Nice, thanks for the Feedback
@FBnil
1. Yes, I will add the numbers, the midground doesn´t help much here, so I either make different stations or add numbers, or both.
The original was supposed to have 5 types of stations that gets randomly created for the 7 station track, the powerup was to be related to this but I later made only one and random powerups.
Still, the code is there to support it just in case.
2. Shhh, don´t tell anyone!

Yep I didn´t want to kill or penalize the player for being off screen(left). The ufo´s behavior should counter act if this is abused but if one has more then 3 jumps, then you can easily position yourself off the screen to the top for a while. I wonder if I should increase the altitude loss, do you think this trick detracts the game experience? I will do some more testing here too.
3. Yeah, that happens on the other 3 occasions where story text is printed, fixed now.
4. Yep, it is one of the power ups, it can be a relief but filling energy does not get you any extra features, which are somehow needed later up. This and the other power ups (except for the repulser), can only happen if you have a free ´slot´. For example, if your energy is full, you will never get a fill up energy powerup.
5. 7 stations to go, then came back to #1 and go to #7 again.
6. This should not happen, notice that you only collide with the bomb itself, the explosion does not harm you. There might be a chance that 2 bombs could be on the same place, but it should be easier to win a lottery than that to happen.
I will investigate more.
7. Later levels are da booomb!

If you have a lot of energy you can crash on some bombs trying to preserve some grounds(specially when going back for Jones). Also, all bombs have the same x speed so it creates some holes to go through, but it is hard to master and sometimes just impossible to achieve.
8. Good, with all its flaws, it must be fun to play, and hopefully, not too frustrating.

newer version is not up yet, will add your suggestion before uploading.
9. hmmm, strange behavior, the screen setting should be unrelated to the media. Esc should quit the game anytime. Does it end ok when the media is there?
If this is just related to the media then It should be ok. I will add instructions on the specifics of the medias to make it easier to mod.
That irritating siren sound is the repulser, all ufos go away for a short while. This is good to catch one´s breath or to save the area of bombardments for future safe traverse.
The jump not registering is a trick thing. You have to be flat on ground to jump, if you are climbing up or down a slope, you don´t jump because you are already on a "jump" state, so you can only jet. I will try to fix this but it is hard cause of the mess I coded with the object to track array conversion.
Also, landing on a single cell is of the utmost lucky factor, one should not count to be able to do it.
Landing on a 2 cell ground (if not a slope) is hard but not impossible. 3 cells are ok. Thing is that the slope cells do not count as ground properly.
I tried to implement dpad down to break the tank still, it should be easier to jump from this, but the array conversion got in the way, I will try that again as it would make the tank a lot more controllable.
The number of ufos and maximum bombs on screen is controlled by a sort of a list. The number of ufos has a random factor + minimum #. The idea is to make every game different, some parts harder, some easier.
I´m trying to figure out some changes that could increment the gameplay, as you can see on the media folder, there is a bunch of unused GFX.
I´m also in doubt of the terrain destruction speed. If it is slower, it gives a better sense of running away from the destruction.
The bridges fall at half the terrain speed to help this up. I´m going to increase the maximum random pole placement on the bridges because the bridge will start falling apart if more then 2 cells away from a junction.
I want to have that "running away on a collapsing bridge" indiana jones thing.
Thanks again for the feedback!