LAZER WHEEL (Mastertronic Added Dimension) Program by Shaun Southern Joystick or Keyboard THE GAME The object of the game is to prevent the invading aliens from closing the eight-sectored hyperspace causeway. The game screen consists of a circular central play area surrounded by seven read-outs. Score and High Score are self-explanatory. Lev - this indicates the level of play reached. Hits - the value of stored hit points - see Hit Points. Time - the total time until completion of the level. Damage - indicates the amount of damage sustained on the current sector. When the damage reaches 100% the sector closes. LASER SCAN This is divided into eight sections. Each section corresponds to a sector. Next to each sector is a coloured bar. The colour of the bar indicates the time remaining before the bomb/bombs in that sector detonate, resulting in damage sustained to that sector. The colours of the bar range from black, for a sector clear of bombs, red for a bomb just arrived, through blue, pink and white, which indicates imminent detonation of a bomb. In the case of two or more bombs of different times in the same segment, the colour will indicate the time remaining on the fuse of the first bomb to arrive. The bar length shows the amount of damage sustained by that sector. On reaching 100% damage the bar disappears, indicating the loss of that sector. A white arrow points to the sector that you are on. A black arrow points to the sector for warping to. Flashing sector numbers indicate that hit points are stored on that sector - see Hit Points. BADDIES The aliens come in various shapes, each with a specific purpose. [See LAZERWHL.GIF for symbols and descriptions.] Playing Instructions The player controls a triangular laser-armed spacecraft. The object of the game is to use the spacecraft to prevent the invading aliens from closing the eight-sectored hyperspace causeway. To do this you have to prevent the damage on at least one sector from reaching 100%. To gain a high score it is preferable to keep all eight sectors open and so gaining bonus points. To do this you must prevent the enemy bombs from detonating by shooting them. To defend different levels, move the joy- stick forwards or backwards to move the black arrow to point to the sector that you wish to jump to, then hold down the fire button. The level finishes when the timer reaches zero. The game ends when the sector you are on suffers 100% damage. This can also happen if the level you are jumping to closes over whilst you are in hyperspace. HIT POINTS When you shoot the crossing blue and yellow blocks you will be awarded a varying amount of hit points. Hit points are stored on the level that the jump point is set to, provided that this is different to the level you are currently on. If the jump pointer is set to your current level you will lose the points. A sector with hit points stored on it is shown by the sector number on the laser scan flashing. The idea is to move from screen to screen accumulating hit points. If you accumulate over 100 hit points, the level timer rapidly decreases thus ending the level. A bonus is awarded for any hit points remaining at the end of the level. Staying on or jumping back to a sector with hit points stored on it will cause the hit points to be added to the score. Stored hit points count down slowly, so you must be fast to get them over 100. Loading Instructions Type LOAD"" and press ENTER. Controls To turn clockwise (left) - Z or C or B or M or . To turn anti-clockwise (right) - X or V or N or , To move pointer down - A,S,D,F,G,H,J,K or L To move pointer up - Q,W,E,R,T,Y,U,I,O or P To fire or jump - any number 1-0 For instructions press I while on the first screen. Select Joystick or Keyboard options from the menu. (c) Mastertronic Limited 1987