Used a setup like this and kept the top two always on while conditionally toggling the lower four to spread the load. Ultimately found myself rate-limited here by the top two being solely responsible for their own kills, but unable to find another spot where they could also potentially finish later kills without giving up too much initial damage.
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Neat. So it's easy to "win" but the challenge comes from placing and disabling towers to balance their kills. And the only punishment for a missed enemy is that it might have added to the smallest tower's killcount.
Got 4572 = 127 * 6^2 after a few tries.
Exploit: you can make your score arbitrarily high by placing and deleting baby towers, since the tower count never goes down and deleted towers don't affect the minimum calculation.
I didn't see the end prompt until after finding the machine, so I viewed it as an amusing punchline recontextualizing the player character's situation.
If this were a game level, then the level design highlights the machine as a point of interest: jutting out of a flat field, the path toward it highlighted with three bright circular stones offset from the main trail. The machine itself feels like it's setting up the opening puzzle to an adventure game: unlabeled buttons, locked hinge, a warning on what to do before opening it. But it isn't a puzzle! It's just some inexplicable part of the real word, a configuration of physical objects fascinating enough to pry the player character away from a party, to forget whatever they were doing before and instead dedicate their whole focus on investigating this electric panel as if they *were* in a game.
Space Harrier! Plays well.
There might be a resolution bug on 1920x1080: I don't see the score on screen and the player character's boundary is limited to a small space on the bottom-right of the screen.