必須在每個關卡中,將所有的敵人消滅才能順利過關。遊戲有三種困難度可選擇,愈困難的關卡,其防禦工事做的更好,是很難用箭射中的,因此可以考驗玩家射擊的技術。每一關敵人的剩餘數量與總殲滅的敵人數量都會標示於畫面下方,玩家可以參考。



遊戲中除了有玩家可以控制的主角之外,還有兩名隊友可以支援玩家,不同這兩名隊友是會自己射擊,玩家無法控制。玩家所控制的主角可以任意移動,而且可以藉由跳躍或蹲下來躲避敵方攻擊,其他兩名隊友只能射擊不能移動。遊戲中我方的三名射手前方會有一木牆,這是我方的防禦工事。敵方會不斷利用各種不同的攻擊方式來攻擊我方,例如蛇人會丟出可怕的蛇,會丟擲石頭的敵人或射箭手等等,玩家必須利用準確的射擊來擊潰對手。

遊戲操控說明:
1.方向鍵的上鍵可以攀爬樓梯或跳躍。
2.方向鍵的下鍵可以爬下樓梯或蹲下。
3.方向鍵中的左右鍵可以移動主角。
4.利用滑鼠移動來控制射擊角度,按滑鼠左鍵可以射擊,按住愈久再放開可以射的更遠。

下載:http://www.crazymonkeygames.com/Dead-Tree-Defender.html

Bomb It 炸彈機器人

Bomb It 炸彈機器人

軟體:Bomb It(版本:N/A)
類別:動作遊戲
性質:Freeware()

【編輯/宗文】

遊戲的玩法類似炸彈超人,都是利用炸彈來炸開周邊障礙物與攻擊對手。遊戲中有三種困難度與四個人物供玩家選擇,玩家可以挑選自己喜歡的人物進行遊戲,困難度方面則可以從簡單的開始挑戰。另外遊戲除了可一人獨玩外,也可以兩人一起加入競爭。遊戲中提供了多種場景,讓遊戲內容更加豐富更有變化。



遊戲中玩家要獲取勝利有兩種方式,第一種是擊敗所有對手,第二種是限制時間已到,還有對手未消滅的話,此時則會取分數最高的為優勝。遊戲中提供了多種寶物,例如增加可放置炸彈的數量、可以丟擲到遠方的炸藥、可以增加走路速度的鞋子與可以保護己身的防護盾等等,非常的豐富,善用這些寶物的話,對於攻擊對手而取得勝利會有很大的幫助。




遊戲操控說明:
1.獨自一人玩時:利用四個方向鍵移動主角,空白鍵可放置炸彈。
2.兩人玩時:
第一組按鍵:利用W、A、S、D四鍵移動主角,空白鍵放置炸彈。
第二組按鍵:利用四個方向鍵移動主角,Enter鍵可放置炸彈。

下載:

Jetpack Mission 口香糖人的拯救任務

Jetpack Mission 口香糖人的拯救任務

軟體:Jetpack Mission(版本:N/A)
類別:動作遊戲
性質:Freeware()

【編輯/宗文】

遊戲中玩家必須藉由角度的調整,以及力量大小的決定來讓我們的主角往目的地前進。有時目的地會在前方,有時候又會在正上方,因此如何調整將是玩家要傷腦筋的地方。一但調整正確便能站上目的地,如果碰到目的地邊邊的話,主角還會有攀爬的方式上去,若是偏差太多就會看到可憐的主角掉到畫面外囉!

遊戲中有許多關卡,每個關卡的背景都不同,讓遊戲內容更加豐富。而每個關卡的目的地也都不同,例如第一關是西瓜,玩家必須讓主角能依序順利站上這些大小不同的西瓜。而除了一般西瓜之外,有些西瓜在一段時間後可是會破裂的,這常常會讓人緊張兮兮,因為調整的動作要很快,才不會讓主角從破裂的西瓜掉落。另外有些西瓜會間隔一段時間長出刺,玩家必須掌握不長刺的時間差來站上西瓜。




遊戲操控方面,利用滑鼠來決定主角跳躍的方向、角度與力量,只要移動滑鼠可以看到主角旁邊的雷達上會有長條線條的顯示,線條愈長主角可以跳得遠,線條愈陡表示角度愈大。遊戲畫面上方有一些指示訊息,有左至右分別是目前的關卡數、生命值、煞車裝置可用次數、加速能量多寡與分數。

在煞車裝置方面,當玩家覺得力量或角度沒調好,主角會越過目的地,此時可以按空白鍵,讓主角急停。相反的如果會在目的地前掉落,可以按住滑鼠左鍵不放來啟動加速系統。不過這兩項都會有使用的數量限制,因此要小心使用。另外站在平台上時,可以利用方向鍵中的左右鍵來移動主角。


下載:http://www.candystand.com/play.do?id=17983

Tropix 水果消除樂

Tropix 水果消除樂

軟體:Tropix(版本:N/A)
類別:益智遊戲
性質:Freeware()

【編輯/宗文】

這是一款益智遊戲,遊戲規則非常簡單,玩家只要將同種類的三個以上的水果排成一直線便能消除它們。要完成關卡的話,必須將畫面下方的能量指示器積滿。遊戲的背景會有多種變化,讓玩家能在不同背景下進行遊戲,較有新鮮感。遊戲中如能一次消除多個水果,或者能連鎖消除都可以獲得較高的積分。

遊戲中的每個關卡會出現一個到數個不等的冰凍點,它們將慢慢將水果冰凍起來,被冰凍的水果就無法移動。因此玩家如看到附近的水果有被冰凍的,最好看看其周圍有無可消除的水果,當消除水果時可以將附近被冰凍的水果解凍。否則如一直不管被冰凍的水果,它們將會逐漸擴展開來。



遊戲中會出現兩種寶物,第一種是帶有箭頭圖示的黑色寶物,玩家如果點取它將會依其方向將水果或被冰凍的地方都消除掉。第二種是帶有火焰圖示的寶物,它可以將一定範圍的水果都消除掉。這些寶物將是玩家過關的好幫手!



遊戲操控方面,利用滑鼠左鍵點擊要交換的一個水果,然後再點擊周圍的另一個水果便能交換。(要能消除才可完成交換,否則無法交換。)

下載:http://www.gamefools.com/onlinegames/play/Tropix.html

Mindfields 2204 戰場上的坦克激戰

Mindfields 2204 戰場上的坦克激戰

軟體:Mindfields 2204(版本:N/A)
類別:益智遊戲
性質:Freeware()

【編輯/宗文】

這是一款益智遊戲,玩家必須利用方向圖示、防護圖示與開火圖示來構成一個正確順序的路線,讓戰車能避開或者攻擊敵方的戰車,然後安全抵達旗幟標標示的終點處。畫面中敵軍的戰車會有射程範圍的顯示,玩家必須注意來加以避過。



遊戲中會有一些圖示,分別在底下說明。一種是黑色箭頭的方向圖示,戰車會循著其方向指示移動,但是黑色箭頭玩家不能移動,這是遊戲關卡本身就配置好的。第二種是紅色箭頭的方向圖示,玩家可以利用這些圖示來放置到適當位置,來引導戰車往正確方向前進。第三種是防護圖示,當玩家的戰車碰到此圖示時,戰車可以獲得防護罩保護因而可以暫時無敵,敵軍的攻擊將會無效。最後一種是開火的圖示(有單向圓形開火圖示與四方向圓形開火兩種),當玩家戰車碰到此圖示時會發射大砲,因此玩家必須放置到適當位置,才能順利將敵軍戰車擊毀。

玩家在過關後,可以將過關密碼抄錄下來,在片頭畫面輸入過關密碼便能從那一個關卡開始玩,而不用每次從第一關開始玩。遊戲操控方面,玩家利用滑鼠左鍵點擊畫面右方的圖示處,然後拖曳至中間畫面的適當位置。全部配置完畢後,用滑鼠左鍵點擊畫面右下角的「START ENGINE」,戰車便會開始啟動,如果要重新配置,可以點擊「RESET FIELD」。

下載: